The Rangers of the Gnarl

The rangers of the Gnarl are some 200 strong, a strong majority of them half-elven. The group has become more cohesive during the Greyhawk Wars, and no few of them fought in Furyondy as volunteers. Tales of that war leave them in little doubt of the threat evil presents.
The group is democratic and has no leaders who issue orders or directives, but there are a group of Ranger Knights (currently seven) who meet at Corustaith every two or three months to share information at the Gilded Acorn Tavern there. Each Knight has his own following of younger rangers who swear a personal allegiance to him. In return, each Knight undertakes to train the younger rangers as needed, and holds an annual feast for all his juniors each Brewfest. The oath is not very restrictive, involving promises to protect the integrity of the forest, to help good folk in need, and to revere a Power of Good (usually Ehlonna).
Ranger Knights to not have formal delineations of territory or spheres of control, although each has a particular area (which may overlap with others) where he has good friends and expends most of his protective efforts.
The rangers strive to bring good folk together. They have very warm relations with gnomes, most woodsmen, and with the swanmays and werebears of the Gnarl. Surprisingly, considering their makeup, they are very cautious in dealings with elves; they are respectful to them, but do not trust them. Cool politeness is the order of the day. Since the failure of Celene to aid the forces of Good in the Greyhawk Wars, this attitude has grown stronger.
The Gnarl Rangers are concerned with the forest’s welfare, not with politics, and they do not care about the squabbles of Dyvers and Greyhawk over territory. They would like to see Celene’s influence diminish, but they don’t regard the Free City as exactly a bastion of righteousness and morality. However, they are glad to see the militia helping to protect woodsmen, and individual friendships between rangers and militia leaders have begin to blossom, although with Dyvers’ recent claims to new territory there has been increasing friction.
Membership Criteria:While The Rangers are not hierarchal, a Gnarl Ranger generally respects the opinion of a Ranger of higher rank, and the Ranger Knights command a great deal of personal loyalty.
There are four recognized ranks within the Gnarl Rangers:

  • Cadet: Cadets are the youngest defenders of the Great Forest, protecting the wood and its inhabitants and hunting down those who seek to do it harm. They protect the forest from outsiders, humanoids from the Pomarj, bandits and evil cults. Cadets wear an insignia of a silver oak leaf on a neck-chain.
  • Hunter: Having gained insight and knowledge of the forest that carries them to greater responsibilities, Hunters also watch over travelers through the forest, making sure that they treat the forest with respect. Hunters wear an insignia of a pair of silver oak leaves above a silver acorn on a neck-chain.
  • Ghost: A force to be reckoned with within the Gnarl, a Ghost knows the hidden byways of the Forest. He commands the respect of the Rangers of the Gnarl, and the fear of its enemies. Ghosts wear a pair of silver oak leaves above a golden acorn as clasp on their cloaks.
  • Ranger Knight: There are currently only seven Ranger Knights; they act as the unofficial leaders of the Rangers of the Gnarl.
    Enemies & Allies:Not surprisingly, The Gnarl Rangers are closely allied with the Gnarl Druids, and get along quite well with a community of Swanmays and a community of Werebears located within the Gnarl. Evil Humanoids of any kind are their sworn enemies, but most of the Gnarl Rangers reserve their greatest hatred for Orcs.
Allies: Enemies:
The Gnarl Druids
Status: Active Headquarters: Corustaith
Resources:
Relation w/PCs: Associated Runlogs:
Organization Members
Leader:
Affiliation Data
Affiliation Type: Fighting Company Affiliation Scale: 8 (Country) Executive Powers: Raid, Research, Shadow War
Affiliation Score Criteria: Only good-aligned rangers who revere a power of good can advance within the Gnarl Rangers. A member may leave the Gnarl Rangers without rancor, but is never invited back…he has abandoned the cause.
One Time Modifiers Multiple Use Modifiers
Ranger level + 1 Stop an active threat to the Gnarl (Min CR=Lvl) + 1/4 CR
Wisdom 13+ + 1    
5 or more Ranks in Knowledge: Geography + 1    
10 or more Ranks in Knowledge: Geography + 2    
5 or more Ranks in Knowledge: Nature + 1    
10 or more Ranks in Knowledge: Nature + 2    
Titles, Benefits & Duties
Rank Score Title Duties/Benefits
0 3 or lower None No affiliation.
1 4-10 Cadet +2 to Diplomacy Checks with Gnarl Druids and Gnarl Rangers
+1 to Stealth/Perception/Survival Checks within the Gnarl
2 11-15 Cadet Receive Spellcasting services from the Gnarl Druids at 3/4 Price
3 16-21 Hunter +4 to Diplomacy Checks with Gnarl Druids and Gnarl Rangers
+2 to Stealth/Perception/Survival Checks within the Gnarl
4 21-24 Hunter All intelligent, non-evil residents of the Gnarl start with a reaction of Friendly
4 25-29 Ghost May treat all travel in the Gnarl as if travelling on roads.
Humanoids and Giants in the Gnarl receive +2 to Hit and Damage against you.
5 30+ Ranger Knight TBD (will include followers)

Miscellaneous Affiliation Notes:

The Rangers of the Gnarl

The Outsiders haligon