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The men and women of the Merchant Guard are each provided with a standard issue leather uniform upon joining as a Recruit. Others outfitted with armour which is standardized to their rank, that being oiled leathers for Privates and iron maille for Corporals. Officers are usually granted a choice for their armour, though it must be of a military standard and requisitioned through the armouryBeyond the rank of Recruit, armor is dispensed by the favor of a Corporal or higher. Weapons are provided based on skill and suitability, though usually a sword and wooden shield are recommended for the newer troops beginning training as it is the most common weapon combination within the ranks of the infantryavailability, To those joining without any, or with little skill in fighting, they will be trained up in the weapon of their choosing. Bows are issued to those able to use them effectively, or to those who wish to learn to do so.



Guardsman Recruit - Red Armband
Guardsman Private - Red Armband with a Single Spear
First Guardsmen (Senior Private) - Red Armband with a Single Spear
Guardsman Corporal - Red Armband with Crossed Spears
Guardsman Sergeant - Red Armband with a Shield and Crossed Spears


Orc Head – 50 coppers
Orc Prisoner – 150 coppers
-Variable bounty on all intel useful to the war effort, from 5-50cp, approved by an officer.
Moonflower – 25cp for handful of petals. Night patrols will require a 5-person patrol.
Further bonuses can be applied at the discretion of the officers depending on participation and resource acquirement during patrols.

There are also crafts in game currently that provide for a bounty on both wolf and warg carcasses and pelts. Civilians may be given the full measure of coin from their kills. Merchant Guard patrols however, must deposit the MG's portion of the bounty into the coffers, to offset the cost of new armor and weapons. This may change in the future.



Officers have the ability to call on hazard pay. Hazard pay is called on when Guardsman face risk that is significantly more than what their contract calls for and not directly related to Utterby’s defense. Abuse of hazard pay constitutes a major offense and will be monitored closely by the Sergeant and Captain. It is never paid to an officer, only enlisted men.



Standing Orders
Obeying Orders –Lawful orders are to be carried out quickly and to the best of a Guardsman's ability. The chain of command has been established by Captain Wulf and his Adjutant Kennath for the reason of combative efficiency, and will therefore be respected by any and every man within it.
Patrols – All members of the Merchant Guard are expected to regularly accompany sanctioned group patrols. On these patrols, soldiers are to remain alert and ready for the unexpected at all times. There are strict regulations for the running of patrols which all men of the Guard should ensure they are aware of.


Escorting noncombat personnel into the wood for their work, like woodcutters and such is not mandatory but heavily recommended for those seeking bonuses or promotion.

Patrol The patrol leader or the man the leader charges with the responsibility will leave a return report with the following information before retiring:
-A list of men on patrol with name/rank (including himself as the lead)
-Expected route or destination
-Route traveled
-Any important information/abnormalities
-Any injuries/casualties
-Any other pertinent information


Minor Offenses 
• Failure to comply with any of the Standing Orders,
• Unarmed assault, defined as an unarmed physical attack against another with the intention of causing bodily harm,
• Fighting outside of the sparring area,
• Disturbing the peace, creating dissention,
• Open insubordination, defined as defiant, contradictory, or disrespectful composure, action, inaction, or manner to one of higher station or rank. This includes refusal to follow a lawful order.
• Petty Theft, most insignificant items (clothing, materials, etc.)
Possession of enemy contraband,
Any other offense deemed to be Minor by a Corporal or above.

Major Offenses
• Armed assault, defined as an armed physical attack against another with the intention of causing bodily harm,
• Major Theft, the most valuable (coin pouches, weapons, keys, etc.)
• Looting of the dead,                                                                                                                                                                                                                                            • Possession of enemy contraband,
• Oath-breaking,
• Any other offense deemed to be Major by a Sergeant or above.


Minor Offenses
• 1st offense – One week of community service and 10 20 cp fine
• 2nd offense - Three lashes, 10 cp, and one week’s community serviceand 20 cp.
• 3rd offense - Six lashes and one month’s pay, and reduction in rank.
• 4th offense - Nine lashes, dishonourable discharge.


• Any man wishing to appeal a punishment may come before the Captain and present their case.
• If the appeal is denied it will double the punishment.



• Prisoners are to be stripped of their belongings and shackled in a cell in the gaol. Their boots are to be checked for weapons and may be returned to them, as may their cloak. If they require medical attention, see that it is provided unless the prisoner is too violent for the treater's safety.
• -All- of their belongings are to be stored outside in the holding area and reported to the gaoler. (Board Post Required!)
• Corporals and above are the only ones allowed to enter the cells without specific orders from Officers except for the express purpose of bringing in and securing prisoners.
• Prisoners will be forced to make reparations, or be ransomed or executed after interrogation. Exceptions require the orders of a Captain or the Master.
• Enemies are -never- to be allowed outside of their cells.