The Rangers' Guild
Intro
The Rangers' Guild is one of the oldest and most respected guilds in the
barony. Unlike the adventurers' guilds, that are seperate entities in each town,
the Rangers' Guild is a single organisation with branches in all the major
cities. Obviously, some towns have more call for rangers than other towns, and
Keese has more use for them than most. Thus, although the administrative centre
for the guild is in Rasath, the Keese branch is
the largest and most influencial.
The Rangers' Beginnings
The Rangers' Guild was formed hundreds of years ago when a group of woodsmen
joined forces with some officers of the Duke's army to deal with the growing
threat of bandits in the rural areas. As time went by, they grew and became the
major force for maintaining security and safety in the woodland areas.
By the time Keese was founded, the rangers were universally respected as
reliable and honourable. Nobility were happy to associate with them, while the
newly emerging adventurers' guilds were being shunned as semi-organised bands of
hired thugs. The rangers dealt with all the matters that are now the province of
the adventurers, clearing areas of bandits or goblins, scouting unexplored
regions, investigating dungeons and so on.
The Rangers in Keese
Keese changed many things. The
Larcax Forest is a large, scary place,
and the threats that it contained were more than the rangers could cope with.
Add to this the wierdness of the nearby Enclave
woods, and it was inevitable that the adventurers were soon required to
supplement, and eventually supplant the rangers.
The rangers' influence over Keese politics was more stable however. They
were still respected by the powers-that-be far more than the adventurers (who
were now regarded as an unpleasant necessity), and had a place on the council
many years before them.
A certain amount of antipathy existed between the two guilds for some time,
but was eventually eroded by the realisation that they could help each other
achieve their common goals. The rangers are, fundamentally, a practical guild
and it didn't take too long for their snobbery to be forgotten. It became
commonplace for rangers and adventurers to combine forces.
The Wolfman War
The two guilds had been co-operating together for some time before the
wolfman threat became a source of concern. When the
war became inevitable, the rangers were caught between conflicting
priorities. They saw the threat as much as the adventurers, and helped put the
case to the council, but when official help was refused the rangers were
compelled to abide by the decision. They could not participate actively in the
fight except when directly requested by the adventurers.
By the time the council had acknowledged the threat, and the rangers were
finally allowed to do what had been necessary all along, the adventurers had
captured the public support. When the council fell, the rangers were only saved
by their association with the adventurers. The adventurers took control of the
town and the rangers were relegated to second place.
The Rangers Now
Now, the Rangers' Guild seems little more than a specialist branch of the
Adventurers' Guild. They offer training and tuition in the woodland skills such
as tracking and camouflage that they have always specialised in, but have almost
entirely lost their sense of identity. The Keese branch still maintains its
position as the most influencial branch within the guild as a whole, but as the
adventurers are essentially controlling them there are genuine concerns in other
branches about this state of affairs.
There are individuals that plot the overthrow of the adventurers and restore
the Rangers' Guild to its former status, but they are mainly old men who long
for the good old days. Most modern rangers in Keese are now also members of the
Adventurers' Guild, and thus have no qualms with the situation as it stands.
Hierarchy
The Rangers' Guild hierarchy is based on status and accomplishements.
Position confers some authority and power, but with the adventurers controlling
so much, this power is not what it once was.
The higher ranks are often incorporated into ones name. eg Fred Fletcher is
a scout. After successfully getting his party out of a sticky situation with a
werewolf, he is promoted. He may now call himself Ranger Fletcher. After much
devoted service, he is promoted again and now calls himself Journeyman Fletcher.
He was only ever refered to as Scout Fletcher (or even Neophyte Fletcher) by
higher-ranked rangers trying to emphasise their authority.
Neophyte Generally reserved for children who are learning the
ropes, but technically includes anyone who has no practical experience.
Scout Once you have learnt a skill (usually
Hide) and have survived at least one
adventure, you can call yourself a scout. Scouts are never entrusted with any
responsibilities beyond "Run up ahead and check there's nothing nasty
waiting".
Ranger After proving yourself capable (which can be done in any
of a hundred ways, eg displaying courage or initiative or leadership qualities)
you will be acknowledged as a Ranger. You can now lead parties, and Scouts will
bow to your judgement.
Journeyman This title is usually conferred simply after long
experience (around 200 eps worth), but if you do something of particular note
(discover something, defeat a foe against the odds, etc.) you can jump the
ladder. A Journeyman is treated with respect by all, even adventurers. You can
now organise adventures and assemble parties, leading them or choosing a leader.
Sheriff This is the official title for the head guildsman in a
town. When the old sheriff retires, he nominates his successor. If the sheriff
dies suddenly, or otherwise fails to name a successor, there is an election.
Note that there is relatively little political backstabbing in the Rangers'
Guild.
In Keese, the possibility exists for the guild head and the council
representative to be different people. In this event, the guild head is called
the High Sheriff, and the rep is called Sheriff.
High Marshal This is the official title for the head of the
whole guild. The High Marshal resides and works in Rasath. New High Marshals are
elected from the Sheriffs, but the endorsement of the old one is almost certain
to guarantee the post.
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