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Guardsmen 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).
"Just you wait! I'll be Corporal one day, and then you'll feel the sting of my boot!" -Anonymous, powerhungry Rookie
Recruit Ranks
| Rank |
Comments |
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Trainee
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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!
Armour -
Chainmail Coif. Ringmail sleeves, leggings, gloves and tunic. Shield
choice restricted to a round wooden shield only. All armour is to be
made from iron or gold and the physical resist must not exceed 45.
Parade Weapon: Halberd.
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Footman
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The
basic trooper of the Militia, the Footman knows how to fight 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.
Armour - Chainmail
leggings, tunic and coif. Ringmail gloves. Plate gorget. Can choose
between a round wooden or round metal shield. All armour is to be made
from shadow or below and the physical resist must not exceed 50.
Parade Weapon: Halberd.
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Guard Ranks
(See Division Values Below)
| Rank |
Comments |
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Rookie Guard
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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.
Armour - Plate arms and gorget. Ringmail gloves. Chainmail tunic, leggings and coif.. All armour is to be made from bronze or below and the physical resist must not exceed 55.
May be chosen to join a Division.
Parade Weapon: Halberd.
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Guard
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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.
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from agapite or below and the physical resist must not exceed 60.
May be chosen to join a Division.
Parade Weapon: Halberd.
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Veteran Guard
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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.
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from verite or below and the physical resist must not exceed 65.
May be chosen to join a Division.
Parade Weapon: Halberd.
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Lance Corporal
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Lance Corporal is a rarely used temporary rank to allow guardsmen to demonstrate themselves in a commanding role. The duration of their appointment varies,
however the rank is not intended to be permanent and will typically
only be held for thirty days.
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from verite or below and the physical resist must not exceed 65.
Parade Weapon: Halberd.
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Corporal

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Corporals are selected from the more
experienced and loyal Guardsmen to lead a Division or operate under the Officers. The
duration of their appointment varies from permanent to temporary.
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from verite or below and the physical resist must not exceed 65.
Parade Weapon: Halberd.
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Retired Guard
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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)
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from verite or below and the physical resist must not exceed 65. May also wear Civilian clothing.
Parade Weapon: Halberd.
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Officer Ranks
| Rank |
Comments |
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Sergeant
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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.
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from valorite or below and the physical resist must not exceed 65.
May ride a Horse.
Parade Weapon: Halberd.
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Captain
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For
every twenty Guards there should be a Captain. The Captain oversees Stonekeep and is responsible for the welfare of the ranks in their entirety.
The
Officer is much of a coordinator, and when around makes sure that
patrols get sent out, and the troops trained.
Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from valorite or below and the physical resist must not exceed 70.
May ride a Horse.
Parade Weapon: Halberd.
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Division Ranks
| Division |
Comments |
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Besiegers

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The
hammer of the Militia, the Besiegers are sent to places where heavy
enemy opposition is expected. You can find them in the dungeons, wading
through monsters, well protected by their armour, and in the frontline
of war. They are armoured to the teeth, and highly proficient in the
use of their black, round shields. Only the most brute and efficient
fighter Guards join the division of The Besiegers. In battle, these are
often the shield-troops who approach the enemy lines first, and shrug
off the damage which the weaker armoured guardsmen could not withstand.
The Besiegers are fixated with war, conquest and tactics and secretly
worship the Archangel of fire; Pyros. A Besieger is a one-man-army.
Maybe not being able to inflict as much damage as one of the
Waywatchers or Marksmen, he is virtually impossible to kill.
Rookie - Maximum of 60 PR. Gold Armour
Besieger - Maximum of 65 PR. Agapite Armour
Veteran - Maximum of 70 PR. Verite Armour
Corporal - Maximum of 70 PR. Valorite Armour
Parade Weapon: Halberd.
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Marksmen
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The
confident and vain Marksmen believe that the only true and noble way of
fighting, is that of the archers, and so they train to expertise in
this art; how to hit a foe, as well as how to make best use of their
skill in battle. They feel that the fray and chaos of the melee is
below their stature, and that the way to kill a foe should be an arrow
through the heart. They do not refuse to melee, but rather prefer the
use of their sturdy bows.
Rookie - Maximum of 55 PR. Shadow Armour
Marksman - Maximum of 60 PR. Bronze Armour
Veteran - Maximum of 65 PR. Agapite Armour.
Corporal - Maximum of 65 PR. Verite Armour.
Parade Weapon: Halberd.
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Waywatchers

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The
Waywatchers are the sworn protectors of the forests and roads and the
eyes and ears of the Militia. Their ability to scout is used to
forewarn Stonekeep of any enemy armies heading towards it, and with
their efforts the woods of Yew are a relatively safe place. In war they
are often used to estimate enemy size and to strike at key
enemies, such as sorcerers and shamans, where their poisonous blades
come well in hand.
Rookie - Maximum of 50 PR. barbed Armour
Waywatcher - Maximum of 55 PR. Barbed Armour.
Veteran - Maximum of 60 PR. Barbed Armour.
Corporal - Maximum of 60 PR. Barbed Armour. Parade Weapon: Halberd.
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