RanksHighest RanksGuildmaster: (1/1)
PataylaThe guildmaster is the ultimate rank of the guild. Her authority is not to be questioned and everybody answers to her before doing something.
Master Commander: (0/1)
The commander is the right hand of the guildmaster. Everybody else except the guildmaster answers to him.
High Commander of an Area: (2/3)
The High Commanders are the ones who oversee the separate regions of the Guild there is one for the
Aerian Rangers, one for the
Fadrians, and one for the Nadi. They rank equally with each other, and answer only to the Master Commander and the Guildmaster.
Captain: (0/3)
The Captain is the rank below the High Commander. He is in charge of his allocated area - be it Religious, Wanderer or Trainer. There is no Captain for the Weapon Specialists - that is the Weapon Master's job.
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Weapons Master: (0/1)
He is the Master of all Weapons, and it is he that orders which weapons to be made, what people train with, and the like. He is very hands on with the other Weapon Specialists, preferring to teach by demonstrations rather than lecture.
Greater RanksHealer:
Religious (0/5)
The Healer is not very religious, actually; they have not stayed to be close to the Gods, but have decided to follow the art of Healing instead. They learn how to cure more serious wounds rather than the simple ails that Shamans learn to heal.
Hunter:
Wanderer (1/7)
The Hunters are usually those who provide the food for the Guild, but they are often, as well as their lower sisterly rank of Tracker/Seeker, used as spies in times of need. They are as silent as the wind, and will only be heard when they want to be.
Shaman:
Religious (1/7)
The Shaman has progressed from the rank of Druid, and is learning the refined art of prayer, meditation and healing. They lead the religious ceremonies in the Guild.
Bird Trainer:
Trainer (2/7)
A Bird Trainer has chosen to work with the messengers of the Guild. They train the birds the Guild holds - the birds are always birds of prey, so that they can defend themselves or even attack in times of war. They often have a bird as their companion, but not necessarily.
Steed Trainer:
Trainer (0/7)
A Steed Trainer has chosen to work with the horses of the guild, training them to obey every twitch of the rein, until they are ready to ride at a simple call. Whether trained for war or long distant trekking, these mares and stallions are the transport of the Guild, and are always in prime condition.
Weapon's Instructor:
Weapon Specialist (0/7)
After having progressed from a Blacksmith, a Weapon's Instructor is the tutor to the Guild - they teach every Guildmember to handle their chosen weapon, giving them lessons, advice and practice until they can competently weild the weapon.
Upper RanksTracker/Seeker:
Wanderer (3/10)
The first step on a Ranger's way to becoming a Wanderer. Do not be fooled by the light name - they do not amble about, doing nothing, as a Wanderer. They are the elite trackers in the Guild, recognising every mark in the ground for something.
Druid:
Religious (1/10)
The first Religious rank, this offers a path of preaching and healing. It is up to the Druids and Shamans of the Guild to keep all its Guildmembers safe from the wrath of the Gods, leading prayer and offerings. As a Druid, a Ranger will learn how to tend to nature, how to listen to the call of the Gods. They do not learn healing until they reach Shaman level.
Animal Trainer:
Trainer (2/10)
This is the lowest Trainer rank. An Animal Trainer learns how to handle any animal, and train it to their will. Some stay at this rank, guiding others in the way to train animals, but many choose either to become a Steed Trainer or a Bird Trainer. Some Rangers try out both ranks; most settle for one or the other without trying both out.
Blacksmith:
Weapon Specialist (0/10)
The Blacksmiths are those who are training in the more passive ways of a Ranger. They learn how to control a weapon - some call them the most skilled in handling weapons - and make weapons for the rest of the Guild.
Lower RanksApprentice Apprentice applies to all Ranks, e.g. a Steed Trainer Apprentice would be under the Trainer rank (7/unlimited)
The Apprentice rank is the rank a Ranger must hold every time you try for a new rank in your chosen path. They must complete the Apprenticeship before they can move up a rank. If they wish to follow a different path, they must be demoted back down to Wilder again, to see if they can face moving back up the ranks. If they cannot, they are permitted to return to their old rank, as Rangers are forgiving. If their rank is for one person only, e.g. Commander, High Commander, Captain, Weapon's Master, and if it has been filled by another, then the Ranger will hold the closest rank to it, that is less important than it.
Wilder:
Initiate to Guild, under no specific area the moment (1/unlimited)
After entering the Guild, the Wilder must first navigate their way through all conditions: desert plains, forest and mountain. They are given a bird to send back to their main camp if they are in trouble and wish to pull out of the task. If they do, they must try to complete it again at a later date, at least two moons after failing. If they complete this, they can choose which path they wish to follow.
Remember, as with all the Guilds, if you are creating a new character, the rank has to be a Lower Rank - any will do, it doesn't matter which. To progress up the ranks will cost you ampersands. See the Ampersand System for exact prices.
In this Guild, there is not set pattern for the ranks, e.g. there is no Upper Rank that you get promoted to first, then move onto second, etc. As there are separate areas, you choose which way of the Ranger you wish to follow, and move from Wilder to Apprentice. You then choose which Apprentice you wish to partake in, and then move through the ranks. For example, if you decide to go for a religious way, then you will start as the Apprentice to the lowest Religious rank, so here it would be Druid Apprentice. Then you move up to the Druid rank as you complete your apprenticeship. If you wish to try for Shaman, then you will become a Shaman Apprentice, until you master the art of being a Shaman. This applies for all of the different areas, becoming an Apprentice before you move up a rank. To complete an apprenticeship will cost you ampersands: again, see the Ampersand System for exact prices.
The number -- ie (x/y)
-- next to a rank proclaims the number of Guild members relative to the number allowed. I do not want to be flooded with high ranking people, so even if enough ampersands are collected, the selected rank can only be gained if there is a space. The Apprentice slots are unlimited, however, so, if the rank you are trying to gain is full, you may wait as an Apprentice to that until a slot opens.