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THE
RANGERS:
The
Rangers are a unique group; they differ somewhat in each Kingdom,
and declare nominal allegiance to the crown that rules the
land they reside in. The Rangers thus have five leaders, one
in each Kingdom. The Korresh rangers are led by Timlen, a
human woman of no mean skill and a great deal of attitude.
Lirynn is led by Arawnwen, also a human of a somewhat calmer
temperment than her Korresh sister. Garr is led by Gyalm,
a tough dwarven male who rarely finds himself underground
and doesn't miss the darkness. Tahnn is led by Shremmli, a
male misharr quick to scorn those not strong enough to withstand
the desert he is so proud to know. Mirg is led by Scree, a
female goblin has managed to stay alive in the Big Green longer
than any other.
Though
they are nominally loyal to the land they live in, it is more
the actual land than the person who rules it that holds
their allegiance. Whether they are hermits, travellers, guides,
woodsmen, or something similar, Rangers as a group and seperately
are all highly individualistic people who prefer staying away
from the crowds of towns and cities and make their living
off of the land. They organize more out of a common goal than
a desire to meet people; though there is the occasional Ranger
encampment, more often than not one will find a single Ranger
who will take on the character for most of the PC's training.
Rangers
meet each other relatively often and keep tabs on what each
other is doing; though it would take at least a month for
a particular group to mobilize, most rangers are completely
up-to-date on the important occurrences within the borders
of their Kingdom.
Rangers
have some ties with the Children of Faeterna; occasionally,
one of their members will require training in magic and no
Ranger is available; in such a case, the candidate is likely
sent to the Children with a request and the Rangers will perform
some favour in return.
Tested
Skills:
Even
though the Rangers are not a magical guild, they know the
secret to preventing sorcerous Scarring--as all Elite Guilds
do--even though they do not test in magic. They test in all
combat skills, survival, tracking, herbalism, medicine, hunting,
riding, stealth, animal training, and cartography/navigation.
Entrance
into the Guild:
Entrance
into the Guild is simple, but not easy. The candidate is stripped
naked in the middle of nowhere, and must find clothing, a
weapon, and a trophy before three days is out. The Trophy
must be something that was dangerous or risky to obtain that
othewise represents the trial in some personal way for the
player. Failure means refusal, and there are no second chances.
Advancement
within the Guild:
The
initiate goes off with a mentor, one best suited for his skills.
The mentor and the initiate need not get along; in fact, though
eventually they may become closer than brothers, they might
not even like each other, and might never do so no matter
how close they become. His second trial is similar to the
first, but more difficult; he must spend a week, again starting
completely naked, in the wilderness by himself, with only
a knife. The difference is that the trial is always in the
depths of winter, and he may kill no living being, not even
to eat. He must find sustenance in other ways. The Trial is
always a surprise; how well-prepared the candidate is beforehand
(hidden stores of food in case of need, etc) often determines
life and death.
The
successful Ranger is often deemed ready to go on his own at
this point. Later, if his deeds are particularly renown or
if he is deserving, he will go through a third test, similar
to the other two but again, much harsher. Does he survive,
he will become one of the leaders' lieutenants, with all the
duties and privileges therein.
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