The Might of the Alliance (An RPers guide)

Sup Ravenholdt,

After all the datamining I usually do on this, coupled with all the fancy elite latin-named guilds (yes I know I'm part of one) that are apparently part of the Alliance and the confusing blur between medieval and modern, I decided to draw up a military structure of the Grand Alliance as best I can for reference, including known units, ranks, individual roles and how you may be a part of it based on race, class and even gender. Since I'm only one man, I'll update this frequently whenever things I missed are brought to my attention.

This is all for the benefit of roleplayers wishing to broaden their in-character knowledge of their current/former profession of the application of violence. 80% of the research for this was taken from in-game observation while the rest is lore and speculation.

Summary: King Varian Wrynn is our Commander-in-Chief, having the final say in all things tactical and personally leading forces wherever he can. He has several armies under his command including:

-- His human/elven/dwarven Legions and Brigades
-- Various militias raised to combat local threats in the absence of a regular unit.
-- Dwarven armies pledged to his campaigns, differing greatly by clan.
-- Up to 250 ships, ranging from steamships to warships to troop carriers.
-- Several aerial gunships, each capable of hosting a fleet of gyrocopters or bombers.
-- The Sentinel Army and whatever forces the night elves have raised over the past ten years, including what druids haven't pledged to a neutral faction.
-- The Silver Covenant and the Kirin Tor.
-- SI:7, Gnomeregan Covert Ops and other clandestine units.

Alliance units are organised into either Legions or Brigades - from Lordaeron and Stormwind respectively and appear to be roughly the same size. When deploying assets, units are kept whole wherever possible and attachments assigned as necessary. All units - particularly garrisons - employ civilian tradesmen such as smiths.

To find the best example of a basic Alliance unit, play the humans in Warcraft 3.

A breakdown of the standard Brigade (from what we can see in-game)
-- Footman - does what footmen do best. Attack, defend, charge, flank, kill.
-- Rifleman - these can be human or dwarven. Sentinel Archers sometimes take up this role.
-- Knight - Your mounted cavalry. They charge, flank and encircle enemies with speed. They make good shock troops.
-- Mage/battle-mage - A support unit. Usually seen in defensive postures, mages take up a support role alongside riflemen. Can be employed offensively or defensively.
-- Priest - Healing support unit. Perform front-line healing and utility assets to a group, such as dispelling.
-- Gyrocopter/Bomber - An aerial reconaissance/direct fire support unit. Initially a reconaissance unit, these piloted vehicles have slowly expanded into bombing, strafing and small-scale troop carriage roles.
-- Ballista/Siege engine - Siege units, used to destroy enemy fortifications. Ballistae are employed more often than siege engines, no doubt due to maintenance, terrain and range issues.
-- Mortar team - Dwarven support units used for indirect fire support. Good for their mobility.
-- Gryphon rider - Wildhammer riders, capable of air-strikes, aerial support and air-to-air engagements.

Guards: Guard units are small and generally organised by region, containing little more than footmen and a few officers. Guard Marshals (and higher) have the lawful authority to place bounties on criminals or enemies of the King and hire bounty hunters to enforce justice. Hogger is a perfect example of this.

TL:DR - If your character serves or served in the military, then he/she had a role to fulfill. This can give insight to how they may have contributed to a fight and knowledge on the workings around you. If you roleplay a knight, officer or commander, you should no doubt be aware of what assets are at your disposal and how to employ them.

The next post will cover known Alliance units both under the direct command of King Wrynn or their respective faction leaders.
Known units: These are only what can be found in-game. Many units aren't named and it is reasonable to roleplay a unit that may not be mentioned by name. A Legion/Brigade appears to be the standard unit reference.

1st Legion: Personally commanded by Arthas and destroyed in Northrend. Arthas had three captains under his command.

7th Legion: A commando-type unit, it is more reasonable to suggest the 7th is simply the most battle-hardened asset Varian has (he uses two as his royal guard in 5.1) and have a higher standard of soldiering than other units. High Commander Wyrmbane led the 7th up until Cataclysm, and probably still does in Pandaria. There are numerous Commanders, and other noble/officer ranks tagged as 7th Legion.

Westfall Brigade: a militia-turned-regular army headed up by Marshal Stoutmantle, it largely consists of Westfall natives and was part of the Valiance Expedition before returning to Westfall to take on a Guard role.

Baradin's Wardens: An old unit with ties to Stromgarde, fighting the good fight in Tol Barad. With a Marshal, a Major, two Commanders and dedicated naval support, it can be assumed that this group is either Brigade-sized, or bolstered to size with Stormwind personnel. Given the name 'Baradin's Wardens' and its old leadership, it may have once been a militia raised by Duke Baradin II.

The Silver Covenant: A small group of elves currently joined with the Kirin Tor in the Isle of Thunder. Led by Vereesa Windrunner, their numbers are few and ranks fewer. Arcanists and scouts are common, with at least one naval captain. (As much as you want it to be, high elves are not a playable race.)

The Kirin Tor: Mages and battle-mages that have once again pledged to the Alliance. Lady Proudmoore leads the combined Kirin Tor and Silver Covenant as the Kirin Tor Offensive in 5.2. Combined with the Silver Covenant, they may approach a Brigade sized joint-arms force.

Northwatch Expeditionary Unit: A navy/marine force found throughout central Kalimdor, based out of its namesake base. Likely led by Rear-Admiral Hartley, other ranks throughout its numbers include a Marshal, Force Commander, Captains and Lieutenants. We can assume through Horde questing and Tides of War that this unit was either destroyed or took enough losses to facilitate disbandment.

Darkshire Brigade: A unit stationed in Dragonblight. May include the conscripts under Captain Iskandar at the Ruby Dragonshrine, Highlord Fordragon's unit destroyed at the Wrathgate, or both.

Goldshire Brigade: Forces in Howling Fjord, possibly Valgarde and Westguard. There is a Vice Admiral and at least two Captains stationed here - enough to make this plausible.

Sentinel Army: Led in it's entirety by Shandris Feathermoon, the Army is comprised of scouts, rangers and skirmishers. They then come under smaller divisions such as the Shadowleaves and the Silverwing Sentinels, which can operate autonomously. There is little rank in the Sentinels aside from the General, Commanders and the Sentinels themselves. Many are attached to other units as scouts and skirmishers. They are often supported by druids.

Ironforge 127th Paratroopers: A unit found in Lost Isles, supported by SI:7 members.

13th Brigade: A private soldier in Vashj'ir states his unit as 13th Brigade when questioned.

SI:7: Units have their own scouts and rangers, but SI:7 can scout ahead of even them. They serve as spy handlers, conduct espionage and perform assassinations where needed. They are led by Matthias Shaw.

TL:DR - If you seek authenticity, you can place your soldier into a unit already found in-game. If you wish to be a part of a new unit, then there are many patterns seen among what we have.

I have personally used the 4th Legion and the 9th 'Moonbrook' Brigade.

The next post will touch on the Alliance navy and forces commanded by our other faction leaders. (Yes, I'm aware that Tyrande commands the Sentinels and they're mentioned above, but portions of her units are often detached to regular units).
Navy: It is assumed that Grand Admiral Jes-Tereth is the Commander the Alliance fleet.

The Alliance Fleet is divided into squadrons and floatillas, each commanded by an admiral or senior Captain from his flagship. There are examples to suggest a squadron is three warships, such as Vashj'ir, Lost Isles and the Twilight Highlands. Individual ships and some squadrons are commanded by naval Captains, equivilant to an army Marshal. All ships from there have a navigator, 1st/2nd/3rd Mate/Officer, crew and some marine attachment, usually commanded by an officer.

All ships have their own artillery batteries and Tides of War gives us mages and shamans stationed on each vessel.

Gunships: Four gunships have appeared in-game thusfar - the Skybreaker, Skyfire, Skyseeker and an unnamed gunship in Deepholm. The Skyfire is the flagship and Sky-Admiral Rogers commands the fleet. Each gunship operates similar to a warship, with a Sky-Captain, two navigators, officers, crew and attachments. Both gunships in MoP are capable of hosting a squadron of gyrocopters each.

Other races have their own units separate to the main army, being directed by their respective leaders. From the Stormpike Guard to S.A.F.E., most races have a place in their own ranks.

Dwarf: Mountaineers are stationed throughout dwarven lands, patrolling paths and garrisoned at outposts. The Stormpike Guard is the most represented force of dwarves seen, found in Alterac Valley and during quests in Hillsbrad. Alterac Valley was clearly a theatre of its own, commanded by a general. Captain Stonehearth, four Marshals, four commanders, three Wing Commanders and six lieutenants were present once upon a time. Outside the battleground is another Captain, and two more on the Fingers.
This really gives a sense of size to the army that fought here. The multiracial officers also suggest Stormpike's army is bolstered by an Alliance unit.

The Wildhammer dwarves in Shadowmoon Valley are a good example of a Wildhammer unit. Observing the Dark Irons at work in Searing Gorge, Blackrock Depths and later in Blood in the Snow can offer insight to how they operate as well.

Night Elf: Their main force is of course the Sentinel Army and commanded by General Feathermoon. I would hazard a guess that the Sentinels are divided up into units from there, as there are four known subfactions: The Shadowleaves, the Starseekers, the Nightblades (all from WC3 and the latter two destroyed) and the Silverwing Sentinels in WoW. No leadership ranks exist outside of General, Commander and Sentinel.
Moon Priestesses can be found in support and leadership roles. Majority of druids are affiliated with neutral parties and thus not part of the Alliance though some can be seen in the 5.1 advance party in healing roles.
Glaive throwers are also a deadly anti-personnel and siege vehicle used by the night elves. Other elements include hippogryph riders, ancients and transport ships.

Gnome: Their infantry can be seen in New Tinkertown, utilising choppers, specialised shields and the occasional breather helmet. The gnomes strongest asset is their vehicles and robots, from mechano-striders and alarm-o-bots to mech suits and the quadpedal mechano-tank. Healers take a back seat to medics and physicians - a more academic approach to treatment.
Choppers are often standard-issue, along with guns, grenades and machines to act as shock troops.

There are two observed units under Mekkatorque's command, the Survivor Assistance Facilitation Evacuation and Gnomeregan Covert Ops.

S.A.F.E. deals with expeditions into Gnomeregan in order to rescue survivors, thin out hostile forces and gather intelligence. Due to their toxic environment, members of S.A.F.E. are trained in biological and chemical warfare - a skill they may take with them into regular units battling the Forsaken.

Gnomeregan Covert Ops deals less in assassination or direct intervention and more in scouting, intelligence gathering and espionage. They're seen in Dun Morogh and Tanaris.

Draenei: They do have their armies - but I have found only the one mention in Borean Tundra related to this. It can be guessed that a detatchment currently fights in Lion's Landing, and a unit may serve in Eye of the Storm.

Worgen: Most are either tied up in the Gilneas Liberation Front or simply absorbed into the regular army. Aside from Crowley's rebel force, little exists of a standing army I could find.

Pandaren: Taylor rallied a few in Kun'Lai and no doubt absorbed them into the rank and file. There are no real Pandaren-only forces that fight for the Alliance.

TL:DR - These are/were all recognised forces in the game, and a little information on areas where you can imagine your own unit. If you don't/can't be a footman in the regular army, or your soldier simply took a different path, these are some avenues open to you.
Ranks: The biggest difference between Legions and Brigades are the ranking system amongst officers. High Commanders and Field Marshals are present in the old Lordaeron Legions whilst Marshals and Generals are in the Stormwind Brigades. This is often blurred and there is a great deal of confusion as to which ranks are equal. This is the best I could do.

Note: A monarchy at heart, knights are present everywhere but isn't required to be promoted. If you are a knight, you title is 'sir/lady' at a minimum. Your character may have been raised a page to become a paladin or simply earned his title through battlefield prowess. All knights are expected to carry themselves appropriately.

Grand Marshal: Garithos was the last, and his position is unlikely to be filled anytime soon.

Field Marshal/General/Admiral: These are your highest commanders, usually dwelling in command centres and co-ordinating from there. Only a handful of these are out there, usually one per theatre. Admirals are the naval equivilant of a general.
Also worth note that two Field Marshals serve under Danath Trollbane in Hellfire Peninsula, who had assumed the role of Supreme Commander of the Alliance forces there.

Marshal/High Commander: This includes naval captains and Sky-Captains. These men lead units into battle and command their Captains. If you serve in a unit, this man is your Commanding Officer. Marshals can sometimes be seen in staff roles. Marshal is also a Guard rank, but closer to a sergeant.

Commander/Colonel: Often a unit leader, 2IC, adjutant or a staff officer. Commanders are more common in Sentinel ranks, equivilant to a Captain. There are places where Commanders are in charge of units - particularly Lordaeron Legions. At least three colonels are out and about, with Troteman later being promoted to Marshal.

Lieutenant Commander/Major: I've only ever found one Lieutenant Commander - the 2IC of what's left of the Alliance base south of Honor Hold. I imagine the difference between LC/Commander is a seniority thing. Majors aren't seen in leadership roles in-game, serving in staff ranks more than combat roles.

Knight-Champion/Champion: A rank I have yet to see on an NPC in-game, Champions are a frequent staple to units and groups everywhere. This may be an accolade rank rather than a leadership step - the one you find at the head of a charge, sword raised.

Knight-Captain/Captain: This is your most common command rank, often taking the place of lieutenants as group leaders. An army captain is a lower rank than a naval or sky captain, which is equivilant to a marshal.

Knight-Lieutenant/Lieutenant: Your base commissioned rank, lieutenants often serve as 2ICs to captains, stepping up if his commander falls. The top rank in Wintergrasp is First Lieutenant and an NPC in Tol Barad is ranked 2nd Lieutenant. The difference is likely seniority.

Knight - A knight of the realm but without a commissioned rank. Most human and dwarf paladins would be this rank. May be a stepping stone to Knight-Champion.


Sergeant-Major - Your longest-served enlisted men. Many sergeant-majors would either be Second War veterans (for humans/dwarves) or simply a very long-serving soldier. A unit sergeant-major usually assists the CO directly.

Master Sergeant - A more specialized role generally as an expert in his/her field. Like Sergeant-major and Staff sergeant, there are only one or two of these ranks found on NPCs in the game.

Staff Sergeant - There are no Staff sergeants I could find in-game (Alliance-side), but Staff-sergeants are generally platoon 2ICs or a staff role. This is about where your character becomes a career soldier.

Sergeant - Typically your squad leader, sergeants are everywhere in the game. This is the man who knows how to think on his feet and make decisions in the middle of battle. A strong sense of leadership is required to be a sergeant.

Corporal: Team leader/Squad 2IC. Corporals exist here and there, helping the sergeant out where he can and leading half of his squad.

Private/Scout: The footmen, who simply follow orders and attack things when told to. In this game, any idiot can be a private so long as he is aggressive and remembers his drills. Most RPers will remain privates for majority of their careers.

Other ranks:

Vindicator: A draenei paladin - your human knight equivalent. Draenei also use Trackers and Defenders. Curiously, there is a Knight-Defender in Bloodmyst Isle.

Sentinel: The rank given to Sentinels, equivalent to a private.

Harbinger/Exarch: Command ranks used by the draenei. While Draenei have Commanders and Generals, these ranks may be in place of Captains or Marshals.

TL:DR - Ranks don't have specific jobs. Sergeants and captains don't always lead and may be placed in staff or advisory roles. Whatever your rank is or was, your role would have changed - a leader one year is an advisor the next.
The evolution of warfare:

We can look back on the RTS games and previous expansions to see what has changed and what has stayed the same. War always fuels technology advances, from gunships emerging in Northrend to mages and battlemages as a support unit in air/naval warfare. If your soldier has served way back, you'll have noticed some of these little differences.

Some things never change. Throughout history, some things have remained steadfast like the footman, knight, gryphon rider and mage. As warfare evolved over the past thirty years, the core concept has always remained.

The footman versus the grunt. Ogres became tauren became mooks, elven archers became dwarven riflemen. Gunships, flak cannons, flamethrowers, giant robots, none of these have changed the core concept. If you're a veteran footman, you've seen it all build up around you - and you probably don't care. Let the other guys do their thing - my job is still to stab that guy.

(You'll notice patterns quickly emerge, so you don't have to read everything if you pick them up)

Second War: The most advanced technological wander to these soldiers was probably the gnomish flying machine and the submarine - probably the only good thing the gnomes did for us. Ballistae were the pinnacle of siege warfare.

Third War: Ballistae have given way to the steam engine, the gyrocopters are dwarven now, mortar teams support you from back there and priests stand at your back now. Given their prevalance in WoW, we can assume crossbowmen were still around - just overshadowed by the dwarven riflemen. Battle-mages have also emerged on the frontline.

World of Warcraft: We have gained the night elves - archers and scouts that no doubt put others out of business. Of course, we all remember the old PvP ranking system - killing people gains you ranks even if you can't lead for !@#$. This would have been a time of incompetent leadership and disgruntled men who didn't like dying because their commander didn't know the first thing about strategy. Despite the versatility our army is gaining, cavalry charges and gryphon bombing runs still rule the day. Don't fix what ain't broke, right?

The Stair of Destiny gives us a wall of footmen, supported by archers, mages and paladins. Mr FOR THE LIIIGHT! is a champion here, while a Commander co-ordinates the troops. Honor Hold is a good example of garrisoned soldiers.

The Northrend Campaign gave us the Skybreaker, steamboats and numerous other tech advancements and there are many examples of Alliance warfare here.

-- The dead/dying soldiers on the broken front are all sword and shield holders, yet they are in both footmen and the newer marine uniforms. The Grand Marshal weaponary is becoming more and more standard issue now. The NPC in Crusader's Pinnacle suggests this was a Brigade-sized attack, given his rank. Among the wreckage we can see siege engines and more powerful vehicles that have literally a turret on top.

-- Valience keep use cannons and riflemen in defensive tiers and manning the walls - a tactic later seen in Lion's Landing.

-- Fordragon Hold showed some conflict before the cinematic. Mounted dwarven knights, footmen and 'stormtroopers' (both using the same new uniform as a Skybreaker Marine) lead the charge. Gryphon riders are used offensively here in their anti-air role. Given their dragonslaying role in the Second War, this isn't a new tactic. Other support assets include priests, Sentinel archers, riflemen and cannons.

-- Wintergarde Keep shows much of the 7th Legion's structure and their adaptability. They have their own squadron of gryphon riders, adapted a squad into wyrm-hunters, armed with spears and harpoons - something not seen anywhere else in the game (that I'm aware of). This is another example of Sentinels among the ranks as archers. They have their own scouts and specialist equipment such as chain guns. Other units include battle-mages - possibly a Silver Covenant attachment as they are all high elves - and cavaliers.

-- The Skybreaker shows us the first example of a gunship. Despite the presence of a Sky-Captain, High Captain Bartlett seems to command the ship. A separable marine unit (possibly under Knight-Captain Drosche) can deploy from here via parachuting or light aircraft, board other ships or repel enemy attacks. Each gunship has two navigators.

By the time the Cataclysm has arrived, the Grand Marshal weaponary is almost standard-issue - we have enough surplus to equip the Grimtotem with them. Battles are everywhere now.

-- The Baradin's Wardens under command of a Marshal fight on Tol Barad. Aside from salvaged siege engines and old ballistae, there is little sign of heavy support units on the island itself due to the terrain. A permanent naval presence may be their solution to artillery, trading easily bogged down mortar teams for indirect naval bombardments. Small patrols and outposts have replaced large troop movement due to numbers and again, terrain.

-- Vashj'ir has at least five sunken Alliance ships in Kelp'thar forest, likely having fought the equally-decimated orcish and forsaken fleets. Three are afloat further south under the command of a Captain.
What few land units we can see are gryphon roosts and disabled ballistae.

-- The goblin escape from Kezan cinematic shows three Alliance ships bombarding Thrall's vessel. This supports the idea that the navy squadrons are groups of three. Additionally, we're shown a paratrooper unit based on these ships.

-- The zepplin ride to Twilight Highlands for Horde shows a squadron of transport ships protected by frigates. This may be a proper squadron size, or even a flotilla.

-- Highbank shows us traditional guard towers (armed with ballistae) as a form of naval defense instead of cannons. The beachhead uses the same tactic as Valience Keep. This unit also has half a dozen siege tanks.

Most recent:

-- The attack on Garrosh'ar shows us just how deadly an air attack can be. The Skyfire gyrocopters are now equipped with enough ordanance to level a small town each and the Marines well-equipped with both swords and rifles.
The ship fleet further north under the command of Captain Doren had at least two ships left after 'heavy losses'. The Strongarm gyrocopters are in fact the squadron from the Skyseeker - the gunship that later crashed in the Wandering Isle. This group has the usual compliments of footmen, riflemen and priests.

-- The big one - Krasarang 5.1. First off, the advance party securing the beachhead shows us a phalanx formation and restoration druids in a healing role. Huntresses are used as skirmishers further inland.

We see the Alliance in both offensive and defensive postures. In Dominance Point, the marines used rowboats to bypass enemy minefields under cover of a combined air/sea bombardment while a 7th Legion attachment parachuted in overhead. The Skyfire's squadron of flying machines are in use as offensive support. It should be noted that unlike previous areas, the Skyfire's galley chef wears a private's tabard, suggesting an enlisted rank for naval personnel.
The Dominance Point scenario shows a good old cavalry charges by mounted knights. Given they are wiped out, this may be sign of the tactic becoming obsolete.

Lion's Landing shows the combined arms of human footmen and draenei vindicators, supported by riflemen, mortar teams, cannons and gryphons. There are four champions here, a High Marshal, an Admiral and a Marshal. Something of a Royal Guard exists around Admiral Taylor. The biggest note I made was the priests behind the front lines, healing and resurrecting troops at a number of casualty collection points.
Gnomes equipped with (beam?) rifles engage goblins at the quarry further inland.

-- The Kirin Tor offensive, a combination of Kirin Tor mages and defenders and Silver covenant members. Mages can be seen protecting ships with barriers as they land on the island, and the elves have dragonhawk riders in place of gryphons. Their warriors and battle-mages are bolstered by arcane constructs, mages and archers. Man-portable mana-bombs are an asset.

-- Moira gives an insight to a Dark Iron unit, boasting riflemen, scouts/mountaineers and a mage and warlock in support.

-- In the Siege of Orgrimmar, we see footmen of all races protecting Varian. Tyrande and her huntresses also make an appearance, ambushing a Horde force. The gnomes make an appearance further below, utilizing various forms of technology to incapacitate a small army.

Waaaayyy TL:DR - The more things change, the more they stay the same. Your soldier has lived through these tech advancements and years of battle has taught him/her how things run. Whether you're in the melee, a support role or a very distant support role, you know how the battle works.

The footman kills the grunt. Everyone else supports him.
Professions: Not all who serve are footmen or riflemen. Every Alliance base has some sort of civilian presence as peasants, merchants, smiths, cooks, innkeepers etc.
The recruitment line in Borean Tundra list a few support roles a civilian can fill.

Shipwright, farmhand, carpenter, tailor, mason, cook, miner and blacksmith are all found here. Given there are profession trainers there for every one we can do, no matter what the profession - you can support the Alliance with it. Except archaeology. Fossils won't help you very much.

Primary professions:

Blacksmith - Armorers can be found everywhere there are soldiers. But this won't involve much creating new armor and weapons. An armorer's role is to make advanced repairs to equipment that a soldier cannot fix himself. You may be commissioned to make specialised weapons and armor for the elite if you're talented and recognised.

Tailor - Clothing needs repairs, body bags sewn and shirts, sheets and tabards issued to recruits all the time. This will be quite monotonous work, but someone needs to do it.

Leatherworker - This will involve more creation than blacksmiths as animal hides are often brought in by hunters. You won't work with fancy scales unless commissioned.

Jewelcrafter - You won't be doing much work - a gem a day and you could retire soon. Gems can serve as enchantment mediums (I think) and the occasional Champion may need one for his equipment. Lorewise, this would be a quite exotic profession.

Engineering - You're probably a gnome, but in any case you'll probably see the most action in this line of work. You'll be repairing/maintaining vehicles, constructing bridges, performing demolition work and overseeing mine and quarry construction and progression. You'll probably have to hold a sword at some point.

(cont. 5k cap is killing me...)
Alchemy - Potions and salves are always needed to bolster healing and first aid. You'll be contracted to produce healing potions, antidotes to exotic venoms and poisons and other mixtures using supplies or local resources as needed. A challenging yet rewarding line of work.

Inscription - Not everyone can read or write, and those that can are probably high enough rank to simply dictate to a scribe. You'll be writing messages and ciphers for officers, or letters home for the privates who can't read or write. May go hand-in-hand with a runner/messenger, which will be physically demanding.

Miner - Gold mines are the bloodline of Alliance bases and someone needs to mine them. You'll have your miner's ID card and a pickaxe, but won't need to go back and forth to the town hall - there are mine carts to do that.

Herbalism - A good trade to combine with a hunter (of game, not the enemy). Herbs are needed for inks and salves and there will usually be demand.

Skinning - A must-have for the aforementioned hunter, leather and hides are as important to the army as the meat.

Cooking - If you're a good cook, you're the most liked person on base. Keeping everyone fed is a demanding task and you're a morale lifeline. A rewarding career path for anyone with the talent.

Fishing - Ties in with hunting. Fish is a common staple in any army and you'll always have a quota to fill. You'll liase with cooks quite often.

First Aid - Medics are more common than one thinks. Lorewise, a healing spell can't physically remove an arrow sticking out of someone's chest, so that's where a medic comes in. It'll be bloody, messy and traumatic, but you'll be saving lives.

Archaeology - Not really worth mention.

Other considerations: Carpenter, merchant, quartermaster (carries an enlisted rank), logistics officer (a commissioned rank), mason, innkeeper, stablehand or gryphon/hippogryph handler.

Once or twice I've seen a warlock speak of serving in the front lines as a warlock. Or a gnome footman, or a dwarven mage. Sure, it can be done - but odds are it doesn't happen.
A hunter that says he served as a footman would have wielded a sword and shield, even if he can't do it in-game. It would also be awesome to meet a galley chef or blacksmith or alchemist.

TL:DR - This is also to broaden people's minds who are considering a new RP direction with other jobs that need doing. Not all who serve are footmen. :)

But the army has structure - that's simply how it works.
Other little tidbits/closing:

Random information:

Either a Knight/Private tabard or a Stormwind tabard is usually standard dress for most enlisted soldiers. Champions don't always wear tabards.

Valor Medal of the First War is a level 80 trinket sold in Dalaran. This may be an accolade or simply a service medal - I lean towards the former. Lorewise, there may be a Valor Medal of the Second War and possibly the Third.

All soldiers carry a medallion with their details on it - the equivilant of a set of dog tags. There are several quests that involve recovering these from bodies, the Steadfast Footman's Medallion in Krasarang Wilds and of course, the PvP trinket.

Two PvP rewards from the Silverwing Sentinels are the Scouts Medallion and the Sentinel's Medallion. The Stormpike's Insignia is also given to enlisted soldiers in Alterac Valley.

(( I don't expect everyone to read this as this is a *lot* to take in, but should you be lost building a backstory or fleshing out your character, this can serve as some guide to our great military.

Anything that's brought to my attention I'll edit in where I can, but the 5k limit is a brutal thing.

If you did read it all or better - if you learned something you can apply to RP, then cheers for your time! ))
((This. Is. Awesome. Thank you!))
Holy crap, man. So much research! Thanks for sharing all of this, Cerestal. Definitely a good point of reference to gauge a character's or a guild's position in the Alliance.
Awesome. There's info in there I didn't even know about- the 7th Legion is a part of this character's rp, its also nice though to have a breakdown of ranks so people can be conscious of what exactly it means when they run around claiming to be Generals and whatnot. I didn't even know there was a Darkshire brigade!
07/15/2014 05:32 AMPosted by Cerestal
and an unnamed gunship in Deepholm

Its actually called Llane's Oath
07/20/2014 10:46 AMPosted by Zerde
07/15/2014 05:32 AMPosted by Cerestal
and an unnamed gunship in Deepholm

Its actually called Llane's Oath

Yes, I read that. But any mention to the name itself didn't escape the Cataclysm beta. Take that for what you will, but I don't deem it verified.

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