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Profile: Rangers of Aelyria
Profile: Rangers of Aelyria
Soldiers and Scouts
Published by Sheng Kaldres
February 16, 2008
Profile: Rangers of Aelyria

“The taking of another’s life should be the last resort.” ~ Spoken by legendary Master Ranger Tev as he taught Basic Ranger Principles to Ranger trainees

General

Ranger Halls are located in various parts of the Aelyria Empire. The Rangers are devoted to protecting both people and the forest/wilderness, and very often from each other. They are not a City Guard; they do not usually operate within the city, though their Guild Halls are located within the cities and towns. Nor are they a faction, people who wished for political changes, involving themselves in politics, though each individual Ranger can join one if they wish to. Generally, the Rangers are a group of people that wish to improve their skills in the wilderness, protecting nature and that they choose their own assignment. So, if there are problems such as farm herds being preyed upon by a pack of wolves or rumors of something strange and unnatural in the forest nearby, the Rangers will go and sort it out.

Ranger trainees, (Junior Rangers) are selected on the basis of motivation and dedication. Practice weapons are supplied by the Ranger Hall but in the end the Ranger supplies his own. Rangering is not a skill; it is made up of several different skills. It is a lifelong commitment and in many instances, some considered it their lifelong work.

As in the case of Druids, the Rangers serve the Goddess Carmelya, but their fervor is usually less than that of the Druids. So it is not surprising that Druids and Ranger get along well and are usually associated in some way. In some cases, Rangers are Druids too, though it is not encouraged for being a Ranger is a full time job and there should be no time for Druidism or any sphere of Arcana. However, it must be noted that the Natura Ranger Hall has put Druidism as a compulsory subject for one to become a Ranger in the Natura Ranger Hall.

Basically, Rangers are self-sufficient. They make much of what they need and sometimes sell these items. Their skills enable Rangers to provide food for themselves.

In general, each Ranger Guild Halls can be considered independent entities with a common goal. Some have an entry fee and others do not. In all cases, the Ranger lives at the Ranger Hall, involving in training or in some other activities. The Ranger is expected to help maintain the Ranger Hall, including mundane chores. When a Ranger is accepted for training, he is presented with a green sash. Upon completion of training, the Ranger is presented with a pin, the sigil of his Hall. Some examples of a sigil are a Bald Eagle, a Wolf's Head or a Bow.

Principles of a Ranger

Rangers preserve the balance of both animal and plant life; and safeguard human life, sometimes working with Military Units. Rangers serve the local community by being guardians of the forest and it's inhabitants. Additionally, Rangers watch over the land, extending assistance to farmers and others who work the land. The Ranger is an exemplary citizen, practicing loyalty to the emperor and all duly appointed authority. Most dear to a Ranger are the values of human life, animal life and plant life. Affording the fauna and flora to thrive naturally is essential. Rangers may be called upon to assist within a town when the Militia is inadequate or there is a small issue to settle.

History

The very first Ranger Hall was in Zerdargia, strange as it may be for the first Ranger Guild Hall to be in a dwarven city. A group of adventurers that had a love for nature founded it. Who exactly made the first move could not be said, it could be Delbert Posum, but it was most probably another. And from Zerdargia, the Rangers spread as many of its members spread to each corner of the Empire, setting up Ranger Guild Halls where they deemed fit.

The Natura Ranger Guild is one such example. Shairlyn Starfire, one of the pioneers of the Rangers became the Thane of Natura after she had left the Zerdargia Ranger Guild Hall. Together with her friend Duncan Stryder, the Naturan Hall was started. She later retired, moved to an old property of hers in Daltina and founded the Hall there. The Medonia Guild Hall is also her work and she became the Master Ranger there too.

Then, as if a fire had been started, the Ranger Guild Halls were established in Narim, Imperia, Frigid River and New Coldmoon by other pioneer Rangers like Master Ranger Tev. So now, the Rangers are established in the Aelyria Empire and a Ranger Guild Hall could be found in almost every province in the Empire.

Training and Ranks within the Guild

A new recruit of the Hall starts off as a Junior Ranger. Through training, the Junior Ranger may advance through ranks of competence, and achieve the rank of full Ranger. The following ranks listed below are to be achieved in order to become a full ranger, as it is deemed that this is the most appropriate order of training.

The appropriate training is listed, and after it the rank that is achieved when that training and testing are complete. After each rank is reached, the Ranger Hall usually issue the Ranger trainee with a symbol of their progress to the next level. The symbol can be anything from a small badge to knife; this depends on the individual Ranger Hall. Each rank that is listed is followed by the training requirements for reaching the next rank.

So it can be seen, to be a full Ranger is never easy.

Archer

The first rank after Junior Ranger is Archer and the skills a Junior Ranger learns to become an Archer will be simple. Most Junior Rangers have no problem becoming an Archer.


Skills to learn:
  • Basic Archery
  • Basic Ranger Principles
Woodsman

Fresh from learning the skills of becoming an Archer, a Ranger trainee goes on to become a Woodsman.


Skills to learn:
  • Basic Healing
  • Basic Wilderness Survival
Scout

From Woodsman to Scout is a more difficult task, but the Ranger trainee should have no problem becoming one if he or she perseveres in his or her tasks.


The Ranger trainee must allocate 6 points by learning from the list of skills below for further training:
  • Basic level skill = 1 point
  • Intermediate level skill = 2 points
  • Advanced level skill = 4 points
  • Expert level skill = 6 points
  • Master level skill = 8 points
All skills previously learned in the earlier training, including Ranger Principles, can be used to make up the 6 points.



Skills to learn:
  • Stealth
  • Hunting and Trapping
  • Healing
  • Herb Lore
  • Tracking
  • Zinn’ka
  • Dagger Fighting
  • One Hand Blades (E.g. Longsword, shortsword or rapier)
  • Two Hand Blades
  • Combat-At-Arms
  • Archery
  • Wilderness Survival
  • Guild Hall Specialty
  • Wilderness Cookery
  • Carpentry
  • Blacksmithing
  • Bowyering
  • Masonry
  • Leatherwork
The learning of a Combat-At-Arms Weapon is compulsory for a Ranger Trainee to be deemed to have completed Scout Training.

The training and learning of skills is not all that a Ranger needs to do in order to advance to the next level. Ranger Halls will in their own time assign tasks and missions to their Ranger trainee. This is to help the Ranger trainee to understand the workings and principles of being a Ranger and what a Ranger Guild Hall stands for. The criteria for moving to the next level for a Ranger trainee is that the Ranger trainee must at least complete two tasks or missions for the Ranger Hall.

Journeyman

After the difficult training of the Scouts, the Ranger trainee is now ready for the phase of Journeyman. As the name implies, at this phase, the Ranger trainee is expected to do some traveling. The traveling usually involves traveling to other Guild Halls. In an unfamiliar place, the Ranger trainee is expected to do his or her best.


The same system that is used in the Scout phase is now also used in the Journeyman phase. Like in the Scout phase, the Ranger trainee must allocate 10 points according to this system for further training:
  • Basic level skill = 1 point
  • Intermediate level skill = 2 points
  • Advanced level skill = 4 points
  • Expert level skill = 6 points
  • Master level skill = 8 points

Skills to learn:
  • Stealth
  • Hunting and Trapping
  • Healing
  • Herb Lore
  • Tracking
  • Zinn’ka
  • Dagger Fighting
  • One Hand Blades (E.g. Longsword, shortsword or rapier)
  • Two Hand Blades
  • Combat-At-Arms
  • Archery
  • Wilderness Survival
  • Guild Hall Specialty
  • Wilderness Cookery
  • Carpentry
  • Blacksmithing
  • Bowyering
  • Masonry
  • Leatherwork
Intermediate Ranger Principles is a compulsory subject for Ranger trainee to complete the Journeyman phase.


Like in the Scout stage, the training and learning of skills is not all that a Ranger needs to do in order to advance to the next level. Ranger Halls will in their own time assign tasks and missions to their Ranger trainee. By now, a Ranger trainee should have a good understandin of the workings and principles of being a Ranger and what a Ranger Guild Hall stands for. Thus, the criteria for moving to the next level for a Ranger trainee will be higher and the Ranger trainee must at least complete four tasks or missions for the Ranger Hall.

Ranger

Now, comes the most important and anticipated phase for a Ranger trainee, the Ranger phase.

Training at this phase is not a requirement except for the Ranger trainee to complete his or her Ranger Principles to Advanced level. At this phase, the most important section will be the Ranger Trial.

The Ranger Trial is only one event, but it takes more than a few brightenings as it has many sections. It is common for the Ranger Trial to take over a few months or even eras depending on the individual. When the Ranger announced that he or she is ready to proceed on to become a Ranger, the Master Ranger will call the Ranger trainee to speak with the Ranger trainee. The talk covers the aspects of what make a Ranger and what is expected of the Ranger trainee as he or she attempts the Ranger Trial. Then, the Ranger trainee will be on his or her way to another Guild Hall.

The Ranger Trial is make up of many tests of which many are held at different Guild Halls, sometimes even involving all the Guild Halls. The involvement of the other Guild Halls is to give an unbiased testing of the Ranger trainee. Going to the different Guild Halls also helped the Ranger to know other Guild Halls than their own and for the different Guild Halls to know the future Ranger.

After each test are completed at the respective Guild Halls, the Ranger trainee will be given a token of consent and recognition from the Guild Halls. The token could be anything as simple as a pin to as elaborate as a beautifully made bow. With the token, the Ranger trainee will go back to their home Guild Hall and be officially recognized as a full Ranger. The ceremony for this depends on the individual Guild Halls, but a meal with the majority of the Guild Hall is a common and for the Master Ranger to announce that a new Ranger is in the Guild Hall.

It should be noted that Rangers are more than welcome to continue their training once they have achieved the rank of Ranger.

Positions within the Hall

These are held in tandem with an official rank. It is unusual for anyone below the rank of full Ranger to hold these titles and the fulfilling of these positions depends on the needs of the individual Guild Hall. For example, a particular Ranger may hold more than one position or some position may not even be practiced in some Halls.

Indications of rank:

All Rangers are given a green sash upon their joining the Hall. This sash is to be worn across the chest, from left shoulder to right hip. All those achieving the full rank of Ranger receive a silver pin with the animal symbol of their Hall on it. This is to be pinned to their sash just below the shoulder. Colored lanyards, worn about the left shoulder, denote the titles of the Ranger’s Guild. The Master Ranger wears a yellow lanyard, the First Hunter wears a white lanyard, the Weapon Master wears a red lanyard, the Wilderness Master wears a dark green lanyard, the Healing Master wears a deep blue lanyard, and the Trade Master wears a brown lanyard.

Master Ranger

Master of the Hall and in charge of its administration as well as organizing Hall events, coordinating inter-Hall events, and overseeing the training of member Rangers.

First Hunter

The Master Ranger's right hand. Helps in the above duties, but is more closely involved in training, and organizing group forays, and missions if necessary. If Rangers are called in for active duty, the First Hunter organizes and coordinates this.

Weapon Master

If the First Hunter is the Master Ranger’s right hand, the Weapon Master may be considered the left hand of the Master Ranger. The Weapon Master is the Ranger most knowledgeable of the use of weapons and if there is any need for training in weapons or to volunteer for missions, the Weapon Master most often than not will be there.

Wilderness Master

The Wilderness is harsh and a mistake in the Wilderness may cost one’s life, and thus the Wilderness Master is charged with teaching the art of survival in the wilderness and to handle all things connected. It is not uncommon for the Wilderness Master to have an empathy with animals, and to be good horse riders.

Heal Master

Healing is the core discipline of the Heal Master. All matters of Healing, which include Herb Lore, are usually deal with by the Heal Master. And due to their nature of work, the Heal Master has much contact with the common people and do sometimes act as the spokesperson for the Guild Hall.

Trade Master

Though the Rangers have deep roots in nature, living upon nature alone is not always possible. So trade must provide a complementary role to nature nurturing. The Trade Master is in charge of all trade matters, which included the teaching of trade skills, maintaining the inventory and treasury of the Guild Hall

Benefits

The agreement between each Ranger, their Hall, and the Guild:


The Ranger:
  • May claim the title appropriate to their level of training, and be known by that title, so that their training is known.
  • May claim accommodation, food and use of facilities from any Hall in the Guild.
  • May request training from their Hall, and participate in training at other Halls, provided the head of that Hall agrees.
  • Swears to protect all law-abiding Aelyrian citizens, and the lands of Aelyria, should the need arise.
  • Pays a joining fee of 100 Crowns upon entering the Guild, giving them the right to claim the benefits received by a member of the Guild, as listed above.
  • Shall assist in the maintenance of the Hall as required.
  • Shall swear unwavering loyalty to all other Rangers.
  • Shall never leave another Ranger on the battlefield while they still live.

The Ranger's Home Hall:
  • Shall provide them with training when desired, and shall grade them according to guidelines set out by the Guild and if they merit it, award them the appropriate rank/title.
  • Shall provide them with a Ranger's Sash upon their entering training, and the Hall pin upon achieving the rank of Ranger.
  • Shall provide them with a room, food, stabling for mounts and storage facilities for their possessions upon request.
  • Shall organize events and competitions for members of the Hall.
  • Retains the right to call in member Rangers to protect or provide relief for the local populace in
    times of crisis.

All Ranger Halls (i.e., the Guild):
  • Shall provide a room, food, stabling of mounts and use of facilities upon request.
  • Shall organize inter-Hall (either regional or Guild-wide) competitions and events so that Rangers may sharpen their skills and receive acknowledgement for their achievements.
  • Shall keep each other informed of developments within their Halls and keep their members informed of any developments.
  • Each Hall shall keep a record of their members.
  • Retains the right to call upon all Rangers in the event of a national crisis.
The Running of the Guild

The Guild Council, consisting the Master Rangers of the Halls, and a Secretary, will run the Guild.

The Secretary will be responsible for keeping the information on the members of the Guild up to date, and for keeping all the Halls up to date on what is happening within the Guild. The Secretary would have no political power within the Guild and is usually selected by interviews and voting within the Guild Council

For example: each Hall will send in a list of its members to the Secretary, who would keep this on file and then send letters to each Hall detailing this information.

Also, when the Halls wish to organize an event then the Secretary would put out notices to the Halls, and possible help organize equipment.

A member of the Druid community will also be invited to act as an advisor to the Guild Council, as the two groups have much in common and should work together.

Meetings of the Guild Council will be held within the Halls, the hosting of them rotated between them. When a meeting is held, matters that affect all Guild Halls will be discussed. For example, the opening of another Guild Hall or when and where to hold a festival, and the details of the festival itself.

The running of Guild Halls is left to the individual Guild Hall. So each Guild Hall can be considered as an individual entity. This includes how a Guild Hall is to recruit, maintain financials and inventory. The common practice for Guild Halls to maintain their financial is to live off the land and to trade with items made by the members of the Guild Halls. It is also not uncommon for Guild Halls to be affiliated with local government with grants from the local government for work done locally. Another common practice is that the Guild Hall offers training and asking fees in return.

Ranger Guild Halls of the Aelyria Empire

Administrate of Centripax

Zerdargia

The Ranger Guild Hall of Zerdargia is a small Hall, but an old and honorable one. The Zerdargian Rangers are intimately familiar with the enchanted Dolwoods, where shifting paths and roving landmarks have bewildered many a traveler. A longtime symbol of the Zerdargian Rangers has been the Golden Bow, a magical weapon discovered by Delbert Posum, now Master of the Guild Hall.

Symbol: Badger
Special Training: Rock Climbing

Natura

The Natura Ranger Hall is one of the oldest Ranger Halls in the Empire and is perhaps the Hall that has the closest affinity to nature. In the city of Natura where nature abounds, the Rangers of Natura Ranger Hall have many opportunities to hone their skills in nature and to gain or increase their affinity to nature.

Symbol: Silver Wolf
Special Training: Druidism and Grapevine (A special method of communication through trees)

Acumin

Acumin’s Ranger Hall almost natural construction marks it as a Ranger Hall with strong association with the Druids and devotion to Carmelya’s will. But what it does not show is the fact that the Ranger Hall is also one of the most experienced Ranger Halls in dealing with the Vysstichis, due to the fact that Acumin had been under constant raids by the Vysstichis.

Symbol Red Fox:
Special Training: Forestry

Confederation of Sherian

Narim

The Narim Ranger hall is located just outside the city limits of Narim, on property donated by legendary Rangers pioneers, Shairlyn Starfire and Tev. There is a close relationship with the City, particularly the military. When called upon, the Narim Rangers have supplemented the Narim military in battle.

Symbol: Bald Eagle
Special Training: Seamanship

Lylles Kingdom of Lauryl

Frigid River

Set in the frigid cold of the Lylles Kingdom of Lauryl mountains, the Frigid River Rangers had learned with to cope with the cold and make it part of their life. Like the Narim Rangers, the Frigid River Rangers have a close relationship with the city, particularly the military. Many a times, the Frigid River Rangers have defended Frigid River against aggressors when called upon.

Symbol: Snow Owl
Special Training: Arctic Mountain Survival

Sovereignty of Enamoria

Medonia

The Ranger's Hall of Medonia is a relatively new Hall, established in the last few patterns, but already it has produced some dedicated members. Found in Enamoria, a Ranger-rich area, the Hall benefits from much interaction with the Halls in Daltina and New Coldmoon.

Symbol: Stallion
Special Training: Horsemanship Skills

Daltina

A resilient Hall that has endured many hard times, the Daltina Ranger Hall is famous for producing Rangers of great archery skills. Master Ranger Hemlock, Celestra Quandra, Riven, and Quan Taos Silverbane are examples of such Rangers. The Hall can even boast of finding a magical bow too, like the Zerdargia Ranger Hall.

Symbol: Kestrel
Special Training: Animal Affinity

New Coldmoon

Located in the pure city of New Coldmoon, the New Coldmoon Rangers are considered to be one of the elite military forces of the city. But the New Coldmoon Rangers are more renowned in the Empire for their other expertise, their expert use of exotic herbs. This is not unexpected for New Coldmoon is located near the Dolwoods, where magic abound, promoting the growth of exotic plants and creatures.

Symbol: Wild Cat
Special Training: Exotic Herb Lore

Sultanate of Arakmat

Arakmat

Original from Imperia, the Ranger Hall of Arakmat is unusual in that the Rangers stationed there are specially trained for desert conditions, and survival in those conditions. Sensing the needs of those that braved the desert, the Hall itself is shifted from just outside the walls of Imperia to the scorching hot northern reaches of the Arakmat Desert. The Ranger Hall is rather difficult to find, owing to the fact that - due to the extreme heat - the entire complex is underground.

Symbol: Desert Lizard
Special Training: Desert Survival
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