Ranger
Rangers are the ultimate wilderness warriors. In the Eight Kingdoms, they belong to one of 3 groups: Lyonya and the Ladyforest's Royal Rangers, the Ice People Rangers of Dzordanya, and the Prealith Royal Rangers recruited from the Ice People Rangers. In addition, there are individual rangers serving as scouts and patrols throughout the Kingdoms; but none match the skills of these 3 groups.
The Royal Rangers of Lyonya and the Ladyforest are mostly half-elves with a scattering of full blooded elves. Their job is to patrol the borders and lands of Lyonya and the Ladysforest. Besides the normal skills associated with any member of the ranger class, these rangers also possess taig sense.
Likewise, the rangers of Ice People blood, have taig sense. Ice People in general, but especially their rangers, have a sense of unearthly quiet about them - mostly due to their innate ability to remain completely still. When an Ice People ranger moves any part of his or her body, it is for a reason - fidgeting is not even a concept to them.
Ice People Rangers may choose to fight two handed with two weapons under certain limitations. First, while they gain an extra attack (the 2nd weapon), they take a penalty of -1 to the primary weapon and -3 to the secondary weapon to hit (normal is -3 and -6). Second, they may only wear studded leather or lighter armour when fighting two handed. Third, both of the weapons must be one-handed weapons with a significant difference between the primary and secondary weapons (1 dice lower - e.g. d8 for primary so a d6 or lower for secondary). Finally, once chosen, the Ranger may not alter his or her choice for two weapon fighting (e.g. a long sword primary and a short sword secondary will be the same for the ranger's entire career). This last condition reflects the familiarity a ranger would need with his weapons in order to use two weapons at once.
The only place to find Ice People rangers outside of Dzordanya is in the Royal Rangers of Prealith. As part of the defensive treaty between Prealith and Dzordanya, enough Ice People rangers journey to Prealith to fully staff the Royal Rangers. Young rangers serve their apprenticeship with a senior ranger. Rangers are usually assigned a territory to patrol, monitor, and defend. Royal Rangers can call out the militia but prefer to work by themselves or in small groups. A Royal Ranger has the legal authority to arrest and bring to trial anyone who breaks the law of the Kingdom. Royal Rangers are answerable to the Sea Prince and his direct representatives - local officials have no authority over them. However, a Ranger is expected to cooperate with local officials for the benefit of the Realm.
Kuakgan, Elvish Druids, Ice People Rangers, and Elvish/Half-elvish Rangers can all sense the taig to differing degrees. Taig Sense is the power to concentrate and sense the health of a familiar forest. The range and sensitivity increases with experience. Those with Taig Sense can tell how healthy or powerful a forest is and if it is under attack or neglected in some fashion. It requires the user to concentrate totally (no other actions allowed) and touch the nearest tree or bush. The user is then able to widen out their sense as it spreads from one plant/feature to its neighbours. Depending on level, the user is able to sense first any immediate and direct threats to the forest, then evil intrusions that can be a threat, then the level of health and power in different parts of the forest, and then any intrusions or disturbances in the forest. The more familiar the forest is to the user, the greater the range and amount of information gained.
The Royal Rangers of Lyonya and the Ladyforest are mostly half-elves with a scattering of full blooded elves. Their job is to patrol the borders and lands of Lyonya and the Ladysforest. Besides the normal skills associated with any member of the ranger class, these rangers also possess taig sense.
Likewise, the rangers of Ice People blood, have taig sense. Ice People in general, but especially their rangers, have a sense of unearthly quiet about them - mostly due to their innate ability to remain completely still. When an Ice People ranger moves any part of his or her body, it is for a reason - fidgeting is not even a concept to them.
Ice People Rangers may choose to fight two handed with two weapons under certain limitations. First, while they gain an extra attack (the 2nd weapon), they take a penalty of -1 to the primary weapon and -3 to the secondary weapon to hit (normal is -3 and -6). Second, they may only wear studded leather or lighter armour when fighting two handed. Third, both of the weapons must be one-handed weapons with a significant difference between the primary and secondary weapons (1 dice lower - e.g. d8 for primary so a d6 or lower for secondary). Finally, once chosen, the Ranger may not alter his or her choice for two weapon fighting (e.g. a long sword primary and a short sword secondary will be the same for the ranger's entire career). This last condition reflects the familiarity a ranger would need with his weapons in order to use two weapons at once.
The only place to find Ice People rangers outside of Dzordanya is in the Royal Rangers of Prealith. As part of the defensive treaty between Prealith and Dzordanya, enough Ice People rangers journey to Prealith to fully staff the Royal Rangers. Young rangers serve their apprenticeship with a senior ranger. Rangers are usually assigned a territory to patrol, monitor, and defend. Royal Rangers can call out the militia but prefer to work by themselves or in small groups. A Royal Ranger has the legal authority to arrest and bring to trial anyone who breaks the law of the Kingdom. Royal Rangers are answerable to the Sea Prince and his direct representatives - local officials have no authority over them. However, a Ranger is expected to cooperate with local officials for the benefit of the Realm.
Kuakgan, Elvish Druids, Ice People Rangers, and Elvish/Half-elvish Rangers can all sense the taig to differing degrees. Taig Sense is the power to concentrate and sense the health of a familiar forest. The range and sensitivity increases with experience. Those with Taig Sense can tell how healthy or powerful a forest is and if it is under attack or neglected in some fashion. It requires the user to concentrate totally (no other actions allowed) and touch the nearest tree or bush. The user is then able to widen out their sense as it spreads from one plant/feature to its neighbours. Depending on level, the user is able to sense first any immediate and direct threats to the forest, then evil intrusions that can be a threat, then the level of health and power in different parts of the forest, and then any intrusions or disturbances in the forest. The more familiar the forest is to the user, the greater the range and amount of information gained.