Rangers
Outside of the lights of civilization, a caste of people roams the wilds, protectors of the isolated communities and slayers of the monstrous. Rangers serve the role of hunters, trackers, and primal warriors. Whatever foe they are specialized against knows the fear every shadow that this primal warrior could be lurking within, waiting for the moment to strike their hated quarry. While most rangers are specialized for live far away from city life, they are not averse to it, and some even specialize in tracking and hunting through the manmade stone jungles. Due to their connection with the natural world, it is often the case that rangers work alongside or for druids in their overarching goal of conservation and the culling of the corrupt.
Another aspect to rangers broadly is their connection to natural magics, drawing from the same well that druids do. Their connections with the birds and beasts and growing things are on a personal level. Ranger's goal of routing corruption requires the cooperation with the wild things, assisting the are hunting of the favored foe, and in the slaying itself.
Rangers are often solo acts, but every ranger belongs to a certain conclave that trains them up and bestows missions. Ranger conclaves, also known as Lodges, are a relatively unorganized hierarchy with a specific specialization their members perform. A Lodge can cover a range of hundreds of miles that their members split up and cover as solo operators, each having their own sector. This is not to say a ranger is averse to joining adventuring groups for assistance in completing their task, quite the contrary, and particularly potent threats can draw the ire of an entire Lodge of rangers coming crashing down on them like a tide of arrows and steel.
The Ranger Conclaves are as follows:
Beast Masters. These rangers are defined with their connection to the natural world, having befriended a creature of the wilds that follows them and assists in their goal of defending nature. This is a mutual friendship, one where both the beast and its ranger work in tandem to defeat their foes. A great deal of the ranger's training goes into working alongside and developing their animal companion. What form this companion appears as can vary from ranger to ranger, with rangers of the woods commonly taking in wolves and bears, the underground having giant spiders, grasslands having the big cats, and aquatic realm having rays and sharks. While the companion is not a magical creature of intelligence, there is a greater understanding and companionship between the two than any other can find.
Drakewardens. Dragons are the creatures of living raw elemental power, a red dragon is fire incarnate, a black dragon is the rotting decay of the water and swamp. Rangers that become Drakewardens are tied to a specific elemental affinity, and this takes the form of a drake. As the ranger grows in power, so too does their drake companion, growing larger and winged and becoming a dragon in true form. These rangers are linked to draconic power, becoming intimately familiar with the greatest of beasts, even learning their language. Often these rangers are dragon hunters, with the companion appearing as a metallic drake to defeat the chromatic dragons, or vice versa. These rangers can also manifest the traits of the Draconic Sorcerer bloodline, tying them even closer to the draconic spirit that links them to this conclave.
Fey Wanderers. One way or another, rangers of this conclave have fallen deep into the clutches of The Dreamings, with members of this conclave returning to the Material World fundamentally altered. Aspirants of the conclave can be brought into the Dreamings after a long apprenticeship, drowned in the sleeping world for several months. They may also come about by a ranger of another type becoming inexorably changed by the lands of Faire, and later recruited into the conclave proper. These rangers work for the interests of fairiekind, in service to both the bright whimsy of the Twilight and the dower dread of the Dark Dream. They also work to bring about a bit of the sleeping world into the waking world, their very presence almost a leak in the wall between the two realities. This is not to say Fey Wanderers are malicious, they often appear as forces of comfort and the desire to bring people's dreams to life.
Gloom Stalkers. These rangers work in the dark reaches of the World, the shaded wood, the gloomy alleys, or the twisting Underdark. These rangers are ambushers and assassins, with their express profession in the art of stealthy killing. Their prey will know to fear of the dark places, where a knife or an arrow will strike from nowhere, and a swift bloody end comes, with the ranger who did it slipping away into the gloom without a sound. Fear is as much a weapon as any in the gloom stalker's arsenal, driving their favored foe up the wall in dread anticipation. These rangers are also hunters of the creatures that lurk in these dark places, delving where few would tread to meet the monsters on their own turf without trepidation. At their worst, gloom stalkers act as hired killers, but at their best they are protectors of those who cannot fight the things that go bump in the night themselves. Gloom stalkers often find equal ground with the Twilight Clerics.
Horizon Walkers. The World was built by the gods as a means of having all forces in the universe cohabitate, good standing alongside evil, fire and water, and everything in between. The sources of these primordial concepts can be found elsewhere, particularly in the Outer Planes where concepts such as good and evil are literal and tangible. This structure of the Material World isn't without invaders however, as extraplanar creatures will make their way into the World, bringing their single-sidedness to the balance, be it angel or demon. This is because the World is put together like a great tapestry, and there are seams where the different pieces meet. Horizon Walkers seek out these seams, in the form of portals or gates, with the intention of keeping the pure balance of the Material World intact. These rangers may even walk the Outer Planes as needed to pursue their foes. Horizon Walkers learn many of the abilities of their quarry in their quest to banish them, even able to hop between the Material and the Veil temporarily, seemingly teleporting. Fey Wanderers can come into conflict with these rangers, as Horizon Walkers will seek to thwart their bringing of the Dreamings into the waking world. Horizon Walkers work in tandem with Gatekeeper druids.
Hunters. These rangers are the least in tune with the natural world, taking their training to become a ranger and focusing it into the art of combat. Because of that, Hunters are primarily concerned with specializing their fighting techniques in eradicating their favored foes, honing their weapon to a razor point that few can dare stand against. These protectors of civilization will stand against the tide of rampaging gobinoids, or tearing down a hulking giant as it lays waste to a village. These are the most populous of all Conclaves, as there is no innate arcane touch that comes with the path of the Hunter, and it is merely by the tenacity and intense training that one can become one of these rangers. The boundless heroism of the Hunters is what allows the commonfolk to enjoy a life of peace, reassured that if a terrible monster were to arrive, that a Hunter will be there to put an end to its rampage, having tracked it down long before it ever finds someone to terrorize.
Monster Slayers. There are great and terrible monsters in the world, ranging from dread undead, dragons, extraplanar threats, and magical beasts. These rangers specialize in their eradication, having a magical sixth sense on all that makes their foes tick, their strengths and weaknesses, and more importantly how to exploit them. These rangers are particularly proud, as their Slayer Conclaves are laden with the mounted heads of the myriad creatures they brought to heel. Due to the magical nature of most of these ranger's prey, they are particularly resistant to their tricks and blows, having undergone extensive training, alongside an alchemical regiment through special magic substances. Eventually this mystic power blossoms further within the ranger, allowing them to reach into the arcane lifeblood of their extreme foes and thwart the magical abilities they have. If a nasty beasty needs disposal, you need look no further than a Monster Slayer ranger.
Swarmkeepers. A swarm can take many forms, from the beauty of butterflies, a flock of birds, to the more grotesque such as bees, locusts and bats. These great collections of little creatures can almost seem like a primal force when in their masses, and it is the understanding that any creature, no matter how small, can have a huge impact on the world that the Swarmkeepers practice. These rangers are often peaceful, preferring the company of their swarming friends over the matters of the civilized world. However, when a threat to the natural order looms, the fury of these rangers descends like a plague, tearing the foe to pieces with a million tiny bites and tears. These rangers walk with their swarm ever following them, the constant clatter of tiny feet, or humming buzz of a thousand wings in their wake, the tiny creatures awaiting the beck and call of their master. While the majority of Swarmkeepers tend to themselves in isolation, there are select few communities off the path of civilization where a cabal of these rangers can tend to their ideal world in peace.
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