The Heartwood's 'Complete Ranger Handbook'

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The Kriv
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:45 pm

.
** The cover of this volume is bound in thick, dark-tanned leather, stamped upon the front, is the embossed image of the head of a 12-point buck, with branches of mistletoe intertwined through its antlers. Below the buck's head, a great and ancient oak in full bloom behind the image of a sickle crossed with a quiver of 12 arrows. Below this image, a flowing ribbon with the words "Knowledge Gives Strength To The Arm." A large bright forest-green ribbon is attached to the spine, which can be used as a bookmark

(The ribbon seems to sparkle when held in the moonlight) **
---

The first page contains the title of the volume in boldfaced Common:

The Heartwood's 'Complete Ranger Handbook'

--

The second page reads:

Preface
by Orion Stormwood, Ranger-Knight of the Heartwood Shrine
This work is a collection of writings of respected rangers of the Heartwood Grove. Their knowledge has been mostly kept in separate volumes, tucked away in a small private library in a small forest refuge for more than two decades. In an effort to preserve this great volume of work, their writings and musings have been collated into a complete work, now available for studies by not just the Rangers of the Heartwood Shrine, but any and all who walk the path of guardian of the natural world.

These rangers are by no means the absolute authority on the subject, but we of the Heartwood Grove have been using their writings as a base for our philosophy far too long for it to remain simply with us. I hope their writings will one day be carried to the ends of Arelith, and beyond.



Compiled and published by:
Orion Stormwood and The Heartwood Press
© AR 111
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:47 pm

Chapter I: "A Perception of Balance"

Rules of Nature: Rule 1 - Competition
You may protect your territory, you may protect your food, you may not exterminate your competition. There are four things that "Civilization" does, that never happen in the "wilds" or the community of "The Balance". The first being the extermination of competition. In the "wilds" an animal will defend its territory and their kills, but it will not seek out its competition and kill it, just for the sake of killing. Even when the two species include competitors as their prey, they never seek them out just to kill them the way a farmer does with wolves, foxes and crows. In general terms, what they hunt, they eat they do not exterminate like the farmer.

It is of note though that animals of the wild can and will kill in self defense, or even if they feel threatened. The proof that this law is followed by everything but the civilized world is that there is diversity amongst competitors. If all acted as the farmer, the competitors would hunt each other to extinction and there would be only one predator. This predator that would remain would be of course the strongest but the only one left.


Rules of Nature: Rule 2 - Take what you need, leave the rest alone.

This is one of the most important laws and the most dangerous threat to "The Balance". The farmer will destroy the source of food for everything else to make room for his own. This expansionist policy is what the druids fear the most. The biggest problem with this is the excess in food. The more food that is needed to be stored, the more the population will grow. Thus in the coming seasons the land that is being cultivated is not enough to support the now larger population. What does this mean? It is simple... more land is needed to cultivate and thus more intrusion into the wilds. This greater population also adds a greater threat of diseases to be spread and famine to occur. This puts some of those who work with the balance at odds with each other.

Take the faithful of Chauntea, she sees to both the wild, and the agriculture domain of the plants. This has caused a certain split in the church and also made those of other faiths who tend to the balance wary of them. Just how far will Chauntea go to see the farms thrive and the population grow... and when does it becomes a hinder to the balance if it is not already. This can also be applied to hunting. Take the game hunters of the noble humans. They see little fear in killing massive amounts of "game" and have no understanding of how it can be dangerous to the surrounding wilds. There are times yes, when the population of certain animals grows too large due to an excess of food, like the deer. In times like this it is a policy to cull the excess and return the population to a level which can be stable to the environment. This is the job of the druids though; it is for them to decide when this must be done.


Musings of the Balance

It is no secret that the system works, the forests thrive and the animals are healthy and well populated. Though, the "civilized" world draws back in horror from it, they fear it in-fact. They see it as a world of chaos, endless competition, and where every living creature lives in fear for its life. This is not the case at all; those who live in this "world" would defend themselves to the death rather then be separated from it. Take the deer, some would claim the deer and the wolf are enemies... but I can assure you they are not. The wolf does not massacre every deer it comes across, it only takes what it needs. A content and full wolf will pass by a herd of deer who will happily go on grazing. That is the basis from one of the laws, it is not chaos... it is in-fact a law of peace keeping.

It is when one thinks that they are exempt from these laws that the problems start. They create a civilization that flaunts the law at every turn. This is where some might disagree with me that civilization can work in the balance. But in the form as we see it now? I can attest that there are those who live with the balance and do not flaunt it. So is it civilization that is against the laws of the balance or is the "people" themselves?


At One With the Balance

The Balance represents the important sides of all things natural. It represents the importance in preserving the wilds as well as the tame. The importance of the forests, the deserts, the farms and the gardens. The importance in fertility and even infertility. The importance of destroying any and all undead and aberrations. The importance in keeping a close watch on those not native to our world, in case they seek to push their alien agendas on our lands, peoples and creatures. The importance of the sanctity of our natural life spans; people, animals, creatures and all. The importance in not altering or destroying the soul of any being. The importance in magic and it's proper use. The importance in the wolf eating the deer, the deer eating the grass and the grass taking the nutrients from the ground after the wolf dies, decays and is recycled into the earth itself. All this and more is the Balance and it is of utmost importance that we all do our part in protecting it by preserving and defending it.


On Balance - A Broader View

The first and most important task in this essay is not a simple one: To clearly define the concept of "The Balance". Now, as the observant reader will notice, the concept is "The Balance", not simply "Balance", which implies that only certain, pre-determined variables are included in the concept. This then, means that we are looking at something specific, not "Balance" in a broad term that can include anything someone wish to see in relation to something else. Specifically, "The Balance" as understood here, refers to the optimal state of "Nature", in which the land is utilized and preserved in a manner that sustain the world as a whole. It does not refer to "Balance" in ethic and morals, and do not propose neutrality in all matters as some falsely believe. The next question then, would of course be "What is Nature"?

"Nature" would here need to be understood in the broadest meaning of the term. "Nature" is not simply trees, water, birds and bushes, it is also mountains, cities, Elves, Men, Dwarves, Gnomes and so forth. "Nature" in this regard, is the sum of everything that is native to Faerun, with certain exceptions that will be mentioned later. The much used division between "Nature" and "Civilization" is inherently false, for the following reasons: It is the natural instinct of most humanoids to band together and build communities in order to survive and improve their lives. As such communities evolve beyond a pack of roaming humanoids into stable settlements (as is a natural and logical path for most humanoids to pursue) they become "civilizations". Does this mean that they cease to be a part of "Nature"?

Ofcourse not. They still depend on the land for the resources they need to survive and thrive, and are as affected by their surroundings as their surroundings are affected by them. They are a part of "Nature" still. This distinction originates both from the "Civilizations" themselves, who sometimes wish to believe that they have evolved into something that exists independently of the world around them, and from those who advocate "Nature" as something pure and unchanging in which
everyone are, or should be, wild animals with contempt for anyone who develop and use tools. They are both, as you can see, very narrow interpretations that can be demolished by taking a broader view.

Original Author of this work:
Unknown
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:51 pm

Chapter II: "Tracking"
Overview

Strictly speaking, tracks are the actual footprints or other prints made by the creature being tracked, and followed by the tracker. In fact, the true tracker will be looking for more then mere tracks. Any hint of a creature's passage through or activities in the area will be noted,


Footprints and Paw Prints

These are tracks, proper,. As well as indicating the direction the quarry went, these prints can also tell the tracker more about the nature of the creature being tracked, how fast it was moving, whether it was injured, and much more. This is done by careful measurement of the prints, comparing the left and right prints (or all four prints for a quadruped), and comparing the depth and shapes of the toe and heel print.


Other Prints

A creature that sat or laid down will often leave an imprint of much of its body. A staff used to assist with walking will make a print beside the footprints. Even a hand used to pull a humanoid creature up a steeper section of trail may leave handprints. These help the tracker to determine the quarry's actions other than walking, as well as it's style of movement.


Fragments

Animals leave bits of themselves behind - a tuft of fur or tip of antler, or the shed skin or loosed scale of a reptile. Humans may leave tears of cloth on thorn-bushes or strands of hair caught in tress. This can give even more information about the nature of the tracked creature than can its footprints.


Garbage

Most humanoids seem to be dreadful for this, leaving everything from remnants of fires or leftover meals to discarded tools, but even animals may leave crunched chunks of bone or the discarded organs of their last meal.


Disturbed Objects

These are especially notable at night, when creatures without the ability to see in lower light are likely to collide with vegetation and other obstacles. However, even in the day, all but the most careful creatures will break twigs, bend blades of grass, and sometimes have to force their way through thickets of vegetation if the path becomes overgrown.

Original Author of this work:
Gwen Estelwen
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:52 pm

Chapter III: "Creatures, Constructs, and Clans"

The Treatment of Animals

The island is still a wild place that fights against the expansion of settlements as populations grow and people attempt to expand out around the lands. Whether on the Skull Crags, on the Spires, within the Arelith Forest, or in other regions around the island, we must be aware that we are encroaching onto the wild lands that these creatures have called home for longer than we've been here. Often we press into these lands in an attempt to aid the lands. We wander in order to be able to deal with a creature or person that is living beyond the general laws of nature or to aid the lands after some great disaster or to fight invasive plant or animal species. We must work diligently to avoid leaving our own mark on the land and remember to never blame these wild lands or animals for trying to harm us. These are their lands, no matter how much others may wish to claim the lands are tame or well traveled. We cannot blame the river for making us wet, the rain for making us cold and sick, or the animals for wanting to eat.

Often we can avoid leaving our mark by moving quietly and by being aware of our surroundings. If we need to reveal ourselves in order to complete some task, and this leads to us having to defend ourselves, we should do it swiftly and with as little impact as possible. If someone is not able to travel without drawing the attention of natural predators, and they are unable to pass through these wild lands without leaving their mark, then they should limit their passing through those lands. It's our responsibility to limit our impact, which may require making sacrifices or taking longer trails in order to avoid making an impact. We should never take the easy route then blame the land for our short-comings or laziness.


Wolves

We do not hunt these animals unless we are in need of the gifts of nature. Over the years we have heard many different theories as to why the wolves of the island are so aggressive. We have chosen our current path after a few observations. We have watched over the years as ogres snatch up any food they can find and leave little to nothing left for other predators. The ogres do not fear the wolves as the wolves cannot contend against the strength of the ogres. This forces the wolves to alter their nature to that of scavengers, to wait alongside a gathering of ogres for any scraps that may be left behind. With little left for the many wolf packs to survive on, there is always a fight for food. They fight not just to gather food for themselves but for their cubs that may be starving back in their den. People will contend that these wolves cannot be calmed and, therefore, there must be something unnatural affecting them.

This leads to a desire for these people to kill wolves whenever possible. We find it easy to understand that even the calmest at heart may not be able to distract these creatures from their starvation and desire to tend to their packs and their young. It is for these reasons that we choose to avoid them, lead them away from trails and settlements, and encourage others not to excessively hunt them as if the wolves are evil enemies of all who pass across the lands. We choose not to blame these creatures for their desire to survive. We will continue to fight to see them returned to a peaceful existence.


Worgs

Although similar in appearance and base behavior as wolves, worgs are a different breed of beast entirely. Magical creatures possesed of a higher intelligence, demonic features and an evil disposition, worgs are typically much larger then the wolves they resemble and can be found co-ordinating in small packs or as lone hunters; operating in gloomy forest regions and dark plains. Often found in the company of orcs, kobolds and goblinoids, worgs posses many of the destructive traits shared by other evil monsters and should be hunted and driven back from nature with impunity.


Snakes

It's been said that snakes are not native to the Arelith Island. At this point in time, this information has been restated by enough people for us to begin to believe that it is true. Snakes are creatures that have no natural predators and breed rapidly. This creates a dangerous situation when a species is unnaturally introduced to a new territory. We may never be able to remove the snake species from the island but we will have to remain diligent to cull their numbers and to keep their impact on the land to a minimum.


War Pigs

When the mind of a animal is broken and they are trained to act outside of their own preservation there is little that can be done to permanently quell their anger. These pigs have been caged, beaten, and starved by bugbear tribes as they hope to direct the ferocity and strength of these animals at their enemies. Not all boars of the forest have been tortured in such a way but we hunt for those that have had their connection to nature broken. Much care should be taken to end the lives of these creatures as quickly as possible so that they may at peace and once again rejoin the cycle. It is our hope that we can at least treat their bodies as the gifts of nature that they are and do our best to utilize all that we can from them.


Giant Termites

Termites have their place in nature as any creature does. We hunt the termites of the Arelith forest not out of fear of loss for the forest we live in, but because it has been seen that the breeding and release of these termites may be the result of planned assault by minions of Malar. Deep within the hollowed grounds of the forest, the termites are bred and released. The bugs themselves seem to be acting in self preservation but they must still be hunted as their numbers are unnaturally boosted in order to cause as much destruction as possible.


Malar Panthers

These are panthers that have had the hand of Malar laid upon them. They are imbued with the essence of the Beastlord and their minds are bent toward a thirst for the hunt. They live and act outside the bounds of nature. We take no joy in having to hunt these creatures but their thirst is unquenchable, so they must be put down.


Golems

Golems are unnatural constructs that are given life through magically binding an unwilling earth elemental into a crafted body. These bodies can be made from many different things that are taken from the lands.Some of the most common on this island are stone, iron, and bones. We have three main concerns when it comes to these constructs. These concerns are the forced binding of an elemental spirit, the resources that are taken from the lands to make them, and the destruction that they often cause as they are led about. The destruction they cause is dependent greatly on the lands that they are treading on; for example, a golem stomping within the depths of a cave would not cause any concern for the safety of those lands. Alternatively, a golem being led through the forest would be unacceptable and it should be led out of the forest or destroyed, and its remains hauled off.

The second concern about the materials that are used comes from a belief that this magical animation of the land is a perversion of the blessings of nature. These resources are pulled from the lands, not to aid in the life and cycle of creatures but in order to increase ones power and to be used as devices of war. The final concern is the potential to eternally bind an Earth Elemental spirit. Most care little about this as they view the elemental spirit as they would an animal; that is, as something for them to use and control. From their perspective, this is slavery as they are bound as if in chains within this shell with their master's will imposed upon them.


Ogres

Ogres are greedy monsters that are never satisfied with what they have. They seem to wish to live outside of the laws of nature, and as such, they destroy all that they come across. After the lands of Minmir flooded, the ogres discovered all that could be found in the forest an chose to make it their task to take all that they could find. We now hunt these monsters tirelessly in hopes that some day we may drive them from the forest and end the destruction and waste that follows them in their wake.


Skull Crags Druid Grove

Located North of Guldorand on the Skull Crags Mountain. Inspection of the sacred grounds of this grove will show that the ground has been dug up and that large sacred stones have been overturned. Also, the trees of the mountain have roused themselves in order to aggressively stand in protection against any that would try to press into the lands. Even to the present day, people continue to venture to this sacred ground to break apart any stone that they can find in order to haul back to their cities. These observations have led us to believe that not only are the druids of this land angry but, even beyond that, they may be cursed. It is difficult to know who first pressed into lands that the mountain druids watched over but it is obvious that at some point a group of travelers crossed a line when they defiled the druid's grove.

In the end, the druids failed to protect their sacred land and have fallen into darkness until they are able to heal their lands and bless their grove again. Like the Barbarian of the Spires, these druids may need to be shown resistance to their aggression at times. Perhaps even leading to their numbers being culled. It should always be kept in mind that these druids may not be fully in control over their own thoughts. In regard to this, we do what we feel must be done although we do so with a heavy heart. We continue to keep hope that someday a gathering of druids may come together and stand beside the druids of the mountain in order to help to lift the curse that has befallen them. Additionally, people should be encouraged to not take stone from the lands of their grove.


Barbarians of the Spires Mountains

The Barbarians of the Spires remain diligent in their defense of the land that they call home. They do not claim it so that they can clear it or tame it. They seem to wish to maintain its beauty. This could be respected and their willingness to lay down their lives in defense of it could be admired. However, as more people press into their lands and take up their resources, these barbarians of the mountain, in desperation, turn to others for aid. They have allied themselves with Frost Giants and Champions of Auril's cause. It is for the latter allegiance that they must be watched closely and, if need be, their numbers culled. History has shown us that their boldness increases as their numbers swell. At one point, while feeling that they had the advantage, they worked even more closely with the forces of Auril on the mountain to draw the essence of Auril into a human host in order to cover the island in destruction, cold, and darkness.

In spite of that, it's important to remember that, when you must take one of their lives, you should not do it with anger or hatred in your heart and that their bodies should be respected and allowed to rejoin the cycle.We must keep in mind that each life is a blessing and each man or woman that you kill could be someone else's brother or sister, father or mother.


Original Authors of this work:
Gwen Estelwen and Lucard Cousland
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:54 pm

Chapter IV: "Dangers to the Land"

Summons - Golems & Earth Elementals

Both of these are extremely large, and as they move about the lands they stomp on anything they come across in order to follow their master and complete whatever task was set forth before them. This sort of unnecessary destruction is a danger to flora and fauna alike. Many times these things are not just summoned for a very short defense of their master but are summoned and then led about aimlessly. Larger animals will naturally find a worn trail to follow through a dense forestor jungle region; Golems or Earth Elementals, however, will follow the path that is dictated to them by their master even if this leads into the thick underbrush that larger creatures would avoid.These things should be closely watched and, if they are to be allowed into the forest at all, their masters should be asked to keep them on worn trails.


Summons - Fire Elementals

I would like to share some of my observations from my years and some of my thoughts about the dangers of Fire Elementals. Each time that I have encountered a fire elemental I've felt the intense heat that comes off of these spirits when they get close. This heat does not just emanate from a single point but from their entire body, foot to head. Additionally, it has been observed that the heat of these elemental spirits will burn or scorch anything that it comes in contact with. A worst case scenario is a Fire Elemental striking a creature with flammable garb, such as those made of cotton, and then the fires quickly spreading and continuing to burn even as the creature falls to the ground.

These spirits are summoned from the elemental plane of fire. Within their own plane their primal fires must burn brightly and without restriction. There is no reason for these spirits to control or hold back the fires that burn inside of them. When they are summoned to this plane, they continue to be made up of these primal fires. This leads me to reject any notion that they are somehow made of magic fires that will not burn, as even the heat of these spirits alone is hot enough to start a blaze.


Flaming Blades and Tools Used on Trees

Cutting at wood with flaming tools can lead to the unintended spread of fire. During the cutting, wind, stray branches, other stray flammable material, and even errant embers can cause fires to quickly spread out of control. People will like to think that they can be careful while cutting at trees with flaming tools but the previously stated factors are beyond our control. After cutting, wood left unattended could lead to the residual heat causing fires to ignite any nearby flammable material that may burn after exposure to less heat then the cut wood itself. Additionally, if this wood is placed into some sort of carrying sack or up against clothing the residual heat could cause a fire and a dangerous risk to the person who is transporting the wood. For these reasons, we feel that it is just common sense to refrain from using flaming tools and weapons on trees; it is simply not worth the risk.


Spells - Burning Hands

A cone of searing flame flies from the magician's fingertips. Any creature or flammable materials, such as cloth, paper, and wood burn if the flames touch them. It's important to remember that fires can spread not just from the contact of visible flames to a flammable material but from the heating of a flammable substance until a fire begins.


Spells - Combust

This spell makes a combustible object or a creature's combustible equipment burst into flame, even if damp. Anyone or anything touching the object during the initial eruption of flames will be burnt and if they do not move away quickly enough they may also catch fire.


Spells - Earthquake

When you cast Earthquake, an intense but highly localized tremor rips the ground. The shock has been seen to be forceful enough to knock people off their feet, collapse structures, open cracks in the ground, and more. The earthquake seems to affect all terrain, vegetation, structures, and creatures in the surrounding area. Other more specific damage from the spell has been noted in research and seems to depend on the type of terrain that it is cast in.


Spells - Fireballs

A fireball spell causes an explosion of flame. The explosion has been noted to burn all within the area but creates no feeling of force against the body. The fireball sets fire to combustibles and has been noted to damage any other objects in the ranger of the explosion. From experiments, it has been seen that a fireball may even melt metals with low melting points.


Spells - Firebrand

The magician is able to create masses of flame that fly out to hit creatures nearby. Each ball of flame explodes on contact with the creature. The Pufferfish of flame may be directed toward a creature but on explosion the flames may set fire to combustibles that are nearby.


Spells - Ice Storm

Great hailstones pound down on anything in the area that the spell is directed. The hailstones disappear as the spell's magic fades. The only aftereffects that seem to be left is the damage caused by the impact of such large hailstones across whatever surface it was cast. Such large impacts over a very broad area can cause great damage to both flora and fauna.



Spells - Incendiary Cloud

This spell creates a cloud of roiling smoke shot through with white-hot embers. The embers within the cloud can burn and set fire to everything that touches them within the cloud. Uncontrollable factors such as wind, low hanging branches, and stray flammable material can increase the danger that is posed by the use of this spell.


Spells - Meteor Swarm

The spell causes everything within the area to be pummeled by incoming meteors. If a meteor misses a target, it explodes as it strikes a surface. This explosion has been compared as similar to that of a Fireball spell and carries with it the same dangers.
Original Authors of this work:
Gwen Estelwen
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:55 pm

Chapter V: "Botanical Studies"

Herbs: Lady's Tear (Lily of the Valley)

A woodland flowering plant native throughout cool climates. The purple flower of Lady's tear has a powerfully sweet aroma and is quite easily detectable from a distance, not only by its olfactory properties, but its bright coloring. Lady's Tear has a natural healing property, and can be used in herbal mixtures when properly prepared. If improperly prepared or ingested raw it can be poisonous.

[At the bottom of the description is a detailed drawing of a Lady's Tear plant]



Herbs: Strychnine (Poison Nut)

Strychnine poisoning can be fatal to humans and animals, such as birds and rodents, and can occur by inhalation, swallowing or through contact with your eyes or mouth. It produces some of the most dramatic and painful symptoms of any known toxic reaction. Strychnine causes muscular convulsions, nausea, vomiting, and eventually death through suffocation.

[At the bottom of the note is a detailed drawing of a Strychnine plant]


Herbs: Mandrake (Alraune)

It usually grows in dark, damp environments such as caves or forests. The bulb of the root is often used in many herbal mixtures. Mandrake root causes delirium and hallucinations. In high doses, it can even send the user into a deep sleep that they are unable to wake from.

[At the bottom of the description is a detailed drawing of a Mandrake plant]



Herbs: Wolfsbane (Aconite)

An elegant, tall plant with blue or yellow flowers and deep green leaves. They thrive in garden soils, and will grow in the shade of trees. They are easily propagated by divisions of the root or by seeds; care should be taken not to leave pieces of the root where animals might be poisoned. Marked symptoms may appear almost immediately, and with very large doses death is almost instantaneous. Death usually occurs within a quarter of a day in some fatal poisoning. The initial signs are nausea and vomiting. There is followed by a sensation of burning, tingling, and numbness in the mouth and face, and of burning in the abdomen. Other features may include sweating, dizziness, difficulty breathing, headache, and confusion.

[At the bottom of the description is a detailed drawing of a Wolfsbane plant]



Herbs: Belladonna (Deadly Nightshade)

The berries are sweet and are consumed by animals that disperse the seeds in their droppings, even though the seeds contain toxins. The consumption of ten to twenty berries by adults is probably lethal. The root of the plant is generally the most toxic part, though this can vary from one specimen to another. The foliage and berries are extremely toxic. These toxins cause a bizarre delirium and hallucinations. Other symptoms include difficulty breathing and irregular heartbeats.

[At the bottom of the description is a detailed drawing of a Belladonna plant]


Herbs: Harnak

Harnak seeds are found in small pouches dangling from Harnak bushes. During heavy rainfall, the pouches dislodge from the branches and dissolve in the ground, freeing the seeds while composting quickly into vital nutrients for them to grow. The seeds are often ground up into powder, and used in various herbal mixtures.

[At the bottom of the description is a detailed drawing of a Harnak plant]


Herbs: Mintspear

Mintspear is a fast growing plant that seems to prefer cool, moist spots with some shade. Mintspear leaf is often chewed by travelers as a way to keep their mouths salivated and comfortable. The subtle taste of the leaf lasts for quite a while, and the marrow of the branches can be used as a mild anesthetic. Mintspear leaf has also been used to treat stomach aches and chest pain. Often, the mintspear is ground into various herbal mixtures and recipes.

[At the bottom of the description is a detailed drawing of a Mint plant]


Herbs: Guaji

A strange and pungent stimulant often chewed by goblinoids. Its effects include rapid movement and stuttering during speech. Long term persistent consumption of guaji root may lead to signs of addiction in some creatures.

[At the bottom of the description is a detailed drawing of a Guaji plant]
Original Author of this work:
Gwen Estelwen
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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:55 pm

Chapter VI: "The Ritual Hunt"
History

The ritual Malarite hunt is a tradition that four Silvanites began nearly four decades before this volume's first printing. Seeing that the Beastlord's followers had grown large in number within the Dark Forest, the four had decided to embark on a spiritual journey to lay the blood-thirsty hunters to rest. In an act of faith in their god and a symbolic return to nature, they stripped themselves of all armor and protective outer clothing, and set out to eradicate the surge of Malarite worshippers that were spreading their wanton destruction within the Forest of Despair. Through pain and suffering, the four prevailed, proving their strength and indomitable spirit as they cleansed the Malarite temple and the surrounding woods of the Beastlord's presence. Since then, many other hunts have been conducted, and the tradition of the ritual hunt continues to this day.


Purpose

The ritual hunt is one of the ways in which we commune with nature and with the Oak Father. The hunt is an expression of spirituality and a realization of one's relationship and connection with nature and all its powers. The hunt is a deeply personal undertaking, a test that reveals and renews the spirit through struggle and the sacrifices made. It teaches us to push beyond the pain and suffering, and tap into our inner strength to endure things we never thought we could. Beyond the spiritual aspect, the hunt is also meant to strengthen the bonds between those who participate; it helps to build trust and connections between comrades, create unity and coordination, and teach those involved how to work best together.


Garb

The ritual garb is something that is often misunderstood by those unfamiliar with the tradition behind it. The shedding of armor and any outer protective clothing is the symbolic shedding of the unnecessary layers of self; it is a representation of our return to nature. Our faith in our god and each other serves as our "armor" throughout the ordeal. The traditional attire is 'not' something that is absolutely mandatory, but it is what we - the founders of this tradition - wear in order to better commune with nature and get in touch with ourselves spiritually.
Original Author of this work:
Gwen Estelwen
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Re: The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:55 pm

Chapter VII: "Undead Classifications"


Overview

Within the family of undead there are many different types. Some with very specific ways of creating others and some that are simpler. It's important to be able to classify the types of undead so that we may learn to identify them on sight as well as to quickly identify any dangers and methods of dispatching each type. Additionally, a system of classification will allow us to quickly share information with each other when returning from scouting excursions.


Skeletal

Skeletal is a type of Corporeal undead, however these are placed into a different category due to the level of tissue deterioration as well as the unique ability to operate completely without any level of physical aid. It should be noted that although most skeletal undeadare non sentient, they have progressed to such a state of undeath that they are entirely sustained by negative energy, there connection to negative energy so strong that they need not feed in any way, baring physical harm they survive for hundreds if not thousands of yearswithout need for intervention. Sentient skeletal undead are rare, the most prominent kind often referred to is the lich. The lich is a type of undead that in its own way is created through purposeful reanimation; however it is reanimation of one's self through some process.
Examples: Draco-Lich, Lich, Skeleton, Skeletal Devourer


Corporeal - Decaying

Corporeal undead still posses a substantial physical form and in some cases semi or fully operating organs. Decaying undead are just that, there left over physical flesh, organs and other tissues lingered behind and literally rot upon them, they are ultimately powered by the negative energy that has given re-birth to them, they need no sustenance. A zombie or decayed undead is created through various means from reanimation to dark cures, though prior to the animation they are a rotting corpse, the primary thing that makes a decaying undead such is that before re-animation they are a rotting often infested corps that is unprepared unmodified and more often than not has limited levels of negative energy.

Examples: Zombie, Mohrg



Corporeal - Preserved

Corporeal undead still posses a substantial physical form and in some cases semi or fully operating organs. The most common type of Preserved undead is the mummy, although there are other types this type is more known due to its creation often relating rituals of the dead set forth by various faiths, perhaps a clever manipulation of a cunning necromancer long ago. Another type of preserved undead comes about as a product of physical contamination and adaptation through exposure to negative energy and advanced magical diseases and curses. Although many types of contagious undead can manifest naturally through negative energy exposure during acts in life and death, more often than not the primary form of propagation is contamination of the living through contact often in the form of a bite or a scratch.

Examples: Ghoul, Ghast, Mummy, Vampire, Wight



Incorporeal - Transient

Incorporeal undead have no tanglible form, but exist in the world of the living as spiritual entities, thus they exist primarily on the Ethereal Plane. Transients hate the living, for it is all they willing gave up an lost, an now it is all they desire, seeking out the living to fill the void within, they require this substance to survive in a manner of speaking for they are empower and sustained by the life energy's they sap from the living, and through this they can also warp the spirit of there victims create more transient undead to join them in their tortured existence. Such effects have been emulated in spells such as vampiric touch or negative energy drain, these undead however simply need touch you to apply a similar effect to your physical body unless protected against such.

Examples: Shadow, Wraith, Allip



Incorporeal - Haunting

Haunting undead are the epitome of spiritual undead, they are similar to their transient counterparts in that they are trapped between life and death, however unlike transient incorporeal they are unique in that apart from their physical form left behind they retain almost allthe unique qualities that they had in life but empowered with supernatural qualities of unlife. Most haunting undead are "Trapped" per say by unfinished business, some devotion, or deed still need of action hangs in the balance, an so they have essentially trapped themselves in the twilight, the more often than not unwillingly, and those that remain around for extended periods of time are often caught in loopholes were the deed they feel must be done cannot be by one of the dead, or simple the opportunity to do so has passed them by, thus keeping them trapped between worlds for all time.

Examples: Ghost, Spectre

Original Author of this work:
Gwen Estelwen
Last edited by The Kriv on Wed Sep 23, 2015 5:09 pm, edited 2 times in total.

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The Heartwood's 'Complete Ranger Handbook'

Post by The Kriv » Tue Sep 22, 2015 11:57 pm

Chapter IIX: "Defiled and Cursed Groves"

Overview

Some sacred groves tell a tragic story: Their plants have been dug up, trees burned or chopped down, water sources fouled, or standing stones overturned and broken. Perhaps their clearings once served as altars to other priests in the worship of strange gods. Such groves have been defiled, stripped of all their powers until druids reclaim them. Other events may result in a still worse fate - a grove becoming cursed.



Causes

1) A terrible event takes place within the grove's boundaries: Someone reads a cursed scroll, a deity's avatar passes through, a druid dies violently, or another highly charged event takes place.
2) The grove is deliberately defiled but not destroyed. When plants begin to grow back, the grove may retain some twisted vestige of its original power.
3) If the druid who sanctified the grove strays badly from the neutral alignment, abandons the Order, or takes up the path of the Lost Druids, the grove's beauty and powers may become warped--perhaps as a warning to the erring steward.




Typical Curses - Entrancing

Entrancing. This curse can apply to any grove containing a source of water or plants bearing fruit, nuts, or berries. Those who eat natural fruits of the grove or drink its water may become charmed: They refuse to leave the grove, claiming they must defend this beautiful place. They resist forcefully if anyone tries to harm the grove or take them from it. The charm is broken if those it has entranced leave the grove, or it can wear off gradually over time.



Typical Curses - Poisoned Ground

Poisoned Ground. A terrible poison lives within the ground, although the plants in the grove are immune. Those who touch the vegetation (including grass) with bare skin are in danger of becoming poisoned and injured. People and animals that eat fruits, etc., from the grove will become poisoned and may even die within moments.



Typical Curses - Hungry Trees

The trees in this grove have been animated by a hunger for flesh. Treat the hungry trees of this cursed grove as evil treants. Masquerading as normal trees, they suddenly attack anyone entering the grove. They never cross its borders unless attacked from outside the grove, though; in that case, they re-enter the grove after defeating (and consuming) foes.



Typical Curses - Perpetual Season

The grove, locked into a single season, never experiences a change in climate. Though a grove locked into winter isn't ever popular, a grove of perpetual spring or summer may seem like a blessing. While winter blizzards rage outside, the day is warm and sunny within a grove of perpetual summer; grass is always green, trees always leafy, and flowers ever blossoming. Nevertheless, druids consider this redundant setting horribly unnatural.



Typical Curses - Haunted

The life forces of people who die in a haunted grove or within a mile of its boundaries are drawn into one of the grove's trees or standing stones. The trunks of the trees or the surfaces of the stones contain twisted images of the dead trapped within. While trapped, these souls cannot be raised, resurrected, or reincarnated. To defend itself, the grove can summon any of its prisoners' spirits as ghosts or banshees. Re-sanctifying the grove ends the curse and frees the trapped spirits, who now may be reincarnated, raised, or resurrected. Destroying the grove before re-sanctifying releases all the trapped spirits as malevolent ghosts or banshees to haunt the region henceforth.



Original Author of this work:
Gwen Estelwen
Last edited by The Kriv on Tue Dec 19, 2017 8:16 am, edited 4 times in total.

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