Ranger Rules Profession in Terraia | World Anvil
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Ranger Rules

Overview

The Ranger is an outdoors warrior - but one far more versatile than simply a tracker in the wilderness. The first concepts of the Ranger are tied to a Strategy Text called The Questions and Answers of the Laurion Commander. This text is one of the most ancient (and most arcane of the books found in the Royal Library of Atlantis since the Chronic Anachronisms of Chronos started.

Class Specifics
Changes to Ranger Combat Mechanics

Rangers may choose either of the following - either to receive a +1/2 damage per level to Archery combat damage after level 4, OR the ability to use Warrior Weapon Mastery up to Mastery Level (+3 th/+3da) from the outset with normal hand held weapons. This is to take into account the hunting source of Ranger skills and recognises their effectiveness in finding the weak points of enemies.

Lodges

A Ranger is normally a very solitary role, however, Rangers do belong to a type of Order, known as Lodges. A Lodge functions as a safe house for Rangers. It provides training and very valuable insights into local conditions in the surroundings. Once a Ranger reaches the level of Tracker (5th Level), then they may found a Lodge - the Lodge must receive a Charter from the Royal Family or a Local Government Official of the rank of Mayor or higher, and this is normally achieved through the successful completion of a quest that provides a benefit to the community or kingdom.

Benefits of Lodge Membership


The benefits of Lodge Membership include:    

Heads Up Scouting

  The local Lodge will have maps of the nearby area and advice on the bast routes to take through any given area - research at a lodge will increase movement rate for the next 1D4 days reducing the effects of bad terrain and weather for that time period due to the insights gained by the Ranger.

Access to the Seventeen Arrows

The Seventeen Arrows can all be purchased from any Lodge by a Ranger or a Stranger. They are tied to the originating document for all Rangers - a treatise on the power of the Scouting and Ranger type warrior as a military asset. The arrows are linked to the philosophy of the document in question - The Questions and Answers of the Laurion Commander.

Facilities

Access to Lodge Facilities which include Log Cabins and Shelters in wilderness areas that the Ranger will be able to find once they have received Lodge membership. These networks of cabins and hides contain bedding, warmth, often changes of clothes and simple camping items and food. The system of Value-for-value is expected in such facilities. However, what is most valuable about these hides and cabins is their hidden nature which allows for peaceful sleep as a sanctuary from random attacks during the stay.

Caches

A Ranger will also receive the Cache Signs of the Lodge - this allows the Ranger to recognise the local signs of a cache being hidden in a nearby part of the wilderness should he or she be in need of anything. The contents of any given cache is random - sometimes it will include simple survival materials such as a flint and steel and some kindling, or it could include a bow and arrow or food, the cache is left by other Rangers of the same Lodge to aid other members. (NOTE: Items left behind give bonus XP up to their GP value to the Ranger (magical items give +110% of their XP value)). Payment for the cached item taken is Value-for-value.

 

Payment is Value - for - value


This means that ANYTHING taken from a cache must be replaced with another item of some value - it does NOT have to be the same value or level - but something useful must be left behind. A +1 dagger may be found and taken with a simple quiver of arrows left behind in it's place - this is perfectly acceptable. The XP for the donation is still gained even if the item taken is worth far more.

    Some lodges also maintain the Rule of the Journal.

The Rule of the Journal


This dictates that a Ranger shall note down in a small travel journal what was encountered through the day, and what observations were made of wild-life, weather events, key maps and insights about the local geography are all part and parcel of the content expected to be placed within it. Any Ranger visiting a lodge will submit their journal to the Lodge Master - he will have the Journal copied in it's entirety and returned to the Ranger. All Ranger Journals when full (this takes 6 - 1D4 months of ordinary scouting, or (6 - 1 month per dungeon or 30 leagues scouted) are given over to the Grand Lodge of the Guided, for permanent storage. The Ranger - after submitting their first Journal gains access to the Ranger Boons Chart as they progress in their class.

Lodge Rules

Lodge rules differ from area to area, but some of the Universal Lodge Principles include:

1. Universal Membership

  All Rangers are accepted as long as their alignment allows, multiple lodge membership is permitted. (Note: Some lodges are by their nature secret or selective in terms of membership and this is accepted as well - membership of such a lodge does not negate this rule with regards to other lodges.)

2. Universal Equality

All Rangers have the same rights and privileges in each Lodge - the level of the ranger determines their level in the lodge.

3. Secrecy is a Choice

This is the most controversial of the three Universal Rules - Lawful characters do not agree with this option. But sometimes a secret can be sealed with an Oath - so it has not been an issue. Any secret learned is chosen to be kept or given.

The Grand Lodge of the Guided

The Rangers of Atlantis consider themselves guided or led by the Gods in some way - often considering themselves to be blessed by Artemis in their hunting, Demeter as a protector of Nature, or, Hermes in their joy of travel and discovery.

The Grand Lodge of the Guided collects the adventures and discoveries of the Rangers around the World and collates it all into Master Treatises on the world. The Grand Lodge grants automatic membership to any Ranger who has completed a Journal. The Journal when given to the Grand Lodge may be freely accessed by the Ranger at any time in the future and is stored securely in the Grand Lodge Archive. The donating of a Journal allows the Ranger to throw on the Ranger Boon Chart. Each subsequent Journal allows a similar roll.

Grand Lodge Ranger Boon Table

___D100___ Boon Gained
1 - 20 Ranger gains a single valued consumable item from the Grand Lodge Stores - 1D20 Arrows, Bolts or Darts (Ranger Choice) +1
21 - 55 Ranger gains a pouch of gems (1D100 GP x Ranger Level in value)
56 - 75 Ranger gains free training in one bonus skill of their choice from the Warrior NWP Fields.
76 - 78 Ranger is given a miscellaneous semi-magical item of CLOTHING (cloak, cape, boots, hat, or bracers that enhance a skill (RANDOM))
Future Boons of Promised Gain
79 - 80 A (future) follower of the Ranger will have +1 HD (or level) above normal.
81 - 82 The Ranger gains a follower bonus +1 individual (when the Ranger reaches level 10 - this bonus remains in storage until the required level is reached).
83 - 84 The Ranger gains a follower bonus +2 individuals (when the Ranger reaches level 10 - this bonus remains in storage until the required level is reached).
85 - 88 The Ranger gains + or - 1D10 to any single follower roll when made at level 10 (Note the Ranger must state BEFORE the roll is made that the roll adjustment is being made, and only ONE such adjustment is allowed per follower roll.)
89 - 97 The Ranger gains a TARPAN (1- 10) or KONIK steed (11 - 00, D100). Can be received multiple times and gift the steed to others.
98 - 00 The Ranger gains an AGANIPPE Steed. (Releases previous Ranger steed if the mount is not an Aganippe. (but NOT a previous Aganippe) for use by Ranger's allies or followers). If the Ranger already has an Aganippe Steed, it gains +1D4 HP each time this is rolled to indicate blessings received from Demeter.

Stranger


A Stranger is a failed ranger, either a ranger who has lost their class through alignment shift or curse, or much more commonly, a Ranger who has changed class to become something else. At that point the Ranger is sometimes referred to in Ranger circles as a Stranger - a Stricken Ranger and is treated with respect (not disdain) but as a former comrade rather than a current part of the brotherhood. Boons from the Ranger's Grand Lodge experiences will remain if already given - those set aside for the future are lost (75% chance unless Demeter intercedes if the Ranger somehow regains their previous class.)

Type
Military

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