Mittelmarch Ranks

Ranks are an optional form of personal achievement for Mittelmarch members; they enhance roleplay and personal growth.

Ranks are for “bragging rights” only and do not provide any bonuses or advantages. Membership dues ($20 annually) are required prior to attempting any rank testing. Members can test for rank at any practice or Melee with a High Council member or Marshal present as a witness.

Prior to obtaining any ranks within Mittelmarch, members must demonstrate some form of weapon proficiency. Advanced ranks require demonstration of mastery.

Peasant

…where all players begin. Any who beg, borrow or steal weapons to defend themselves. No requirements. No weapons or shield. No garb. No backstory. No name.


Footman

Anyone planning on remaining active Mittelmarch member should strive to achieve this rank.

The backbone of any army, typical grunt soldier. To achieve this rank, players must:

  • Demonstrate proficiency in one weapon style
  • Own at least one weapon
  • Meet minimum garb requirements
  • Name and the start of a back story
  • Defeat another footman in one on one combat
  • Pay realm dues ($20 annually)

Choose Your Path

Take the Path of Light or the Path of Dark. To achieve any further rank you must own your own weapons.

  • Frontline Fighter: High Guard or Black Guard
    • Mastery of sword and board
    • Shield Bash Training*
    • Average Garb
    • Complete Backstory
    • Run the Gauntlet of your Mastery**
  • Line Breaker/Power Flanker: Crusader or Berserker
    • Mastery of either red weapon, florentine or polearm*
    • Line Support Training*
    • Average Garb
    • Complete Backstory
    • Run the Gauntlet of your Mastery**
  • Speed Flanker/Archer: Scout or Assassin
    • Mastery with ranged weapon or single blue, florentine or dagger
    • Flank or Archery Training*
    • Average Garb
    • Complete Backstory
    • Run the Speed Gauntlet***

Advanced Ranks

To be eligible for advanced ranks members must obtain two of the ranks above. Advanced ranks are obtained by either the Light or Dark Paths.

Members may use the equivalent rank on the light/dark side to achieve an advanced rank, but the last rank you acquired will determine your alignment.

  • High Watchman – You are home at the frontline and you have the foresight to defeat the enemy. Must obtain the ranks of High Guard and Crusader.

  • Sentry – You are protector and hunter. You look for holes in the enemy line and slip through. Must obtain the ranks of High Guard and Scout.

  • Ranger – You travel unseen, if you aren’t picking the enemy apart from range, you’re flanking them. Must obtain the ranks of Scout and Crusader.

  • Marauder – You demolish frontlines with focused rage. Must obtain the ranks of Black Guard and Berserker.

  • Shadowborn – You use guile and strength to shatter the hearts of your enemy. Must obtain the ranks of Black Guard and Assassin.

  • Blood-Drinker – The shadow is your home and from it you strike with your bloody rage. Must obtain the ranks of Assassin and Berserker.
  • War Master – The Warmaster rank is reserved for those who contribute to the realm both on and off the field. Warmasters significantly aid the realm by running practices and events, coordinating weapons check, photography, etc. Warmasters must be agreed upon by the High Council.
    • Proficient in all weapon styles
    • Masteries in three weapon styles
    • Defeat a team of three best present fighters (sword and board, red or polearm, ranged)
    • Own enough loaner gear (garb, weapons and shields) to outfit two fighters

What is Proficiency?
  • Prior to obtaining any ranks within Mittelmarch, members must demonstrate some form of weapon proficiency. This means you have the weapon under control and can wield it properly, or know how to use a weapon safely in a variety of situations.
  • Proficiency does not necessarily mean you are highly skilled with the weapon, just that you do not pose any danger to yourself or others in a larger field battle when wielding it. Proficiency is determined by someone with sufficient experience.
What is Mastery?

Mastery is being highly proficient with a weapon, as well not only safe but effective at wielding and teaching others how to wield the weapon.

Single Blue, Red, Florentine, Sword and Board, Dagger, Polearm Mastery

  • Must be Proficient with Weapon
  • Must own your own weapon of the Mastery you are seeking
  • Must defeat 2 Proficient opponents armed in the mastery you are seeking
  • Must defeat 1 ‘Best’ present fighter armed as they choose

Archery Mastery

  • Must be Proficient with Weapon
  • Must own your own Bow and Arrows
  • Must defeat 2 ‘Best’ present Archers
  • Must hit a stationary target, from 35 Ft, 10 out of 10 times
  • Must hit a moving target, from 30 Ft, 8 out of 10 times

Javelin Mastery

  • Must be Proficient with Weapon
  • Must own your own Javelin
  • Must defeat 2 ‘Best’ present Javiliners
  • Must hit a stationary target, from 25 Ft, 10 out of 10 times
  • Must hit a moving target, from 20 Ft, 8 out of 10 times

Rock Mastery

  • Must be Proficient with Weapon
  • Must own your own Rocks
  • Must defeat 2 ‘Best’ present Rock Throwers
  • Must hit a ‘still’ shield user’s head, from 15Ft, 10 out of 10 times
What are Gauntlets?
  • Training* – Conducted at an event under the supervision of a Mittelmarch veteran.
  • Gauntlet** – A test of endurance. Fight 25 fighters armed as they choose in single combat until you beat them all with the weapon of your mastery.
  • Speed Gauntlet*** – Defeat 10 single blue fighters in five minutes or less, with any Scout/Assassin weapons. If you are killed you start over.