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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

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TRAINEE

The trainee is the working class of the Militia. They are used to do all of the hard labour that the higher ranks are excused from. They have little to no rights and are there to work under anybody 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 or mentor. With loyalty and quick learning you shall advance to a more respectable status soon enough!

Armour Chainmail coif, Platemail gorget, Ringmail Tunic, Sleeves, Gloves and Leggings; all crafted from a mixture of Valorite and Verite. They may wield a wooden shield but no other variant.
Imbues – Trainees are forbidden to have any imbued armour, weapons, or jewellery.
Parade Weapon – Gold [Iron Hued] Halberd.

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, proven their loyalty and completed a number of reports and tasks through staying active for a solid amount of time.

 

Armour – Chainmail coif, Platemail gorget, Chainmail Tunic, Chainmail Leggings and Ringmail Gloves; all crafted from a mixture of Valorite and Verite. They may wield a round metal shield but no other variant.
Imbues – Footmen are granted permission to imbue Resists only to their armour. No other imbues to weapons, shields or jewellery are permitted.
Parade Weapon – Gold [Iron Hued] Halberd.

ROOKIE GUARD

Proven their worth a multitude of times, through reports, patrols, tasks and activity; although not accepted amongst the fully-fledged. The jump from Rookie 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. Becoming a Rookie Guard is a solid achievement in the militia and therefore are now allowed the option to join a division or remain in their Iron Arms.

 

Armour – Chainmail Coif, Tunic and Leggings. Platemail Gorget and Arms. Ringmail Gloves; all crafted from a mixture of Valorite and Verite. They may wield any variant of shield, however Order and Chaos shields are forbidden. Divisional armour is also taken into account.
Imbues – Rookie Guards are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd. Divisional parade weapon.

GUARD [Accepted]

A seasoned warrior, knowing well the different battle techniques and tactics used within the Militia. The Guard has proven great loyalty to the militia and will have built up a network of friends to support their endeavours, as well as tutoring or mentoring numerous trainee’s and footmen.

Armour – Chainmail and Platemail as you see fit, always Platemail Arms and Chainmail Coif; all crafted from a mixture of Valorite and Verite. Divisional armour is also taken into account.
Imbues – Accepted Guards are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd. Divisional parade weapon.

VETERAN GUARD

After facing many a foe in the service of the Militia, and having patrolled many a road enforcing the Kings Law; the Veteran Guard has earned himself quite a reputation among their peers. Their abilities have been honed through time and are often passed onto junior ranks by organised drills and battle training events. The Veteran Guard is a hardened warrior who knows when to draw steel and when not to. With grim determination he protects the lands from evil, acting as a token of admiration for the other guardsmen.

Armour – Chainmail and Platemail as you see fit, always Platemail Arms and Chainmail Coif; all crafted from a mixture of Valorite and Verite. Divisional armour is also taken into account.
Imbues – Accepted Guards are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd. Divisional parade weapon.

LANCE CORPORAL

Lance Corporals are selected from the more experienced and loyal Guardsmen to lead a Division and maintain order within the ranks. 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 – Chainmail and Platemail as you see fit, always Platemail Arms and Chainmail Coif; all crafted from a mixture of Valorite and Verite. Divisional armour is also taken into account.
Imbues – Lance Corporals are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd. Divisional parade weapon.

CORPORAL

Corporals are selected from the more experienced and loyal Guardsmen to lead a Division; However, unlike the Lance Corporal this rank is permanent. Corporals are junior members of command and oversee all that is required for their respected Divisions.

Armour – Chainmail and Platemail as you see fit, always Platemail Arms and Chainmail Coif; all crafted from a mixture of Valorite and Verite. Divisional armour is also taken into account.
Imbues – Corporals are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd. Divisional parade weapon.

SERGEANT

For every ten Guards there should be Sergeant. They are experienced in combat, drills, tactics, organising events as well as having the ability to inspire others. Sergeants are officers of the militia and are permitted to ride a horse if they wish to. The Officer is much of a co-ordinator, and when around makes sure patrols are sent out and troops are trained.

Armour – Chainmail and Platemail as you see fit, always Platemail Arms and Chainmail Coif; all crafted from a mixture of Valorite and Verite. Sergeants may also wear an officer’s cap.
Imbues – Sergeants are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd.

CAPTAIN

For every twenty Guards there should be a Captain. They may never leave Stone Keep without an escort of atleast one other guardsman. The Captain is very much the leader of the Militia and is the inspiration for all guardsmen. Captains may also ride a horse if they so wish.

Armour – Chainmail and Platemail as you see fit, always Platemail Arms and Chainmail Coif; all crafted from a mixture of Valorite and Verite. Captains may also wear an officers cap.
Imbues – Captains are granted permission to imbue resists to their armour for free, and are allowed to imbue their suit to comply with the RoE. Imbued jewellery is strictly forbidden.
Parade Weapon – Gold [Iron Hued] Halberd.