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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). 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

Comments

Trainee

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 and the physical resist must not exceed 45.
 

Parade Weapon: Bardiche.

 

Footman

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 and the physical resist must not exceed 50.
 

Parade Weapon: Bardiche.

 

Guard Ranks

(See Division Values Below)

Rank

Comments

Rookie Guard

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 and the physical resist must not exceed 55.

May be chosen to join a Division.

Parade Weapon: Halberd.

 

Guard

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 and the physical resist must not exceed 60.

May be chosen to join a Division.

Parade Weapon: Halberd.

 

Veteran 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.

Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from Verite and the physical resist must not exceed 65.

May be chosen to join a Division.

Parade Weapon: Halberd.

 

Lance Corporal

Lance 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 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 and the physical resist must not exceed 65.

Parade Weapon: Halberd.

 

 

Corporal

 

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 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 and the physical resist must not exceed 65.

Parade Weapon: Halberd.

 

Retired Guard

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 and the physical resist must not exceed 65. May also wear Civilian clothing.

Parade Weapon: Halberd.

 

Officer Ranks

Rank Comments

Sergeant

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 and the physical resist must not exceed 65.

May ride a Horse.

Parade Weapon: Halberd.

 

Captain

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.

Armour - Chain and plate as you see fit. Though always plate arms and chain coif.. All armour is to be made from Valorite and the physical resist must not exceed 70.

May ride a Horse.

Parade Weapon: Halberd.

 

Division Ranks

Division Comments

Besiegers

 

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

 

Marksmen

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.

 

 

Waywatchers

 

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 keypoint 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.

 

 

 

 

 
 
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