of Gruu 1 warriors on a dangerous charge deep into the
settled streets to plunder a certain location, retrieve an
item stolen from your clan, or assault a Boros garrison.
Sometimes your objective might be more esoteric.
With prophecies of the return of llharg the Raze-Boar
spreading like wildfire among the GruuJ druids, you
might be asked to carry out some task that the druids
believe will speed his coming. Such a task might in-
volve collecting a sacred relic held in an Orzhov vault or
collecting sacrifices for a grand ceremony in the Raze-
Boar's honor.
A GRUUL PARTY
A group of Gruul adventurers can serve as a raiding
party to pursue the goals of one clan or the guild as
a whole. The combin ation of anarchs and berserkers
(fighters, rangers, and barbarians) with druids of the
Old Ways (druids or clerics) creates a powerful mix of
muscle and magic. S uch a party lacks the capacity for
s ubtlety or stealth, but Gruul missions rarely require
such abilities. (A ranger can provide them, in the rare
case whe re they are necessary.)
RANK AND RENOWN
Renown among the Gruul could also be called glory-
when you prove yourself in battle, you earn the respect
of your fellows. With glory comes acceptance of your
leadership and warriors willing to follow you into battle.
The Gruul have no formal holders of titles aside from
the chieftains of clans and the guildmaster, but relative
status within one's clan is still important.
PROVEN
Prerequisite: Renown 3 or higher in your clan
With several battles under your belt, you have demon-
strated service to your clan and earned the recognition
of your peers. You have the right to tattoo your body to
commemorate your triumphs in battle and demonstrate
your loyalty to the Gruul. You don"t yet have authority
over others, but when you go into battle with your clan,
your fellow warriors fight near you, acknowledging your
prowess. Your clan chieftain knows your name and
might decide to single you out, offering you an oppor-
tunity to prove yourself by per forming a special task.
Depending on the nature of the task, the chieftain might
send ld4 a na rchs (see chapter 6 for the stat block)
along to help you.
BEAST-FRIEND
Prerequisite: Renown 10 or higher in your clan
When you reach th is level of r enown, you develop a
rapport with the beasts that haunt the rubblebelts.
When you a re in a rubblebelt area, you can s ummon one
beast to be your mount: a batterboar (a giant boar as
described in the Monster Manual), a ceratok (using the
stat block of a rhinoceros), or a raktusk (equivalent to a
giant elk). It doesn't fight for you unless you have magic
or another ability that can control a beast.
In addition, when you carry out a raid on the guild's
behalf, a druid of your clan gives you a Gruul charm (de-
scribed in chapter 5) at the start of the raid.
CELEBRATED
Prerequisite: Renown 25 or higher in your clan
You are a hero in your clan, and your reputation extends
to other clans as well. You can count on the aid of your
clan in most situations. Your clan's druids cast spells
for you, and you lead a warband that consists of 3d4
anarchs (see chapter 6 for the stat block) plus three
berserkers or ogres (see the Monster Manual for their
stat blocks).
Your chieftain keeps an eye on you, aware that you're
a potential challenger for leaders hip of the clan.
CHIEFTAfN
Prerequisite: Renown^50 or higher in your clan
You can now rightfully challenge your chieftain in single
combat for leadership of the clan or take the warriors
loyal to you and form a new clan.
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