Difference between revisions of "Soldier-at-Arms (profession)"

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[[File:Soldier-at-Arms (profession).jpg|right|490px|thumb]]
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[[File:Soldier-at-Arms (profession).jpg|right|525px|thumb]]
'''Soldier-at-Arms''' are [[Experience Level|non-levelled]] combatants that have received a considerable amount of [[Train Soldier-at-Arms (sage ability)|combat training]], transforming them into "professional soldiers" that form the core of medieval armies in the game world.  Soldiers are essential to holding a position in battle alongside nobles and levelled fighters.
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'''Soldiers-at-Arms''' are [[Experience Level|non-levelled]] combatants who have undergone rigorous [[Train Soldier-at-Arms (sage ability)|combat training]], forming the backbone of standing armies, city garrisons and noble retinues. Unlike common levies or militia, these professional soldiers possess discipline, battlefield experience and the ability to function effectively within formations, allowing them to serve as the mainstay of organised warfare in both open battle and settled defence.
 
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Possessing a [[Morale#Standard Morale|standard morale]] which is likely to improve quickly, the greatest portion of soldiers serve as [[Retainer|retainers]] to powerful fighters; others, mustered out from the army, seek employment and increased [[Knowledge Points|knowledge]] as town [[Guard (profession)|guards]], [[Hayward (retainer)|haywards]] and [[Reeve (profession)|reeves]], [[Constable (profession)|constables]], members of the [[Merchant Marine (soldier)|merchant marine]], [[Mercenary (hireling)|mercenaries]] and other professions taking advantage of their fighting skills.  Others use wealth that they've plundered to become freeholders of their own land.
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While they lack the individual prowess of [[Fighter (character class)|levelled fighters]], their training enables them to execute strategic manoeuvres, hold defensive lines and endure prolonged engagements. They are expected to maintain order under pressure, obey commands without hesitation and preserve unit cohesion even in the confusion of melee. This reliability makes them especially valuable in sieges, patrols and other operations where steadiness is more important than personal heroics.
  
Not a few also seek to become levelled characters through further training, or through extensive campaigning and good luck.  Many levelled [[Fighter (class)|fighters]], [[Paladin (class)|paladins]] and [[Ranger (class)|rangers]] are given time in soldier ranks during their [[Level Training|training]].
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They are well-versed in the use of common battlefield weapons, such as [[Longsword (weapon)|longswords]], [[Spear (weapon)|spears]] and [[Crossbow (weapon)|crossbows]], and are proficient in wearing [[Chain Mail (armor)|chain mail]] or lighter forms of [[Plate Armor (armor)|plate]]. Their effectiveness is further enhanced when fighting under trained officers or commanders, particularly when deployed in ranks, shielded positions or other disciplined tactical arrangements.
  
== As Combatants ==
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== Roles ==
Soldiers possess [[Hit Points|hit points]] according to their [[Hit Points per Die|body mass]], +2-5. Due to their hardened condition, though a soldier's [[Negative Hit Points|negative hit points]] are reduced from that of levelled persons, they won't die until [[Damage (hit points)|damage]] reduces them to below -5 hit points.
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Within the game world, '''Soldiers-at-Arms''' are essential to maintaining order in fortified towns, escorting caravans, manning border outposts and serving in noble courts. They are found in every realm where professional military forces exist, forming disciplined ranks in the service of feudal lords, city-states and mercenary companies. In peacetime, they serve as watchmen, gate guards, escorts and enforcers of local authority; in wartime, they are relied upon to hold ground, reinforce strongpoints and march as part of organised field forces.
  
They have a [[THAC0]] of 20.  They possess proficiencies in club and a hereditary weapon, and often have a 3rd or 4th proficiency as well.  Their non-proficiency penalty is either -3 or -4. They're trained to fight in any sort of armour.
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Although [[Experience Level|non-levelled]], their combat proficiency makes them far more formidable than ordinary [[Commoners (non-player character)|commoners]], ensuring that they play a critical role in both warfare and security. Their presence often marks the difference between a settlement defended by force of habit and one protected by trained, disciplined arms.
  
== Characteristics ==
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Possessing a [[Morale#Standard Morale|standard morale]] that is likely to improve through experience, most soldiers find themselves in service as [[Retainer|retainers]] to powerful fighters, sworn to a lord, knight or military commander. These bonds offer steady pay, protection and opportunities for advancement, though at the cost of personal autonomy, as orders take precedence over individual judgment and movement.
Soldiers commonly roll 3d6 for all [[Ability Stats|ability stats]], with +1-2 points to both strength or constitution (to a maximum of 18).
 
  
Most have a smattering of knowledge points in one or two [[Fighter Sage Abilities|fighter-class sage]] [[Sage Study|studies]], always [[Mastery at Arms (sage field)|Mastery at Arms]] and sometimes one other. Knowledge in these studies has been gained in training and some from personal experience; assign 2d4 points if a random number is desired. Some soldiers have specifically sought further training in [[Horse Handling I (sage ability)|horse]] or [[Camel Handling I (sage ability)|camel handling]], as an [[Artillerist I (sage ability)|artillerist]] or as a [[Sapper I (sage ability)|sapper]], and even in the [[Canine Handling I (sage ability)|handling of dogs]].
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Upon mustering out from the army, many turn to civilian roles where their combat expertise remains valuable. Some take up positions as town [[Guard (profession)|guards]], charged with maintaining order in urban centres and responding to disturbances, while others become [[Hayward (retainer)|haywards]] and [[Reeve (profession)|reeves]], overseeing rural law enforcement, boundary disputes and land management. A few rise to the rank of [[Constable (profession)|constable]], directing the efforts of lesser guardsmen, organising watches and overseeing the security of districts or townships.
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Those with a preference for the sea may find employment in the [[Merchant Marine (soldier)|merchant marine]], escorting vessels and defending trade routes, while others pursue a more independent path as [[Mercenary (hireling)|mercenaries]], hiring their swords to the highest bidder. A rare few accumulate enough wealth through plunder, wages and long service to establish themselves as freeholders, securing land and station without the need for noble patronage. Others drift into less reputable callings, attaching themselves to border companies, private enforcers or armed expeditions where discipline is looser but reward may be greater.
 +
 
 +
Beyond these roles, some aspire to become [[Level Training|levelled]] characters, undertaking rigorous training or surviving long campaigns to refine their skills beyond the ordinary standards of soldiery. Many of the greatest [[Fighter (class)|fighters]], [[Paladin (class)|paladins]] and [[Ranger (class)|rangers]] begin their journey as ordinary soldiers, gaining their first taste of war within the ranks before proving themselves worthy of greater mastery. In this way, the soldier-at-arms often serves as the practical foundation from which more exceptional martial callings emerge.
 +
 
 +
== Soldiers as Combatants ==
 +
Soldiers possess [[Hit Points|hit points]] determined by their [[Hit Points per Die|body mass]], with an additional 2–5 points reflecting their physical conditioning, battlefield hardening and combat experience. While their [[Negative Hit Points|negative hit points]] are lower than those of levelled characters, their resilience ensures they do not succumb to injuries until [[Damage (hit points)|damage]] reduces them to below -5 hit points. This allows them to remain in the fight longer than common warriors, absorbing punishment that would disable lesser men, though they still lack the endurance and recovery of true adventurers.
 +
 
 +
Their base [[THAC0]] is 20, placing them at a combat proficiency above untrained combatants but below trained fighters. Each soldier is proficient with a [[Club (weapon)|club]] and a hereditary weapon, typically a family blade, an ancestral spear or a culturally significant armament. Many also develop a third or fourth proficiency over time, often tied to their service role, repeated use in the field or the demands of a particular commander. Their non-proficiency penalty ranges between -3 and -4, making unfamiliar weapons a significant disadvantage but not an impossible burden.
 +
 
 +
Unlike common levies, soldiers are trained to fight in any form of [[Armour List|armour]], whether light, medium or heavy. This flexibility allows them to adapt to the needs of the battlefield, from rapid skirmishing in lighter mail to holding the line in full plate. Their training also includes maintaining equipment, forming ranks and responding to command signals, ensuring they can serve effectively in various military roles, whether as foot soldiers, cavalry or guards, making them a critical asset in any organised force.
 +
 
 +
== Abilities and Additional Training ==
 +
Soldiers commonly roll 3d6 for all [[Ability Stats|ability stats]], with an additional +2 points to [[Strength (ability stat)|strength]] and +1 to [[Constitution (ability stat)|constitution]], though neither may exceed 18. This reflects their physical conditioning, regular drill and the demands of sustained military service, ensuring they are stronger, hardier and more capable in combat than untrained warriors of the same stock. A soldier is expected to march farther, carry more weight and endure privation better than an ordinary man, and his physical statistics reflect that practical difference.
 +
 
 +
Most possess a modest number of [[Knowledge Points|knowledge points]] in one or two [[Fighter Sage Abilities|fighter-class sage]] [[Sage Study|studies]], with Mastery at Arms being pretty nigh-universal among them. Some also develop knowledge in an additional study, gained through structured training, repeated service or direct battlefield experience, depending on the demands placed upon them. If generating these knowledge points randomly, assign 2d4 points to reflect their varying levels of expertise. This range represents the difference between a newly trained soldier and one who has seen extended service, without elevating them into the breadth of knowledge expected of [[Level Training|levelled]] characters.
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 +
Beyond combat proficiency, some soldiers receive additional instruction in specialised skills suited to the needs of their unit, campaign or station. A portion are trained in [[Horse Handling I (sage ability)|horse handling]] or [[Camel Handling I (sage ability)|camel handling]], particularly those serving in cavalry units, courier detachments or desert campaigns where mobility and animal control are essential to survival and effectiveness.
 +
 
 +
Others take on roles requiring more technical expertise, such as an [[Artillerist I (sage ability)|artillerist]], responsible for the operation and maintenance of siege engines and other ranged battlefield weaponry, or a [[Sapper I (sage ability)|sapper]], skilled in undermining fortifications, digging fieldworks and constructing temporary defences under military direction. A few also gain familiarity with [[Canine Handling I (sage ability)|canine handling]], utilising war dogs for patrols, tracking, camp security or battlefield support where such animals are available and properly trained.
 +
 
 +
While soldiers lack the broad versatility of adventurers, their focused expertise allows them to serve effectively in multiple martial capacities, making them adaptable assets within organised military structures.
  
 
== Experience ==
 
== Experience ==
Soldiers can gain [[Experience (X.P.)|experience]] (they receive one-half share of the x.p. bonus after combat). If they accumulate as many as 1,500 points, they will have enough acumen to convince an established military post that they are worthy of being trained as a member of the fighting class.
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Soldiers can accumulate [[Experience (X.P.)|experience]] through battle, receiving one-half share of the experience point bonus after combat. Though they are not levelled characters, the accumulation of experience allows them to refine their skills, sharpen their instincts and improve their standing among their peers, particularly in the eyes of officers, captains and other veterans who recognise steadiness under fire.
 +
 
 +
If a soldier amasses 1,500 experience points, they develop the necessary acumen and battlefield awareness to convince an established military institution or fighting order that they are worthy of formal [[Level Training|level training]]. At this stage, they are no longer regarded merely as reliable rank-and-file, but as someone with the judgment, toughness and martial promise to advance beyond ordinary service. This recognition grants them the opportunity to transition from a non-levelled combatant to a true [[Fighter (class)|fighter]], assuming they can secure a sponsor, complete the necessary training and demonstrate the required aptitude. For many, this is the highest realistic path of advancement available, marking the rare point at which long service and survival may become the foundation of a greater martial career.
 +
 
 +
For most soldiers, this transformation is rare, as many lack either the means or the ambition to elevate themselves beyond their station. Military life provides food, structure, wages and a defined place within the world, and not every capable man seeks the burdens or uncertainties that accompany advancement. Others simply do not survive long enough, or never distinguish themselves sufficiently to attract the notice required for further training.
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 +
However, those who endure long campaigns, distinguish themselves in battle or deliberately seek to improve their lot through discipline and perseverance may eventually rise above their rank. In such cases, a soldier may gain the opportunity to forge his own path as an independent warrior, knight or adventurer, leaving behind the ordered life of service for one shaped more directly by personal skill, reputation and fortune.
  
  
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[[Sapper (soldier)]]<br>
 
[[Sapper (soldier)]]<br>
 
[[The Adventure]]
 
[[The Adventure]]
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[[Category: Non-levelled Persons]][[Category: Reviewed]]

Latest revision as of 22:50, 9 April 2026

Soldier-at-Arms (profession).jpg

Soldiers-at-Arms are non-levelled combatants who have undergone rigorous combat training, forming the backbone of standing armies, city garrisons and noble retinues. Unlike common levies or militia, these professional soldiers possess discipline, battlefield experience and the ability to function effectively within formations, allowing them to serve as the mainstay of organised warfare in both open battle and settled defence.

While they lack the individual prowess of levelled fighters, their training enables them to execute strategic manoeuvres, hold defensive lines and endure prolonged engagements. They are expected to maintain order under pressure, obey commands without hesitation and preserve unit cohesion even in the confusion of melee. This reliability makes them especially valuable in sieges, patrols and other operations where steadiness is more important than personal heroics.

They are well-versed in the use of common battlefield weapons, such as longswords, spears and crossbows, and are proficient in wearing chain mail or lighter forms of plate. Their effectiveness is further enhanced when fighting under trained officers or commanders, particularly when deployed in ranks, shielded positions or other disciplined tactical arrangements.

Roles

Within the game world, Soldiers-at-Arms are essential to maintaining order in fortified towns, escorting caravans, manning border outposts and serving in noble courts. They are found in every realm where professional military forces exist, forming disciplined ranks in the service of feudal lords, city-states and mercenary companies. In peacetime, they serve as watchmen, gate guards, escorts and enforcers of local authority; in wartime, they are relied upon to hold ground, reinforce strongpoints and march as part of organised field forces.

Although non-levelled, their combat proficiency makes them far more formidable than ordinary commoners, ensuring that they play a critical role in both warfare and security. Their presence often marks the difference between a settlement defended by force of habit and one protected by trained, disciplined arms.

Possessing a standard morale that is likely to improve through experience, most soldiers find themselves in service as retainers to powerful fighters, sworn to a lord, knight or military commander. These bonds offer steady pay, protection and opportunities for advancement, though at the cost of personal autonomy, as orders take precedence over individual judgment and movement.

Upon mustering out from the army, many turn to civilian roles where their combat expertise remains valuable. Some take up positions as town guards, charged with maintaining order in urban centres and responding to disturbances, while others become haywards and reeves, overseeing rural law enforcement, boundary disputes and land management. A few rise to the rank of constable, directing the efforts of lesser guardsmen, organising watches and overseeing the security of districts or townships.

Those with a preference for the sea may find employment in the merchant marine, escorting vessels and defending trade routes, while others pursue a more independent path as mercenaries, hiring their swords to the highest bidder. A rare few accumulate enough wealth through plunder, wages and long service to establish themselves as freeholders, securing land and station without the need for noble patronage. Others drift into less reputable callings, attaching themselves to border companies, private enforcers or armed expeditions where discipline is looser but reward may be greater.

Beyond these roles, some aspire to become levelled characters, undertaking rigorous training or surviving long campaigns to refine their skills beyond the ordinary standards of soldiery. Many of the greatest fighters, paladins and rangers begin their journey as ordinary soldiers, gaining their first taste of war within the ranks before proving themselves worthy of greater mastery. In this way, the soldier-at-arms often serves as the practical foundation from which more exceptional martial callings emerge.

Soldiers as Combatants

Soldiers possess hit points determined by their body mass, with an additional 2–5 points reflecting their physical conditioning, battlefield hardening and combat experience. While their negative hit points are lower than those of levelled characters, their resilience ensures they do not succumb to injuries until damage reduces them to below -5 hit points. This allows them to remain in the fight longer than common warriors, absorbing punishment that would disable lesser men, though they still lack the endurance and recovery of true adventurers.

Their base THAC0 is 20, placing them at a combat proficiency above untrained combatants but below trained fighters. Each soldier is proficient with a club and a hereditary weapon, typically a family blade, an ancestral spear or a culturally significant armament. Many also develop a third or fourth proficiency over time, often tied to their service role, repeated use in the field or the demands of a particular commander. Their non-proficiency penalty ranges between -3 and -4, making unfamiliar weapons a significant disadvantage but not an impossible burden.

Unlike common levies, soldiers are trained to fight in any form of armour, whether light, medium or heavy. This flexibility allows them to adapt to the needs of the battlefield, from rapid skirmishing in lighter mail to holding the line in full plate. Their training also includes maintaining equipment, forming ranks and responding to command signals, ensuring they can serve effectively in various military roles, whether as foot soldiers, cavalry or guards, making them a critical asset in any organised force.

Abilities and Additional Training

Soldiers commonly roll 3d6 for all ability stats, with an additional +2 points to strength and +1 to constitution, though neither may exceed 18. This reflects their physical conditioning, regular drill and the demands of sustained military service, ensuring they are stronger, hardier and more capable in combat than untrained warriors of the same stock. A soldier is expected to march farther, carry more weight and endure privation better than an ordinary man, and his physical statistics reflect that practical difference.

Most possess a modest number of knowledge points in one or two fighter-class sage studies, with Mastery at Arms being pretty nigh-universal among them. Some also develop knowledge in an additional study, gained through structured training, repeated service or direct battlefield experience, depending on the demands placed upon them. If generating these knowledge points randomly, assign 2d4 points to reflect their varying levels of expertise. This range represents the difference between a newly trained soldier and one who has seen extended service, without elevating them into the breadth of knowledge expected of levelled characters.

Beyond combat proficiency, some soldiers receive additional instruction in specialised skills suited to the needs of their unit, campaign or station. A portion are trained in horse handling or camel handling, particularly those serving in cavalry units, courier detachments or desert campaigns where mobility and animal control are essential to survival and effectiveness.

Others take on roles requiring more technical expertise, such as an artillerist, responsible for the operation and maintenance of siege engines and other ranged battlefield weaponry, or a sapper, skilled in undermining fortifications, digging fieldworks and constructing temporary defences under military direction. A few also gain familiarity with canine handling, utilising war dogs for patrols, tracking, camp security or battlefield support where such animals are available and properly trained.

While soldiers lack the broad versatility of adventurers, their focused expertise allows them to serve effectively in multiple martial capacities, making them adaptable assets within organised military structures.

Experience

Soldiers can accumulate experience through battle, receiving one-half share of the experience point bonus after combat. Though they are not levelled characters, the accumulation of experience allows them to refine their skills, sharpen their instincts and improve their standing among their peers, particularly in the eyes of officers, captains and other veterans who recognise steadiness under fire.

If a soldier amasses 1,500 experience points, they develop the necessary acumen and battlefield awareness to convince an established military institution or fighting order that they are worthy of formal level training. At this stage, they are no longer regarded merely as reliable rank-and-file, but as someone with the judgment, toughness and martial promise to advance beyond ordinary service. This recognition grants them the opportunity to transition from a non-levelled combatant to a true fighter, assuming they can secure a sponsor, complete the necessary training and demonstrate the required aptitude. For many, this is the highest realistic path of advancement available, marking the rare point at which long service and survival may become the foundation of a greater martial career.

For most soldiers, this transformation is rare, as many lack either the means or the ambition to elevate themselves beyond their station. Military life provides food, structure, wages and a defined place within the world, and not every capable man seeks the burdens or uncertainties that accompany advancement. Others simply do not survive long enough, or never distinguish themselves sufficiently to attract the notice required for further training.

However, those who endure long campaigns, distinguish themselves in battle or deliberately seek to improve their lot through discipline and perseverance may eventually rise above their rank. In such cases, a soldier may gain the opportunity to forge his own path as an independent warrior, knight or adventurer, leaving behind the ordered life of service for one shaped more directly by personal skill, reputation and fortune.


See also,
Archer (soldier)
Artillerist (profession)
Footsoldier
Horse Soldier
Pike Soldier
Sapper (soldier)
The Adventure