Grunts

Intro
Grunts are Verditians who have passed their probationary time-frame and have passed the trials listed below.
Grunts have earned the right to call themselves Verdish and don the symbol of Antioch. They also earn the right to commission weapons and armor from Verdish forges. Grunts are able to become Samurai. Grunts are also eligible for nomination as a Fourth Guardian of Zeal.
Grunts are the official entry point of the Verditian rank system. From Grunt members can choose to specialize into three different tiers: Combat, Crafter, or a Support member.
Grunts can ‘borrow’ more complete armor from the armory for event/practice use if approved by a Command Staff Member.
Grunts carry a base command authority of 1.
Grunts are considered below average – Verdish Standards are usually higher than most people’s general standards in Dagorhir. At this level we feel the fighter has a basic grasp of at least one style and can function in a way that is threatening to most opposition. Fighters at this level probably don’t really know what to do in a war and lack the confidence to understand when to capitalize on favorable situations. Most pawns become grunts because they stop swinging wildly and are actually aiming! To leave this level of fighting you’d really have to focus on learning one style of fighting and have that experience bleed over into all your fighting styles.
Tabard.png|Example of a Verdish Tabard
Footman-grunt.png|Grunt Gusoku Colors
How to become a Grunt
*Must have an approved Verdish Name.
*Have been to at least 4 practices.
*Establish yourself as either a fighter or a crafter.
**Establish yourself as a fighter:
***Pass a fighting assessment under the supervision of a Command Staff member.
***Designate a primary style.
***Show a basic capacity to use that style.
**Establish yourself as a crafter:
***Designate an area of work you wish to focus in.Meet with a Command Staff member and discuss your interests/plans as a crafter.
*Pass the Grunt section of The Trials of Verdite.