The Ranks
The ranks are given in the order of the chain of command. This means each
rank can deal orders to the ones above them in the table (and Trainees cannot
order anyone about). Please note a more complete list of what weapons and armour
are permitted can be found in the Armoury section.
"Just you wait! I'll be Footman anyday now, and then you'll feel the sting
of my boot!"
-Anonymous, powerhungry Trainee
Recruit Ranks
Rank |
Appearance |
Comments |
Requirements |
Trainee |
Leather cap. Ringmail sleeves, leggings, gloves and tunic. |
The trainees are the working class of the Militia.
They are used to do all the hard labour that the higher ranks are excused
from. They have little to no rights and are there only to work under anyone
who wishes to order them about. As you enter the Militia you start from the
bottom, and have a lot to learn. A good way for a Trainee to become a worthy
guardsman is to get someone to be your personal tutor. With loyalty and quick
learning you shall advance to a more respectable status soon enough!
Shield choice restricted to a round wooden shield only.
NO additional clothing, magical weapons or coloured armour/shields. Archers
may use bows and crossbows. May not use halberds or warhammers.
Parade Weapon: Bardiche. |
Having followed all the steps of the "Creating a
Guardsman" section. |
Footman |
Chainmail leggings, tunic and coif. Ringmail gloves. Plate gorget. |
The basic trouper of the Militia, the Footman knows
how to battle and follow basic commands. They have also gained a knowledge
in the ways of the Militia and proven their loyalty by staying active for
quite some time.
Can choose between a round wooden or round metal shield.
NO additional clothing, magical weapons or coloured armour/shields. Archers
may use bows and crossbows. May not use halberds or warhammers.
Parade Weapon: Bardiche. |
Basic roleplaying, healing and fighting ability.
Proven knowledge of the Militia ways and Laws of War.
A few weeks of active membership |
Guard Ranks
Rank |
Appearance |
Comments |
Requirements |
Rookie Guard |
Plate arms and gorget. Ringmail gloves. Chainmail tunic, leggings and coif. |
Proven his worth a multitude of times, but still
not accepted among the fully fledged. The jump from here to Accepted is still
not as far as that from Footman to Rookie. Those that refuse orders or in
other ways displease the officers might find a hard time reaching this rank.
NO additional clothing, magical weapons or coloured armour/shields. Archery
weapons allowed are bows and crossbows; heavy crossbows are restricted to
the Marksmen and Corsairs (as harpoons while on a boat).
May be chosen to join a
Division.
Parade Weapon: Halberd. |
Good roleplaying ability.
Completion of a Guard Quest.
Two "sponsors" (officers or guard ranks that recommend you). |
Guard |
Chain and plate as you see fit. Though always plate arms and chain
coif. |
A seasoned warrior, knowing well different battle
techniques and tactics, having proven great loyalty to the Militia. A Guard
has also built up a network of friends to support him in his endeavours.
NO additional clothing, magical weapons or coloured armour/shields.
May be chosen to join a
Division.
Parade Weapon: Halberd. |
A formidable fighter, with ability to coordinate
patrol tactics.
Two "sponsors" (officers or guard ranks that recommend you).
Completion of a second Guard Quest. |
Veteran Guard |
As Guard |
After facing many a foe in the service of the Militia,
and having patrolled many a road enforcing the King's Law, the Veteran Guard
has earned himself quite a reputation among his peers. His abilities have
been honed through time, and so he views the lands through eyes knowing what
he sees. The Veteran is a hardened warrior who knows when to draw steel and
when not to. With grim determination he protects the lands from all evil,
acting as a token of admiration for the other guardsmen.
NO additional clothing, magical weapons or coloured armour/shields
May be chosen to join a
Division.
Parade Weapon: Halberd. |
Lengthy active and constructive service as a Guard.
Being recommended by his fellow guardsmen for this rank.
Completing a third Guard Quest. |
Corporal |
As Guard |
Corporals are selected from the more experienced
and loyal Guardsmen to lead a Division. The duration of their
appointment varies, however the rank is not intended to be permanent and
those holding it should be prepared to step down if they are no longer
able to fulfill the role.
Parade Weapon: Halberd.
|
Selection by Command as necessary. Some Divisions
may have two Corporals depending upon their size. |
Retired Guard |
As Guard, but may choose to wear civilian clothing. |
All good things must come to an end. The Retired
Guard has seen a lifetime of bloodshed, war and crime. He now feels he should
settle down somewhere in a cottage in Yew, spending the rest of his days
with a mug of ale in his hand pondering over long lost friends, adventures
long forgotten, and occasionally bragging to the younglings of the good old
days.
To reach the age of Retirement is an achievement that few guardsmen ever
can brag of. It is considered an honour, and the Retired Guard should be
revered for his long and fruitful services to the Militia.
A Retired Guard is still be bound by the Oaths, but can now choose to wear
simple clothing instead of the uniform as long as it is proper (a jester's
hat might, for example, be improper, and so would a pink apron)
NO magical weapons or coloured armour/shields. |
If you, as a Veteran or Officer, out of some reason
cannot play actively, you can ask to attain this rank as proof of your long
and active service. |
Officer Ranks
Rank |
Appearance |
Comments |
Requirements |
Sergeant |
As a Guard, but may ride a horse. |
For every ten Guards there should be a Sergeant.
The Sergeant is experienced in combat, has great tactical skill and ability
to lead and inspire others. He also has the right to ride a horse, but does
not have to do so.
The Officer is much of a coordinator, and when around makes sure that patrols
get sent out, and the troops trained. |
One selected for each ten full Guards. Most likely
an active Veteran will gain this rank. |
Captain |
As a Guard, but may ride a horse. |
For every twenty Guards there should be a Captain.
He may never leave the Headquarter area without the escort of at least one
other guardsman.
The Officer is much of a coordinator, and when around makes sure that patrols
get sent out, and the troops trained. |
One selected for each twenty full Guards. |
Major |
As a Guard, but may ride a horse. |
For every forty Guards there should be a Major.
He may never leave the Headquarter area without the escort of at least two
other guardsmen.
The Officer is much of a coordinator, and when around makes sure that patrols
get sent out, and the troops trained. |
One selected for each forty full Guards. |
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