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The Verdant Vanguard

The Verdant Vanguard a a group of ranger, druids and scouts based in Caer Carden dedicated to exploring better understanding the forest beyond their city's boarders, Wildwood. They were formed quite recently by a firbolg named Ilanis, of Caer Carden who goal for the guild is to help the city live in harmony with this ancient forest.   The guild is also famous for shfters some of its unique memebers, the shifters. These descendents of lycanthropes had hidden themselves in the city for fear of persecution, however the guild gave them a new home and purpose which those amongst its ranks hope will lead to Caer Carden becoming more tolerent of their existance.   Since its founding, the vanguard has lead numerous expeditions into Wildwood with the aim of learning about its ecolog and history. This goal often brings them agaisnt the local branch of the Knights of Valour however, who are often tasked with destory the creatures the vanguard wish to study and possibly preserve.

Structure

The High Ranger. The High Ranger is the leader of the guild and the final arbiter on all its decisions. They are responsible for collecting information about the forest to help inform missions, communicating this information with the scoutmasters and assigning scouts to their missions. They also have the final say in recruitment decisions when candidates are brought to their attention and also maintaining relationshsips with the other organisations and civilians within Caer Carden. As head of the guild, the high ranger has access all resources at the guid's desposal.   Scoutmaster. The scoutmasters are the most veteran members of the guild. They are respobsible for leading most of the expeditions into Wildwood and training the scouts when in the city. When out on missions, they have the final say on any situations which occur whilst in the forest. In dire circumstances, this can include the life and death of the scouts under their command. The scoutmasters meet regularly with the the high ranger to discuss missions, training and recruitment opportunities. As part of the guild, scoutmasters have access to the following:
  • Accomadation. Scoutmasters have access to private, comfortable living quaters within Mosswood Manor, including food, drink and wash facilities.
  • Druidic Services. While at Mosswood Manor in Caer Carden, scoutmasters have access to druidic figures, who can cast spells up to 5th-level and cover the cost of any material components.
  • Resources. Scoutmasters are able to purchase nonmagical weapons and armour as well as other mundane items and tools at a 50% discount, although they can, and are encouraged to, make their own using the guild's resources for free. Scoutmasters also have access to magic items owned by the guild. These are distributed by the high ranger.
  • Training. The vanguard can provide its scoutmasters with training to gain expertise in the following skills and tools: Animal Handling, History, Medicine, Nature, Survival, Stealth, Cartographer's Tools, Herbalism Kit, Leatherworker's Tools, Weaver's Tools and Woodcarver's Tools. Training undertaken this way during downtime activities takes half as long to complete.
Scout. The scouts make up the majory of the guild's members. They are trained in a range of druidic and ranger skills, making them experts at surviving the dangerous environment beyond the city walls. Their missions involved mapping and surveying areas of the forest as well as recovering lost artifacts and evidence from the civilisations which once inhabited the land. As part of the guild, scouts have access to the following:
  • Accomadation. Scouts have access to communal, modest living quaters within Mosswood Manor, including food, drink and wash facilities.
  • Druidic Services. While at Mosswood Manor in Caer Carden, scouts have access to druidic figures, who can cast spells up to 3rd-level and cover the cost of any material components.
  • Resources. Scouts are able to purchase nonmagical weapons and armour as well as other mundane items and tools at a 20% discount, although they can, and are encouraged to, make their own using the guild's resources for free.
  • Training. The vanguard can provide its scouts with training to gain proficiency in the following skills and tools: Animal Handling, History, Medicine, Nature, Survival, Stealth, Cartographer's Tools, Herbalism Kit, Leatherworker's Tools, Weaver's Tools and Woodcarver's Tools. Training undertaken this way during downtime activities takes half as long to complete.

Culture

Admission. To join the vanguard, prospective scouts must typically come to a recruitment day, which the guild runs on the first Meldies of each month. Those who participate are pit through a series of challenges designed to test athletic ability, teamwork and decision making skills. Occaionally, individuals are invited to join the guild based on their previous experience or relationship with the guild. In either case, the high ranger has the final say on who is accepted into the guild's ranks to begin their formal training.   Rivalries. Due to the conflicted aims of both guilds, the vanguard are often in conflict with local members of The Knights of Valour. This is most prevelent when the knights are instructed to go to sites of high importance to the vanguard, where they demonstrate little regard for the cutural or ecological significance of their actions. The current high ranger, Ilanis, works hard to maintain an amicable relationship with the knights, but their current commander, Vrondiss, harbours a lot of contempt for the vanguard because of their shared history.

History

The guild was founding in the year 495 ER by Ilanis, of Caer Carden, who came to the city after reading about Wildwood in her home in The Mothertree in The Heartland Forest. At first, she was only able to recruit a few people to her cause (many of them from the city's hidden shifter population), but this soon expanded as the her successful expeditions into the forest became more widely known in the city.   Over the next couple of years, Ilanis and her scouts were able to establish an official guildhall as well as recruit and train many new members. During this time, a number of expeditions ran into complications with the local branch of The Knights of Valour, where both groups clashed with creatures in the forest and the disagreements on whether the creatures should be protected or killed cause fatalities on both sides.   While relations with The Knights of Valour are still difficult, the vanguard is thriving, training many new recuits to help better understand the mysteries outside Caer Carden's walls.  

Verdant Vanguard Scout CR: 3

Medium humanoid, any non-evil alignment
Armor Class: 15 (Studded Leather)
Hit Points: 91 (14D8+28)
Speed: 30 ft , swim: 30 ft , climb: 30 ft

STR

11 +0

DEX

16 +3

CON

14 +2

INT

13 +1

WIS

15 +2

CHA

11 +0

Skills: Animal Handling +4, History +3, Medicine +4, Nature +3, Survival +4, Stealth +5
Senses: Passive Perception 12
Languages: any one language, Common
Challenge Rating: 3
Proficiency Bonus: +2

Spellcasting. The scout's spellcasting ability is Wisdom (spell save DC 12). It can cast the following spells, requiring no material components:

  • At Will: druidcraft
  • 1/Day: animal friendship, ensnaring strike, jump, longstrider, speak with animals


Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.   Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1D6+3 piercing damage.   Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1D6+3 piercing damage.

Reactions

Quickstep. When an enermy ends its turn within 5 feet of the scout, it can use its reaction to move up to half of its movement without provoking opportunity attacks.

 

Verdant Vanguard Scoutmaster CR: 5

Medium humanoid, any non-evil alignment
Armor Class: 16 (Studded Leather)
Hit Points: 120 (16D8+48)
Speed: 40 ft , swim: 40 ft , climb: 40 ft

STR

13 +1

DEX

18 +4

CON

16 +3

INT

15 +2

WIS

17 +3

CHA

13 +1

Saving Throws: Dexterity +7, Wisdom +6
Skills: Animal Handling +6, History +5, Medicine +6, Nature +5, Survival +6, Stealth +7
Senses: Passive Perception 13
Languages: any two languages, Common
Challenge Rating: 5
Proficiency Bonus: +3

Spellcasting. The scoutmaster's spellcasting ability is Wisdom (spell save DC 14). It can cast the following spells, requiring no material components:

  • At Will: druidcraft
  • 2/Day: animal friendship, ensnaring strike, jump, longstrider, speak with animals
  • 1/Day: animal messenger, pass without trace


Keen Hearing and Sight. The scoutmaster has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scoutmaster makes three melee attacks or three ranged attacks.   Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1D6+4 piercing damage.   Longbow. Ranged Weapon Attack: +7 to hit, ranged 150/600 ft., one target. Hit: 1D8+4 piercing damage.

Reactions

Quickstep. When an enemy ends its turn within 5 feet of the scoutmaster, it can use its reaction to move up to half of its movement without provoking opportunity attacks.

Founding Date
495 ER
Location

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