The Stormwind Guard's Field Manual

"Honor, Duty, Courage"
The Stormwind Guard Motto
==Introduction==
The Stormwind Guard's Field Manual is an instruction manual written to aid guards in the course of thier duty. The Manual was written by Captain Wolf Runetouch who felt the old "learn on the job" training system of the guard was simply not enough. The Manual covers everything a guard will need from arrest protocol's, to the ranking system of the guard, to first aid and even protocol for a horde invasion.
==Stormwind Guard's Field Manual:==
===Foreword===
Written by General Marcus Jonathan
You are one of the hundreds of Guards that work within the Kingdom of Stormwind every day. you are charged with the vital task of protecting the kingdom and ensuring the safety of every citizen.
This book has been written to aid you from the difficult transition from civilian to Guard. You will find your new role testing and you will be asked to sacrifice much.But take heart, you are the defender of Stormwind you ensure that all citizens of the alliance can life free and safe from dangerKing's honor be with you friend
===Introduction===
Welcome Recruit to the Stormwind Guard, You may be in one of the many number of Regiments of the Stormwind Guard, you may be of the Darkshire Night's Watch, part of the Redridge Guard, Westfall Militia or part of the Stormwind Guard.No matter which regiment you belong to you have been granted the high honor of defending the Kingdom of Stormwind, upholding the King's law and protecting the citizens of the alliance. this book will aid you in this most vital task of policing the kingdom of Stormwind, keep this book with you at all times when on duty and it will guide you whenever you are lost.
This handbook will detail all the primary details and expectations a guard must live up to during the course of their duty. Learn all this book has to offer you but at the foremost always remember while on duty to conduct yourself with;
Honor
Courage
Discipline
Remembering these virtues will ensure that you carry out your duties as the best guard you can be.
Light be with youWolf Runetouch(Captain of the Stormwind Guard Regiment)
==Chapter 1: Principles and Regulation==
===General Introduction:===
Every Stormwind Guard is expected to learn by heart the rules and regulations of the Stormwind Guard and follow all of them. Failure to carry out this most elementary order will be met with punishment.The guard's strict policy on it's rules and regulations is what makes us such an effective law enforcement organisation.
You will follow all of the guard's Rules and Regulations while you are on active duty, you must always respect the chain of command if a single guard questions his commander's authority the whole system and structure comes under threat.
Anyone seen intentionally destabilising the system in anyway will be dealt with in the harshest possible manner.
As a Guard of Stormwind you are now part of a huge body of inter-dependant people. all departments run their routines in full cooperation with each other. Anyone adhering to the rules and regulations will be clearly visible and will be dealt with.
All of this is for your own good, the good of your fellow guards and the good of the Kingdom.
===Rules and Regulations:===
Listed below are a series of laws that must be followed by all guards. Ignorance or lack of understanding is not an excuse for deviance.
Disrespect towards an officer:
Any Guard who behaves himself with disrespect in word or action towards an officer or a superior rank can be demoted/dismissed and or lashed.
Failure to salute an officer:
Any guard who fails to salute an officer/superior rank can be reprimanded/demoted/dismissed.
Striking an officer:
Any Guard who strikes an officer/superior rank or draws a weapon or offers violence against him can bedemoted/dismissed/confined/lashed or executed
Gambling:
Any Guard found Gambling while on duty or in uniform can be dismissed or incarcerated.
Failure to carry out an order:
Failing to carry out a direct order can result in demotion unless exceptional cricumstances can be sited and proved
Disobeying an order:
Any guard who disobeys a direct order from a superior rank can be dismissed/demoted/lashed/incarcerated
Ill treatment or neglect of accoutrements:
Any guard who ill treats his effects, issued arms, equipment or appurtenances through wilful or non-wilful neglect can be demoted and the cost of the equipment docked from the guard's pay.
Duelling:
Any guard found engaging in a Duel that has not been authorised by a senior officer can be demoted/dismissed/incarcerated/lashed.
Fighting and Brawling:
Any guard caught engaging in violent conflict with or without arms will be arrested and placed in immediate confinement. Punishment is to be meted out as deemed appropriate by their commanding officers.
Mutiny:
Any guard who instigates, excites, causes, joins or fails to report any mutinous activity anywhere will be arrested and detained, dismissed, lashed and/or executed.
Intoxicated on Duty:
Any Guard caught under the influence of alcohol on duty or in uniform will be dismissed or demoted or detained
Sleeping on Sentry Duty:
Any guards found asleep at their post will be demoted, dismissed or lashed.
Cowardice:
Any guard who, in the face of the enemy, runs away or shamefully abandons his post or induces others to do the like, or cast away his arms will be demoted or dismissed.
Inflicting self harm:
Any guard found inflicting self harm to avoid active duty will be dismissed and incarcerated.
Disclosing Radio codes or guard information:
Any guard found willingly revealing the guard's radio codes or informing a third party of guard secret information will be dismissed and detained and/or lashed.
Crimes of fraud against the Kingdom:
Any guard found stealing food, equipment, clothing and weapons from the Guard or any government body of the Kingdom and/or attempting to make a profit from the goods will be dismissed and incarcerated as will any of the criminal's accomplices.
Desertion:
Any guard who absents himself from active duty without a superior rank's permission will be demoted, dismissed incarcerated, exiled or executed depending on the severity of the desertion.
Heresy:
Any guard found to be worshiping any of the illegal entities (Undead, Demons or the old gods) will be dismissed and/or or exiled or executed.
Much like the law for the civilians any one found breaking any of these rules or regulations may be subject to punishment without a trial.
===Training and Guard Duty:===
As a guard of the Kingdom you will face many dangers and enemies however you will be prepared to face these's threats through the training you shall receive.
Your regiment will hold at least one training drill a week ALWAYS ATTEND THSE DRILLS your life may depend upon these drills. The training exercises are designed to impart on you the knowledge and skills you will require every day as a guard, they sharpen your combat ability and teach you the skills you need to work in a team.
The purpose of these training exercises are:
*To promote loyalty to the guard and the Kingdom of Stormwind.
*To install unyielding respect for the chain of command.
*To bestow a clear understanding of your place within the chain of command
*To provide adequate training in the use of all issued equipment, arms and tools.
*To provide basic training in battlefield protocol.
*To administer mental and physical hardship in order to provide the best grounding to cope with the hardships you will, in all likelihood, face.
*To ensure awareness of the correct behaviour during combat and non-combat periods of duty.
*To provide rigorous training in how to recognise and contend with criminal intent and actions in those around you.
The training will take the form of:
*Lectures
*Training exercises
*Drill exercises
Before your time in the guard is finished you will be trained in:
*Arms: The use, caring of and defence from melee weapons and shields.
*Marksmanship: you will be trained in the use, caring and defence from ranged weaponry ranging from bows to fire arms.
*Physical training: exercises designed to build up your physical strength, stamina and health.
*Drill exercises: the skill and importance of working as a unit to accomplish a task
*First aid: the ability to deal with injuries and wounds.
*The Qualities of a guard: You will be trained in what makes a good guard, you will be trained to conduct yourself with honor discipline and courage.
*Criminology: the understanding of the criminal mind and the laws of the Kingdom, you will be trained in how to recognise and deal with the various criminals of the Kingdom.
*Basic survival skills: you will be trained in how to keep yourself alive in a situation that removes you from food, water and shelter.
During your time as a guard you will have a varied number of duties that will differ from Regiment to regiment.However despite which Regiment you are a part of you will always be expected to:
Patrol:
You will have to patrol your jurisdiction three times a day at least. upon recruitment a superior officer should have walked you along your patrol route. While on patrol always be on the lookout for suspicious activity.
Keep the peace:
You will be expected to maintain the King's peace throughout the kingdom. This will take many different forms; you may have to halt a disagreement before it breaks into an open fight, disperse unruly crowds or remove a disruptive individual from an area.If you are unsure about how to do these tasks ask or watch a superior officer as they contend with these issues while on duty.
Enforce the King's laws:
You will be expected to enforce the King's laws this can take many forms from subduing and arresting criminals to simply resolving a minor conflict between bar patrons.
Your weekly training will prepare you for this task. Anyone found ignoring criminal activity will be dealt with harshly.
Sentinel/Guard Duty:
Sometimes you will be ordered to remain in one area and observe that area looking out for trouble.
Dealing with the public:
While in uniform you are the living symbol of the King's authority for better or for worse. As such people will turn to you for guidance. You will be expected to deal with the public on a daily basis, As a Guard you must be able to deal with hostility and aggression without being provoked into combat with the public. Always remain calm and remember to act with Discipline and honor. The Guard are there to protect ALL citizens of the alliance even the ones who don't like you.
Your duties as a guard will be difficult at times and even boring at others but never get discouraged or complacent when carrying out your duties as a guard. When going about your tasks always remember the following:
*Stay Alert
*Stay Awake
*Keep in mind the importance of duty
*Think of the consequences of failure
==Chapter 2: Issued Arms, Attire, Apparatus and Equipment==
===Introduction:===
Upon joining the Stormwind Guard you were issued with a standard set of equipment, as well as this equipment the Stormwind Guard also feeds you, pays you and provides you with medical care. Another part of this compact involves the Stormwind Guard charging you with a certain amount of hardware and equipment. This hardware and equipment remains the property of the Stormwind Guard while it is in your charge it is your responsibility to retain this equipment in perfect working condition. Failure to do so will be met with severe punishments.
BE WARNED :
Weapon and kit checks are preformed on a routine basis but surprise checks are instigated on a regular basis. A guard's kit is designed to aid him both in and out of combat. Every item has a use, is designed to make you the best possible guard you can be and to keep you alive.
===List of attire provided to you upon recruitment:===
*Armour: chain mail, leather or a blue cloth robe.
*Blue Shirt
*Tabard
*Socks x4
*Undergarments x4
*Combat boots: leather or chain
*Gloves: Chain or Leather
*Belt and holsters
===List of weapons provided to you upon recruitment:===
*Long Sword (1/2)
*Shield
*Staff
*Dagger
*Great Sword
*Great Axe
*Rifle and powder
*Flintlock and powder
*Cross bow and bolts
*Long bow and arrows
===List of equipment provided upon recruitment:===
*Badge
*Set of keys
*Gnomish Radio
*set of cuffs
*Note pad and pencil
*Black Jack
*Weapon maintenance kit
*Armour maintenance kit.
*The Stormwind Guard's field manual
*Lantern
===List of medical equipment provided on recruitment:===
*Medical case
*Bandages
*Tweezers
*Medical alcohol
*Scalpel
*Stitching thread and needle
*Medical swabs
===Specifics of arms and items===
Gnomish Radio:
You will have been issued with a Gnomish built radio. The radio is built from a wooden stock, with a large red button on the side and a dial on the other. Pressing the button activates your radio allowing you to communicate over the radio channel. The dial on the side is for changing between the two guard channels, one channel is internal to the guard while the second is external under no circumstances drop your radio into a body of water.
Black Jack:
The black Jack is a none lethal weapon for use in an arrest.
The black jack is a 30 cm iron bar wrapped in a black leather jacket. You use the black jack much in the same would you use a club or any blunt weapon. When attacking a criminal use the black jack on joints such as the knees and elbows to disable limbs, applying pressure to the back of the neck will force a criminal to the floor however avoid attacking the head as a black jack has been known to cause internal bleeding and death.
Cuffs:
The guard provides you with two sets of cuffs:
Humanoid:
humanoid cuffs are used for Gnomes, dwarves, humans, Elves and Draenei. They are two rings of adjustable thorium designed to fit all sizes that are bound by a thorium forged chain. Simply pull the prisoner's arm behind their back and apply the cuffs to each of the criminals wrists.
Worgen:
Worgen cuffs are designed to fit the wrists of Worgen; they are two large thorium rings and a leather muzzle connected by a thorium chain.
===None Standard Equipment:===
The following is a selection of additional equipment that is available to all guard regiments; however you should always contact your C.O. before using this equipment.
Combat knife:
A small blade with a serrated or triangle blade. The blade is small enough to be carried on a belt or strapped to a boot. a combat knife is an ideal back up weapon to be used when disarmed or when grappling.
Holy Water:
Often used by the Night's Watch holy water is a vial of water blessed by a priest or paladin of the Light. Holy water is an ideal tool against the undead and the legion, the water can be thrown over your quarry or applied to your weapon however the effects of the later option are short.
Tranq Gun and Darts:
Most regiments will be provided with at least one Tranq Gun and a set of darts, the gun is an air powered rifle that fires a steel tipped dart containing sedatives. When a dart makes contact with the victim it releases the sedatives into the blood stream putting the victim to sleep in a matter of minutes.
This piece of equipment is ideal for dealing with feral Worgen and dangerous animals
===Guard Mounts:===
All Regiment HQs will have a stables and a gryphon aerie.
You may in the course of your duties be charged with a Horse or a Gryphon to use. You will receive training from your Stable Master in the use of these animals.
Your mount is as important as any part of your kit and requires the same respect and treatment you would give your sword.
===Cleaning and Maintenance of Weaponry:===
This section covers how to care for your weapons it is vital you take care of your weaponry because they can be the difference between life and death, neglect of weaponry will be dealt with severely
Blades:
You should always clean your blade with the oils provided in your maintenance kit to protect against rusting, keep your blade sharp with the use of a grinding or whet stone so the blade doesn't dull. When your blade becomes chipped or "nicked" from use report to the Regime's blacksmith or your guard's smith of choice for repairs.
Fire arms:
Always be sure to treat your fire arm with respect if you neglect your fire arm it's just as likely to kill you as it is your attacker. Always be sure to keep your powder dry. clean the barrel of your weapon with a pipe cleaner often. Make sure to check the aim of your weapon often oil and clean the metal parts of your weapon to avoid rusting.
Bows:
Be sure to wax the wood and oil strings of the bow, when you are not on duty unstring your bow so that your bowstring doesn't lose its strength.
Your arrows and bolts should be kept sharp and the feathers well oiled
Be sure to practice often with your bow or cross bow.
===Armour Cleaning and Maintenance:===
On the day of your recruitment you will have been provided with a set of armour, either leather , chainmail or cloth robes. If you are now reading this as an officer you may have been granted plate armour to mark your new rank. In the following section you will be instructed on how to care for your uniform.
Chain Mail:
Chain mail is armour built from hundreds of linked rings made from steel. The armour is built to protect you from blade, blunt and arrow attacks. From a distance the chain mail will protect you from bullets and crossbow bolts but at close range they will do little to stop them. Chain mail is light enough so you can chase criminals but it's heavy enough to ensure you drown if you fall into a body of water, avoid entering water where possible.
After each shift you must place your chain mail armour in a barrel with lime powder and roll the barrel to clean your armour. You must then place your armour on a stand and scrub it with an iron brush.
If a chain link becomes rusted or damaged remove it and have it replaced by a black smith as soon as possible failure to do so will risk the structure of the rest of your armour and put your life at risk.
Leather armour:
Leather armour is thick enough to turn the average blade or arrow while giving you more freedom then chain mail. Leather needs constant care holes must be patched up and leather must be dry washed each night, never use water to clean leather as it cracks the leather and weakens your armour.
Cloth robes:
Priests, mages and medics of the Stormwind Guard are often given cloth robes as their uniform. This is because these roles are not often in the front lines of combat.
The robes are lose fitting and allow complete freedom of mobility allowing total control when spell casting or applying medical care.
Cloth armour is easy to care for and maintain but should be washed often and all holes should be patched.
Plate Mail:
Plate mail is reserved for officers of the guard only, it offers the greatest protection at the cost of mobility and speed. Plate mail needs to be oiled often to prevent rusting and polished daily to keep it clean. The joints and bolts of the armour must be checked regularly to avoid the armour becoming weak. Plate mail can easily turn away most attacks and in some cases crossbow bolts and bullets at medium range.
However anyone who wishes to use Plate Mail must be trained in how to fight in the heavy armour as the weight often interferes with your combat ability.
==Chapter 3: Guard Organisation, Structure and Basic Battlefield Policy==
===Introduction:===
You are part of a incredible and respected law enforcement organisation. The Guard have seen off horde attacks, scourge attacks, Legion invasions, elemental attacks and even Deathwing and his cultists.
The Guard has a long and proud history the guard has had many hard won victories but all of these victories have been won because of the Guard's Command Structure, It is vital that steps are taken to ensure your safety and the safety of other guards. This can be done in two ways, the first is with a good understanding of your equipment and armour, the second is by trusting in and respecting the chain of command.
===Guard Ranks:===
The guard is a unit that works as a part of the Alliance military but is outside of the direct command structure.
However the guard regiments still use the traditional military ranks following is listed the ranks within the command structure and an explanation of each:
*General: The highest rank within the Alliance military and also the chief authority on the guard. Only Captains of each regiment will encounter a General. The General has final say on the defence of the Alliance
*Captain: The head of your regiment and absolute legal authority of your jurisdiction. The captain is in charge of every aspect of your military life, every command and order has to be seen and approved by the Captain.
*Lieutenant: the second highest rank within the Regiment. The Lieutenants of the guard work as the Captain's eyes, ears, mouth and hands. They spend their time observing the guards, relaying orders and information and working on the Captain's behalf.
*Sergeant Major: one of the most senior ranks. The Sergeant major is responsible for the day to day running of the guard as well as planning and overseeing the guard's military operations.
*Sergeant: The sergeant is the lowest rank of the officers. The Sergeant is responsible for the training of the rank and file recruits, often organising and overseeing training exercises. Officers are also the only ranks that are permitted to sentence and carry out capital punishments.
*Corporal: The highest rank within the rank and file. Corporals are the bridge between the officers and the rank and file often relaying orders and taking command positions in an officer's operation or training exercise.
*Lance-Corporal: a lance corporal his a respected member of the rank and file, an experienced member of the guard who will be able to help train and look after new recruits.
*Constable: A full member of the guard expected to walk patrols, make arrests and handle prisoners and the public.
*Lance-constable: a junior member of the guard. Lance-constables are recruits who have proved they have the potential to become full members of the guard but are still in training.
*Recruit: the lowest rank of the guard with little to no responsibility beyond their own patrols and arrests. the recruit is expected to learn quickly and is carefully
===Other Ranks:===
Below are a list of ranks that apply to additional roles within the guard your Regiment may not have some or any of these ranks but learn them for when you have to work alongside another regiment.
Chief medic: The head of all medical care within your regiment, the chief medic is responsible for all medical care of guard members and any injured civilians within your jurisdiction.
Quarter master: The guard charged with the care of the regiment's armour weapons and equipment.
Beast Master/stable master:
The guard charged with the care of any and all Guard animals and mounts
Dark Arts Expert:
Though rare within most regiments, this rank is responsible for all knowledge and investigations regarding shadow and fel magic.
Gryphon Squad:
These guards make up your regiment's flight team, often working as fast response and recon teams.
Priest:
While many guards may be Paladins, some regiments prefer to have an on hand priest to handle religious matters.Priests often take secondary roles as medics within the guard rather than working on the front lines.
Janitor:
Not a real guard, responsible for cleaning the regiment HQ
===Basic Battlefield Protocol:===
The next section will cover many of the battlefield and combat skills you will require during your time as a guard. This section will cover a wide range of things from combat to arrest protocol and basic survival information.
===The Arrest Process:===
One of your chief tasks a guard will be the arrest of criminals. This is also the most dangerous tasks you can undertake, many guards have died during an arrest. This section will walk you through the arrest process starting from the arrest of the criminal to locking the criminal in the cells.
Follow the advice in the following section carefully and you will be able to detain any criminal with minimal threat to yourself, the criminal and the public around you.
Confronting the criminal:
The first and most important step of an arrest is confronting a criminal. How you address and approach a criminal can be the difference between a peaceful arrest and a dangerous one.
When approaching your target, always stay calm and stay collected.When dealing with your target, always be respectful call them by their name, sir or madam explain to them what is happening and ask them calmly to turn around and present their wrists so you can cuff them.
Never insult or provoke your criminal, a cooperative arrest is a good arrest.
If the criminal is hostile or difficult remain calm do not be provoked into hostilities, with a much more direct tone of voice warn the criminal again that if they do not cooperative with you that you will have to use force then order them again to turn around and present their wrists.
Most criminals will cooperate with their first warning. Once the prisoner is cuffed remain calm and civil with the criminal until they are secured in the cells.
If the criminal ignores the second warning and refuses to cooperate you are then permitted to use force. Make use of your black Jack and avoid the use of lethal weapons
Target the criminal's knees and elbows removing the criminal's ability to attack you and forcing them to loose their balance.
The idea is to force into submission not to kill the criminal, a dead criminal is as bad as an escaped criminal.
Once your target is secured remember to remain calm and civil with the criminal. Remember you are the guard and the symbols of Stormwind do not sink to their level.
===Notes on approaching a criminal:===
#If you are concerned about dealing with an arrest alone always call for back up.
# Not all criminals are the same, while most will apply to the process outlined in this book some will require a different approach, trust your own knowledge of the criminal if in doubt contact a C.O. before approaching the criminal
#Never confront a criminal(s) in a group alone or if you feel the criminal(s) friends becoming hostile towards you call for back up
#Do not take unnecessary risks during an arrest, if you feel you are in a dangerous situation, if you are outnumbered or if the criminal runs into a dangerous area (a body of water, the deep run tram) break off the arrest and make your C.O. aware of the situation, a dead guard is a useless guard.
# Avoid endangering the public, while we are charged with removing criminals from society, we are also charged with protecting the innocent. Break off from any arrest you feel endangers the public.
===The Arrest Process:===
Once you've caught your criminal you need to cuff them. as stated earlier in this book the guard issue you with two sets of cuffs.
Humanoid cuffs:
to apply the humanoid cuffs simply place your targets arms behind their back place the thorium ring around each wrist and adjust them to the size of the criminal's wrists. You will then need to take the criminal by the arm and guide them back to your HQ. With the criminal's arms behind their back their balance has been compromised and they will be unable to protect themselves if they fall.
AVOID:
Cuffing the criminal at the front, once the criminal is cuffed in this fashion they now have the ability to use the cuffs as weapons. Thorium chain makes a terrible garrotte and has been known to break bone when smashed into a guards face.
Worgen Cuffs:
When dealing with a Worgen always ask them return to their human form before you attempt to arrest them, warn them that if they remain in their feral form you will be forced to bind and muzzle them. This often prompts the Worgen to change back. However if they don't you will be forced to use the Worgen cuffs and muzzle.
To use the cuffs have the Worgen present his arms to the front then apply the large thorium rings to each wrist, once you have done that place the muzzle around the worgen's snout and head tightening the buckles so that the Worgen can no longer move its mouth.
A Worgen needs to be restrained in this fashion because of the Gilnean Curse that turns its victims into Worgen, the curse is spread through bites and scratches and so the bindings and muzzles prevent the Worgen from scratching or biting anyone.
This is to limit the threat to yourself, your fellow guards and the public around you.
===The Cell Protocol:===
Once you have cuffed and brought your target back to the cells you need to process and detain the prisoner with the least amount of threat to yourself and your prisoner, this section will cover the process you need to go through when locking up a prisoner.
While most Regiment's HQ will differ from each other slightly the two things that will always be uniform are the front door and the cells.
The Front door:
Because your HQ is designed to be a back up Command Station in the case of a horde invasion your HQ door needs to be able to withstand an assault. as such your HQ door will be built out of thick oak, inside the wood it's self metal supports made of Mithiril will have been built, the door it's self will be plated in thorium and the locks will be a gnomish puzzle lock.
These defences mean that short of cannon fire no attack will do serious harm to your HQ's front door. This means that no one can get in or out without the correct keys.
The door to your cells will be of a similar design meaning that a criminal must get through two siege proof doors in an attempt to escape from your cells.
The Cells:
The cells of your HQ will be built underground with no windows to the outside world, this is of intentional design to prevent a possible prison break and to disorientate the criminal within. The cells will often be made of thick black stone, the walls of which will have Thorium supports built in every several feet.
Carved inside the walls, roof and floor of the cells will be magical wards one for each school of magic (Arcane, Elemental, nature, Light, Shadow, Fel and Scourge) these wards suppress any magic within the cell, if you are a magic user this will cause an unpleasant sensation when you enter the cells, fear not this sensation will quickly pass. The wards are built into the wall to prevent criminals escaping and attacking guards or other prisoners.
Built into the walls will be Thorium shackles as well this are to stop criminals moving around the cells freely.
Securing your prisoner:
Once you have a prisoner within the cells follow this process.
Once you have a prisoner within the cells follow this process.
#Stand the prisoner against one of the walls.
#Replace the prisoner's cuffs with the shackles on the walls.
#Remove any of the criminal's weapons
#Pat the criminal down searching for any hidden items or weapons
#Question/sentence your prisoner
#Write an arrest report
===Prisoner Punishment:===
Once you have secured your prisoner and removed any weapons or items it is time to sentence your prisoner.
First check the prisoner's charges in the Law book of the Kingdom of Stormwind. If you do not have a copy of the Law book simply ask a superior rank what punishment the charges demand.
if you have the appropriate rank carry out the punishment.
Most crimes will warrant a stay in the cells if this is the case write a arrest report and leave a notice on the Guard Calendar making sure to detail the criminal's full name, date and time of release and any and all details regarding the criminal's charges.
If you are giving the criminal a fine leave the prisoner in the cells for a short amount of time then return to the prisoner inform them of the charge and ask them for payment. If the criminal cannot afford to pay the fine then use the next highest punishment.
NOTE:A third party can NOT pay for a criminal's fine
Once the criminal has paid the fine release them and write an arrest report
Capital Punishments:
Some crimes warrant Capital punishments only Corporals and above can carry out lashings and exiles and only the Captain or the Lieutenants can carry out executions.
If you are ordered to carry out one of these punishments this section will explain how to carry them out.
Lashings:
Some crimes will warrant lashings as punishments. The guard give 1-25 lashes depending on the crime.NOTE:More than 25 lashes can kill; never give more than 25 lashes in a single session.
To Lash a criminal first unshackle your prisoner, strip them down to the waist, make them face the wall and re-shackle them.Take the lashing whip and with an over arm throwing like motion snap the whip. the Whip will make contact with the prisoners back and cut a deep wound into the flesh.
Once you have completed lashing the prisoner unshackle them, dress them again and release them.
You may also treat the criminal's wounds but this is no standard practice.
Exile:
Some of the more serious crimes demand exile. When a criminal is exiled they are removed from the Kingdom and never allowed to return.
When exiling a criminal first inform them of their exile. Then take the branding iron from the brazier in the cells. force the branding iron into the prisoners skin either on the arm or the cheek of the prisoners face.
Hold the iron there for a few minutes long enough to burn a large E into the skin.
You then unshackle the prisoner and escort them onto a ship to Northrend.
If an exile returns:
If a known exile returns to Stormwind and is found in any of the provinces of the Kingdom or a when arresting a criminal you discover an exile marking you are to take the prisoner to the cells. Inform a C.O. and the prisoner will then be put to death.
Execution:
Though rare the worst crimes warrant the worst punishment.Execution takes form of either two ways
Firing Squad:
Several guards take aim at the prisoner and fire their rifles at the prisoner firing no more than three shots.
Beheading;
Reserved for the worst criminals such as traitors.
This punishment is only carried about by the Captain of the Guard.
A beheading is performed by forcing the prisoner's head against a wooden block and then using a sword or axe to remove the prisoner's head from the neck.
The body is often burned and the head is normally placed upon a spike as a warning to other traitors.
===Arrest Reports:===
No matter what crime and punishment an arrest report must always be filled out and archived.
This is so that other guards can perform background checks on criminals and to aid in investigations.
for more information on how to write a report speak to your C.O.
===Scouting and Use of Cover:===
No matter what terrain your jurisdiction covers be it Stormwind's urban sprawl or the mountain region of Redridge at some point your regiment will need to gather information on an enemy location. Guards who are tasked to recover this information will be asked to scout or stake out these locations, this section covers the information needed to perform this task
The Role of a ScoutAs a scout you must be able to see and hear things others would miss. you must pick up indistinct motionless objects, as well as moving ones. Long periods of painstaking search are often needed before a target is located.
You may be sent out to the advance, flank or rear of a criminal's location and a great amount of flexibility and independent thinking will be required.
as a listener, spotter or sniper you may be required to enter the criminal's territory to gain information. It is also your responsibility to neutralise Criminal sentries and scouts. If you see an enemy scout, assess the situation immediately. is he alone? Has he spotted you? Can you neutralise him silently?
The last question depends on a number of factors: is his position in relation to yours? Terrain light and so on. If you decide to neutralise him try to do so silently as to not give away your position or warn the others. Remember the safety of your fellow guards and the success of the operation is paramount. Try to manoeuvre around him using cover.
Creep up behind him grabbing his head, place one hand on his mouth and wrap your other arm around his throat. With you’re first hand Grip his mouth and nose stopping him from breathing and muffling his shouts, with your other arm squeeze cutting off his air flow and restricting his movements. Hold this position for one to three minutes until he passes out.
If you are forced to kill him grab his head with one hand pulling back his head and exposing his neck and push your knife into the side of his throat.
Once your target has been neutralised hide him out of the way to avoid detection.
A great deal depends upon the scout. Always remember your C.O.'s orders Courage and discipline will be required in your carrying out your duties. Often you will find your situations you could not anticipate in advance. Remember your mission stay calm and you will succeed.
Scouting, Movement and Use of Cover:
If you are asked to work as a scout in an operation you may be asked to fill many roles, scout, sniper, spotter and listener or even assassin.You may have to move around the operation location in day light or complete darkness. In order to report criminal movement it is vital that you are full acquainted with the use of cover and the ways of moving unseen.
An understanding of how to use the terrain to your advantage could save your life. To be concealed means hidden from view, but not necessarily protected from enemy fire. In cover means hidden from view and enemy fire.Concealment may be a tree or tall crass cover may be door way or a building.
When observing, secure a position which will most likely reduce your exposure to the enemy view- lying prone is best for this. KEEP OFF THE SKYLINE. When observing from woods or a tree line keep to the shadows. When observing in urban settings avoid street lamps and hug to shadows and doorways.
If caught in the open, lie motionless and flat to the ground. Lift your head slowly to observer. Hostile eyes are swift to spot rapid movement.
To move to a better position choose your route carefully before hand. If it takes you over open ground, spring up and run at top speed, with your body bent low to the ground. Use all available cover, fences walls or natural rises to stay out of sight
Always stay alert to enemy movement. Pick out places where the enemy could be concealed, then move as if being watched from those places. Observe the new position carefully and make sure it is not occupied by the enemy. Reaching a new vantage point to find it already occupied by Cultists could have detrimental consequences.
Know where you are at all times, do not become lost or confused.
When moving close to the enemy at night ensure none of your equipment glistens in the moonlight or makes any noise when you move. Sound carries better at night, so muffle all buckles and metal links.
At night it is just as important to keep off the skyline and make use of shadows. If you can crawl, creep and cross wire silently you will make good progress as you will be unseen. Stop and listen often. Learn to distinguish different types of noise: digging shovels, wire being cut, the sound of equipment or metal when struck by wire or brush.
Should You Be Captured During The Course of Scouting:
If you are made prisoner answer no questions. The enemy may use methods of torture in order to gain information from you. Tell them nothing. Any information given may result in the death of your fellow guards. do not give them false information simply do not answer.
===Protection against Gas, Chemical and Bio-weapons===
There have been at least four documented cases of criminals using Gas, Chemical and Bio-weapons within the Kingdom of Stormwind and the Horde are famous for their use of the Foresaken's new plague as such the guard acting as the last line of the Kingdom's defence must be prepared to deal with such situations. All Regime HQs are now equipped with Gnomish gas masks. If ordered to equip these masks and stay calm you will be protected.
Gas, Chem or Bio weapons can be deployed in a number of ways, like hidden cylinders or tanks. Listen for an audible hiss or low lying gas clouds.
If you discover a hidden cylinder or tank clear the area of the public, inform your superiors and set up a quarantine area.
During a horde invasion artillery shells can be loaded with Gas, Chem or Bio weapons. Often the detonation sounds like a dud, and make a "crump" sound, once again look for telltale gas clouds, Horde Zeppelins can also deploy gas,chem and bio treated bombsas can tank shells.
When given a gas mask carry nothing in you gas mask container apart from your gas mask.
During an attack hold your breath until your mask has been placed firmly on your face.
During an attack remain quiet and avoid unnecessary movement.
DO NOT REMOVE YOUR MASK UNTIL AFTER THE ATTACK HAS STOPPED
The best conditions for a gas attack are during calm, foggy or windy weather and at night. Be on alert
Do not bandage the eyes of a gassed guard as this can result in blindness
===Assault Patrols and Ambushes:===
The guard may be called upon to take direct action against a criminal hub this takes the form of ambushes (or raids) preformed by assault patrols.
You may be attacking a criminal den, a cultist hide out or a smuggler's supply route. Often these operations take place after a scout has been sent out to collect information on the target (see scouting) and the Regiment will then organise an attack. This section will detail the vital information you need to know while undertaking one of these operations. You will also be prepared by your weekly training.
Assault Patrol:
An assault patrol is the official term given to a unit of guards who have been sent out on an ambush or a raid.an assault Patrol will number from anywhere between three to twenty guards. If you are chosen for an assault patrol you'll be placed under the command of team leader often a corporal or a sergeant who will be under the command of an operation leader often a Sergeant Major or a Lieutenant.
You will be briefed before the operation but you may receive different orders from your team leader or operation leader during the mission. Always be alert and focused.
Surprise is a key element on assault patrols as such you must do everything in your power to remain unheard and unseen. Ensure you know your role within the unit and you are fimilar with any special tasks or equipment you must use.
Ambushes:
Ambushes are common operations for an assault patrol. Pick an area where you can stay hidden from the approaching enemy, and where you are certain the enemy will pass by. The squad spreads out on each side of the passage a number of scouts should designate a number of guards and move them behind the enemy as the move into the ambush area. Then, on a pre-arranged signal attack the enemy flanking each side.
Storming a Room:
As a guard either during the course of an arrest or part of a raid one of the basic skills you will need is the ability to clear a room of hostiles safely.
Try to ascertain the material and integrity of the entrance, whether it be a door or a window. Will you be able to break it down with a shoulder barge or will explosives be needed?
Try to ascertain how many targets are within the room, where they are and what they are armed with. If there is no way to see into the room place your ear against the door.
Surprise is your biggest ally, if the enemy does not expect an attack this buys valuable seconds to pick out targets and dispense them, before their fellows can react and assist, Make sure you are clear on what you are doing, in what order you are to enter the room, which area you are responsible for clearing and so on.
Work as swiftly as possible. As soon as the door is down, move into the room smoothly and quickly; pick your targets and engage them, then move onto the next. It may be prudent to throw smoke bombs before entering the room, to disorientate the opposition. As soon as the room is cleared, cover all entrances and secure the location.
===Military Sanitation:===
On entering service in the Guard you were given a thorough physical and mental examination to ensure that you carried no disease or impurity of the mind. It is your duty to keep yourself healthy and ready for immediate action. Following these rules, in connection with your exercise in your training, will keep you in excellent physical condition.
If at any time you do not feel perfectly well, in mind or body, or that you believe that you have a disease go at once to your medical officer for examination. Never try to treat yourself. You will do more harm than good and may become a danger to your fellow guards. The danger period of giving a malaise to another man is during the early stages of its development. If you have a cold, headache, sore eyes, visions, diarrhoea, rashes on your body, or feel feverish you must subject yourself to an examination without delay.
Stay away from the diseased unless it is your job to take care of them.
An unclean body can be the cause of disease, Bath as often as possible: at least once a week. Pay particular attention to the arm pits, genitals and feet. If bathing facilities are unavailable scrub your body with a damp cloth.
Change your undergarments at least once a week and your socks every day, If water is unavailable crumple up your uniform, shake well and hang out in the sun. Look out for body lice, pore-files and skin worms. If you experience harsh itching on the scalp or pus-filled sores on the skin report to the Medical officer right away.
Keep your mouth cleaning by brushing your teeth at least once a day, if your teeth ache, become loose or your gums bleed report to the medical officer.
Drink plenty of water, but not quickly, especially when overheated from exhaustion. Never use someone else's cup, do not exchange pipes, musical instruments played by the mouth, towels or razors.
Destroy insects, rats and other vermin when they encroach on the Regime HQ. They carry diseases and can bite and sting.
The guard has no restrictions on hair styles. however it is important that all guards take care of their hair to avoid against lice.
If you can't keep your hair cleanYou can't keep your hair.
Anyone found neglecting their hair will have it shaved off.
===Survival Techniques:===
As a guard you must be prepared to deal with anything, and one of the possibilities of guarding a Kingdom with varied terrain such as mountains, thick woodland and wide open plains is that you will become stranded or lost.
You may find yourself stranded, alone in a harsh environment, cold, hungry short of water wounded or ill. You must be able to cope with the situation to survive it. This section will cover the basic principles of survival in the wilderness.
Finding Water:
Water is vital for survival, your body is made up of 70% water, You can only survive three days without water. If you find yourself in a situation where water is in short supply you must take immediate action
Collect rain water in a tin or a helm, in a dry environment condensation forms: use your belt pouches or medical case to collect moisture
Tie material or fine grass to your ankles. Due will collect there when you walk and can be rung out.
If possible catch fish (make sure they are not poisonous.) suck out their eyes and break the vertebra of the spine and suck out the liquid within.
'''
DO NOT CONSUME THE FISH!Fish are high in protein which will consume the water during digestion. Instead wring out the fish and consume the moisture.
Birds tend to collect near water, small birds around a crack in the ground will indicate water below.
Locate a tree, cut it down and hollow out the stump. The roots will continue to absorb water and it will gather in the stump. The water will be sharp and bitter but probably drinkable.
DO NOT DRINK SALT WATER
Salt water will cause kidney failure; it takes twice the amount of moisture to flush salt water out of your system
Suck on a small pebble or button. This causes you to create saliva, keeping your liquids moving and your body more efficient in preserving it.
How to Trap Animals:
In an environment that sustains animals you have a more available food source.
How to trap small animals:
To trap small rodents/reptiles procure 1 metre of wire or rope and a compound stake.
wrap one end of the wire around the stake and tie one end to the stake.
Slide the wrap off the end of the stake you will be left with a small loop.
Anchor the stake firmly in the ground.
Do not check your trap more than once a day as you will scare off prey
How to trap large animals:
Dig a deep hole. Ensure you do this on a route or track that your target takes. Ensure the trap is deep enough to keep the animal contained after it has fallen in.
Obtain hard wood and sharpen the ends into points. Anchor these into the ground with the points sticking up.
Cover the hole with a layer of sticks and brushes, then leaves.
Watch the trap from a safe distance.
How to Remove a Leech:
Leeches and similar bloodsuckers are indigenous to many locations and apart from their varying sizes (the smallest the size of your thumb the largest the size of a dog) are very similar where ever they are found. They are usually found near still, clean waters. Some hang from low branches and attach themselves to prey passing underneath. the most common are 8 cm long and 6 cm in diameter (when gorged on blood)
Do not attempt to remove the leech by pulling or burning. It will regurgitate blood, along with whatever foul contents it has in its innards, causing infection.
Gently rub the leech's thin end. This will break the seal and cause the leech to stop feeding. Flick the fat end until it falls away. Treat the wound with disinfectant and check the rest of your body for leeches.
===Unarmed Combat:===
The guard provide you with a selection of lethal and none lethal weapons for you to use in the course of your duty.
However it is possible that you can become disarmed and will be forced to use unarmed combat to defend yourself.
Outlined here are some broad principles of unarmed combat.
ATTACK FIRST, ATTACK HARD AND KEEP ATTACKING
Balance:
Stay upright and maintain balance. Adopt a triangular base with diagonally placed feet and squared hips. Keep your shoulders level and straight. Confront your foe with the aspect of greatest resistance upon your back foot. Use short steps within your guard position. Remember if you fall you will probably be defeated watch your opponent intently. Target weak spots (the eyes are venerable targets for all life forms)
Reach:
Judge the reach of your opponent. What distance is required for him to strike you? If your reach is longer, keep him at distance by rocking back, back-stepping or holding out your fist. If your opponent is bigger than you are, get in close. Use your speed to rob him of his advantage.
'''
Guard:'''
Protect your head with your forearms and raised fists. Watch your opponent from behind this barrier. When he drops his guard, strike hard!Remember the combat techniques you learnt in training. Use your opponent's weight against him. Unbalance him with blows to the lower body.
Punching properly is your greatest weapon. Join the regimental boxing team if your regiment has one to learn valuable fighting techniques. Grip something small (bullets, a collection of coins or a handful of stones) in your fist to make it harder. Do not signal your punch; surprise is a key element. Watch out for your opponent’s signals: clenched fists, sharp intakes of breath, taking small steps to attain closer proximity.
Kicking is best restricted to areas below waist height to avoid becoming unbalanced. Use the weight of your combat boots to your advantage.
Look around for objects you can use as improvised weapons: Bottles, utensils anything you can swing or throw to keep your enemy off balance. You are a warrior and in your hands you can turn anything into a weapon.
==Chapter 4: Know your enemy==
===Introduction:===
As a Guard you will be confronted with a hundred different type of criminals. Everyone will be unique and different in their own ways but many follow a similar style of archetype.
In the following chapter we will look at some of these types of criminals so you can recognise them.
"Every Day" Criminals/Average Joe
This type of criminal is the most average and the one you will spend most of your time as a guard dealing with.
These criminals are often not professional criminals and instead average people who have stepped over the line.
These types of criminals are often arrested for breaching the peace, harassment or assault. Most of the time when you arrest one of these criminals they will cooperate and usually warrant a minimal sentence.
Low ranking criminals
This type of criminal is by far the most common. Often thieves, thugs or smugglers.
These criminals are usually connected to a larger criminal gang or working alone.
They are often the first to cause an argument or a fight and will often be hostile towards a guard.
You will come to know these criminals by name as they will be in your cells often, they have no interest in changing and never will.
Crime bosses:
One of the more rare and dangerous breed of criminals is the crime boss.
The guard has only encountered a handful of these individuals and with great difficulty they have been punished.
A crime boss is often far more intelligent and subtle then his criminal cohorts. A crime boss is the one who creates the plans and operations and takes the least amount of threat. These criminals hide behind their underlings and command total respect within their gangs or "families"
A crime boss will often know the legal system of the Kingdom just as well as you and will have a large supply of gold and resources to enable them to avoid capture.
To remove a crime boss takes carefully planning and months sometimes years of work. However when a crime boss is finally removed from the Kingdom crime levels often drop as the gangs are scattered.
Dissidents and Rebels
An all too common breed of criminal in the last ten years.
Dissidents and rebels are criminals who fight to over throw the King and government. Many are working class citizens unhappy with their way of life that take up a war of terror to change their kingdom.
Do NOT be taken in by the Rebel's "noble goals" try not to feel empathy towards them. Rebels are not truly interested in the betterment of the Kingdom often they care only about their leader or themselves. Rebels such as the Defias and the Stone Mason’s union have caused untold suffering to the innocents of Stormwind.
High crime locations:
Locations of high crime will change depending on your jurisdiction.
However some places will always attract a certain level of crime and require your attention.
always be alert in places like the docks, in taverns in areas of poverty (I.E. the pig'n'whistle tavern) abandoned ruins or farms.
When you join your regiment your fellow guards will make you aware of these high crime locations within your jurisdiction.
===Dark Forces and Corruption===
The Alliance is a shining beacon of hope and justice in an otherwise brutal and terrible world. But the Universe is a vast place, too vast for men to comprehend, and much lies in shadow. Men have always feared the dark and the unknown. And with good reason!
For what we do not know we cannot understand and there is much in the shadow that wishes to do us harm.
A black peril stalks our realms. Its nature is virtually unknowable but it manifests it's self in many ways; ways which cause great bloodshed and the tormented wailing of those left in its deadly wake. This dark, malign influence saturates the land where ever it falls and many of the weak minded respond. Actually casting aside the Light in favour of the damned and sordid worship of the Dark Ones.
These people are now heretics and the mark of darkness festers within their souls. These agents of death and misery will bring damnation and destruction to the Alliance if we allow them to rise up.
The mark of darkness is not always easy to see, fearing for their lives the cultist will hide their true purpose from you and seek to blind you from their true goal. Be vigilant. The cultists may have infiltrated the very ranks within which you fight. But do not be afraid, remain watchful and report any signs of strange behaviour to your C.O. without delay.
===The Three Types of Cultists:===
Though all cultists have the mark of corruption within them not all of them are the same. As we understand it there are currently three schools of cultism
The Cult of the Damned:
These cultists worship the dead and pray to the dead Lich King as if though he was a god. The Cult of the damned value undeath above all else seeing it as a state of immortality and wish to inflict this terrible fate upon the entire world.
The cult of the damned is known to have Lichs and Death Knights within their ranks and have been known to Make use of plagues and flesh golems but the Cult of the damned’s most terrible weapon is their members.
Many of the cult are unchanged physically by their worship. They look the same as you or me and they use this to their advantage.
Many a town has not realised they were under attack by the Cult of the damned until it was too late.
Stay aware.
The cult of the damned remain mostly in the broken remains of Lordaeron also known as the Plague lands.
The Twilight's Hammer:
Currently the largest of the three cults. The Twilight worship Deathwing, elementals and the old gods.
The Twilight's hammer has been known to recruit from all races and are often seen working alongside Black Dragons.
The twilight's goal is to destroy the world as we know it and return the old gods to a position of power.
The twilight's hammer is a powerful cult summoning the aid of elementals, dragons and the servants of the old gods. Many of the more powerful cultists are marked with the presence of the old gods. Many of the cultists are covered in eye balls, gnashing maws and tentacles.
The most powerful of cultists transform into terrible monsters where no trace of their former humanity can be found.
The Twilight cultists play upon people's fears promising them safety from the end of the world.
The Burning Legion Cultists:
The oldest of the three cults. these cultists worship the demons of the Burning Legion.
These cultist covent power above all else and so turn to the legion selling away thier souls in exchange for power.
This cultist’s ultimate goal is to summon the demons back into the world and force all free live into slavery and death.
these cultists are often marked by the presence of the Fel magic they use causing strange mutations. in the forms of fangs, horns and green glowing eyes.
Often the Burning Legion's cultists will have terrible weapons of destruction.
The cultists will have warlocks in their service who summon and bind Demons and make use of Fel magic. Many cultists will be Shadowmancers or shadow priests.
They will make use of the burning legion's Fel constructs such as the infernal golems and the siege engine the Fel Reaver.
The burning legion play off your greatest wants and desires they offer you promises of wealth and power, they act not through force but through promise.
The difference between a thrall and a cultist:
When dealing with the three cults you will discover that not all of the cultists are truly devoted to the dark powers.
Some of the cultists will have been forced into the faith either through brain washing or through fear and are not beyond redemption.
When you have a captive cultist and you are truly in doubt about the cultist consult your C.O. and they will decide the prisoner's fate.
Areas of Corruption:
Areas of Geography can become saturated with dark corruption, and it is important to maintain concentration when entering these areas. Your body and mind are vulnerable in these areas of pestilence.A strong smell like cooked blood is often present and the atmosphere is permated with evil. Nosebleeds and nausea are common symptoms of being in such locations.
Another sign is the sight of vile and disgusting graffiti staining walls or buildings. The insidious enemy will seek to undermine your courage by placing potent icons and symbols and displaying heretical slogans or intentions in any way possible sacred areas may be desecrated and blasphemous tokens left in place of austere memorabilia. On seeing these things you may experience a headache or nausea. Remember these crimes and take punishment on those who committed them.
==Chapter 5: Elementary Battlefield Medical Instruction==
===Introduction:===
As a member of the Stormwind Guard you will be asked to perform some of the most dangerous tasks in the entire Kingdom. It is because of constant state of danger that you shall be informed of the basic functions of the body: its organs, humours and fluid balances, it's essences and make up, and how to treat inflictions and wounds received in the heat of combat. There is also a section on diseases and ailments.
===The Composition of the humanoid form:===
Definition: The humanoid body consists of a framework of hard bone, flawless in proportion and form, to which the softer tissues are attached. The physiology of the human form is complex and governed by the humours and delicate balances held within the body's sacred coil.all its parts make up the perfect whole, muscles guide the bones, skin covers the organs. the heart pumps the fluids and the brain governs the entirety and ensures all remains pure and functional. The gifts of health and body allow you to carry out the work before you.
Layers: The body is constricted on three layers: the bones, the inner chamber and the outer membrane. The bones keep us upright and give us our perfect aspect of shape. We have 206 bones in our body the principle bone configurations are: the skull, the rib cage and the spine. To these configurations are attached the limbs.
# The skull houses the brain-which is your cogitator-and is the most vital part of the anatomy. It is constructed from 22 bones, of which 14 make up the face. A wound to the head should be considered serious.
# The Rib cage is the castle wall around the organs, tissues and guts-which are your soft working parts; within its 24 ribs are the vitals of the body. The organs-which are your inner processors-nestling inside carry out all basic functions of the body, and they must be protected. The chest-which makes up the castle and curtain wall-and its contents are also known as the thorax.
#The Spine or vertebral column-being your pillar of balance and flexibility-consists of 26 irregularly shaped bones. Inside the 5 parts: the cervical, thoracic, lumbar, sacral and coccygeal, is the spinal cord which is your internal processing duct. This contains and regulates the balance of the humours and regulates the chemical and electro traffic within the whole body
The Joints:
A joint is where two bones come together to form articulation. The faultless perfection of movement and perambulation is possible because the joints form pivots in precisely the right places to afford great freedom of movement and agility. The bones are held together by ligaments, and movement is aided by cartilage and a secreted lubricant (synovial fluid).
# Fixed joints allow no movement
#Ball/socket joints (hip, shoulder) allow a great deal of motion and allow limbs to move in nearly every direction.
# Hinge joints (knee, elbow) allow movement in one plane, like a door.
# Pivot joints (vertebrae of the spine, head) allow one bone to rotate around another, stationary one.
#Gliding joints (wrist) are when bones move a little by sliding over each other.
Muscles:
Muscles provide movement. Their appearance is like lean meat and their function is the same as a piston and they make up 50% of body weight. The brain commands the muscles to move and the skeleton and joints to follow their directional pulls. Regular exercise will increase muscle mass and make you even stronger.
===Principles of Battlefield Physic Aid:===
Treatment of Wounds:
A wound is a break in the skin or mucous membrane on the body cavities.Incised wounds are made by sharp cutting weapons like Knives or Swords. Lacerated wounds are irregular and torn caused by claws and hooks, and puncture wounds are caused by nails, bullets and wire.
Bleeding out and infection by impure or sullied substances are the main dangers from wounds. Even small wounds can become polluted by poisons, so all wounds must be treated with sterilised dressings.
In severe cases of bleeding, expose the wound by cutting away clothing, use a swab to purify the wound, and then apply forceful pressure with a dressing to staunch the flow. If the wound is on a limb, use a surgical tie and wrap it around the wound, tie the knot as tight as possible, This cuts off the blood to the extremity and will stop the blood flow. You will know if you have tied the knot tight enough if the limb begins to lose colour.
Note: Keeping a tie applied for too long may result in the limb atrophying. If this occurs amputation becomes necessary.
There are two types of haemorrhaging (bleeding)
#Arterial haemorrhage is bleeding from an artery. This results in rapid blood loss which spurts from the wound with each heart beat. Blood flow is bright red.
# Venous haemorrhage is bleeding from the veins. Blood flow is steady and dark red.
Elevate the wounded extremity to encourage cessation of bleeding.
Put direct pressure onto the wound with a sterile gauze until a dressing or tourniquet is applied. If direct pressure fails, use your fingers to block blood vessels between the heart and the wound. These points are where the arteries flow near to the bone, and the blood course can be stymied, stopping it from pumping from the wound.
Applying a tourniquet to the wound will completely restrict blood flow to the wound. this an effective method of coping with a comrade who is experiencing severe haemorrhaging,
Fractures and breaks:
Fractures and breaks are common injuries in the line of duty. A compound fracture is where the bone extends through the skin: a complicated fracture is when damage occurs to the adjoining vessels, nerves or muscle.
Breaks and fractures are not usually life threatening, but they can ensure a man is effectively out of the fight. They need transportation to safety so they can be patched up, and then made ready to return to the fray. Fractures and breaks are easily treated with splints. It is important to arrest any movement of the broken limb, and deal with the considerable pain that the casualty is likely to feel.
Whatever the case of the break or fracture, straighten the limb by moving the lower part of the limb (ensure the patient is held down) so the bones are straight. Apply the splint use any materials nearby.
Fractures to the upper extremities should be supported by a sling after a splinting.
Dislocations and sprains are when a bone gets out of place at a joint and the ligaments are torn. Pain is usually severe and swelling is rapid.
Give the patient something to bite on, and get a comrade to hold them still. In case of a dislocation, grip the dislocated limb in both hands. Judge where the askew bone is, and where the socket is in relation to it.
Firmly push the limb, guiding the joint back into the socket. This is best done with strong, jerking thrusts, untill the joint is back in place. Apply cold applications to the site of injury.
For sprains apply a splint.
If the casualty can not walk, carry him to safety. Do not attempt to move him until treatment has been administered, unless absolutely necessary.
When a comrade is wounded, it is imperative to move him to safety as soon as possible. The quickest way of doing this is to sling him/her over your shoulder and jog to a secure area. Keep low and Keep moving.
Choose your route before moving.
Electrical shock.
The rescue of a victim from a gnomish live wire or a shaman's attack is always dangerous. Do not attempt to touch the casualty until you are sure the power source is disabled. If you are uncertain, move him with a dry stick, clothing, rope or any non-conductor.
Projectile wound:
When a man has been shot by a projectile it is important to ascertain if the missile is still present in the body. This is easily done by checking for an exit wound.
Note: Exit wounds are not always on the opposite side of the body from the entry wound.
If the missile has passed right through, bandage up both wounds. The exit wound is always larger and more serious than the entry wound.
If the missile is still lodged in the body it is important to remove it as soon as possible. It could be tainted and the longer it resides within the body the more likely it is to corrupt the tissue. Use a surgical grapple to locate and extract the object. If it rests within the vitals then corruption will spread all the faster and it's removal should be carried out immediately.
When a man has been shot with an energy weapon, such as a gnomish ray gun or magical energy attacks common to fire elementals and demons the wound will cauterise so little bleeding will occur, damage is caused
Internally by the energy bolt heating up and boiling the insides. The energy dissipates, causing massive trauma to the internals and severe internal bleeding.
The cauterisation of the entry wound causes problems in treating injuries, as the wound needs to be reopened to get to the affected area. Proper medical attention is required for this.
A man shot with a living projectile similar to the abilities and spells used by the servants of the old gods risks infecting his fellow guards and should be ended quickly or will die a slow and painful death.
Burns:
Burns can be caused by dry or moist heat, electricity or chemicals, and are vulnerable to infections and corruption.
#First degree: Skin is reddened
#Second degree: Skin is Blistered
#Third degree: Skin is destroyed and flesh charred.
#Fourth degree: Skin is immolated and flesh burnt away
Remove clothing from the burn. If material adheres to the burn do not attempt to remove. Do not break blisters.
Protect the burn with sterile dressings. Keep patient warm and awake. Third degree burns are very serious and medical attention should be sought after immediately. If this is unavailable and the casualty is badly burned (fourth degree) it is unlikely the victim will survive.
Freezing injuries:
Freezing causes frostbite. This causes cold. then pain then loss of sensation. The area becomes white or bluish white. If frostbite goes untreated the flesh will rot, corrupt and amputation becomes necessary to stop infection spreading.
Thaw the area by wrapping in cloths soaked in warm water, Do not reheat the area too rapidly. Do not touch the wound; any infection could cause gangrene. If the flesh begins to smell and turn black, effect it's removal immediately.
Cowardice:
Cowardice is an affliction of the mind, It is your greatest enemy during combat and must be fought against with every fibre of your being. Cowardice is contagious, once man can be struck down, exuding all the symptoms of fear and all around come under the debilitating influence of fear. If you see anyone exhibiting the modes of behaviour in connection with cowardice in a combat situation inform your commander, or move your ally to cover out of the way of combat and where he will not be able to effect the other guards.
Symptoms of cowardice are:
*Feelings of weakness, faintness, coldness and nausea.
*Pale skin, pinched face and an anxious and frightened expression.
*A listless aspect leading to torpor and stupor
*cold and clammy skin
*Irregular breathing
*Weak pulse
*Whispering and moaning
*refusing to fight
*Hiding, or flying the field of battle
Loss of Limbs:
A common battlefield predicament is the loss of a limb(s). The most common cause of this sort of injury is explosions or flying debris. Serious maiming such as this must be treated quickly as bleeding and shock can kill the victim in minutes.
A man wounded in such a way can react in two ways. If shock sets in he may not feel any pain, and appear confused and disoriented. He may busy himself in trying to find his lost limb, and take no notice of what else is going on around him. Or he may be thrashing around in considerable distress and pain. In any case, he must be brought to the ground and restrained completely. Any movement can aggravate the wound further.
Two things must be achieved: the bleeding must be stopped and the patient subdued. Try to keep the patient conscious and talking, but still and quiet.
Tie off the limb, Apply a surgical tie as tight as possible above the stump. If any arteries are spurting, located them and shut them off with surgical clamps or twine. If the artery is unobtainable inside the body. Use a knife and cut away the flesh to locate it. When it is done, clamp it off. Remove foreign objects and cut off crushed tissue remnants. Smear the whole surface of the wound with sterilised cleaning gel and dress the stump. If possible, cauterise the wound; sear the area with a heated blade to seal the flesh and arteries to stop the bleeding. Elevate the stump. Remove the casualty from the field as further surgery may be necessary.
===Common Medical Conditions: Symptoms and treatments:===
Biliousness: Examine the eyes separately for astigmatism of other error of refraction. This is a frequent cause for biliousness. Examine urine for albumin. Administer Laxative vegetables.
Bites and stings: Remove sting and clean the wound with medical alcohol. If the bite is from an unclean aggressor, and agents are left in the blood stream, remove limb.
'''
Blood Worms: Full blood transmission
Boils and Pus-sacs: Examine urine for sugar. Remove any pressure, Burst sac and wipe away contents. Clean the wound and cauterise the exposed area until sealed.
Catarrh: Examine nose and enlarged turbinate bones, throat or enlarged tonsils. Colonic irrigation (25 litres) will clear the innards.
Convulsions: treat the exciting cause. Could be invasion of the body by alien corruption. Find the point of entry and remove the extremity. for brain lesions and gastro-intestinal disturbance administer Potassium bromide, hydrate and chloroform inhalation.
Diarrhoea; Due to stricture of bowels and impaction of faeces. Administer Astringent, Tanninch acide and Bazeline.
Earache: Examine ears, nose and throat, Wash, gargle with salt water administer ground up Black Drought herbs.
Fevers: Administer Bovine Juice, wet pack and ice cap.
Flatulence: Hot water one hour before a meal, dry food only
Gangrene (flesh rot): Examine urine for albumin and sugar. Generous diet of alcohol. Promote evaporation of fluids from dead part. Administer cyanide wool. Remove dead part when smell is over powering
Headache: Seek cause for chronic pain: astigmatism, brain tumours, imbalance of the humours, nasal obstruction, corruption of influence of dark powers. Inhale asmsec fumes.
Mania: Ascertain cause. If dark forces are at work report to your superior. administer chloroform.
Neural Lesions: Caused by infestation of Heloth flies. effect full blood transfusion.
Pthisis (Soldier’s plague): isolate patient, ensure cleanliness. Administer ointment to the affected areas. No food, plenty of liquids (sterile water only).
Retention of Urine: Retention may be present with and indicated by dribbling. Treat the cause, paraplegia, enlarged prostate, stricture worm. Administer Blaud acid.
Skovy- Appropriate diet, vitamin supplements, citrus fluids and Residuum Rubram,
Syncope (Skin rash): Administer Polyvent poultice. Scrape away affected skin and dispose of it carefully.
Torticollis: Examine ear, nose, throat and spinal column for peripheral irrigation. Observe thyroid gland. Administer Asernious acid.
Vomiting: Ascertain if it is a problem of the intestines, the gut, the humours, the balance of fluids, renal or biliary colic. If presence of corruption is indicated report to your C.O.. Administer Sodium Citrate, Strontium Bromide and Guaiacol.
==Closing Thoughts:==
Now that you've read this manual you should have committed the lessons it has to teach you to heart. Remember all you have learnt and put it into practice with your training.
Keep this book on you while on duty and you will never be lost.
Remember above all else
Honor, Duty and Courage
Light be with you guard.
Captain Wolf Runetouch.