This are just a bit of rewriting of one of the Prestige Classes in Dragon 307, but I still feel that it would fit well with Cerilia and the Birthright setting.

Erebannien Ranger
The Erebannien Rangers are an elite unit of Rangers that service Aerenwe and those living within the Erebannien. A unit of Rangers are a very dangerous foe to meet on the battlefield and one on one the Rangers are no less powerful. They are often found either alone or in small parties, serving as a scouts, woodland spies and at times also hunters of the creatures that are disturbing the peace of the Erebannien.
Most Erebannien Rangers are classed as Rangers, but there are also a minority consisting of Rogues and Fighters. In addition some Nobles find an escape from the courtly life within the Erebannien.

Prerequisites:
Alignment: NG, LN, N
Realm: Aerenwe
Base Attack Bonus: +5
Hide: 3 ranks
Listen: 3 ranks
Move silently: 3 ranks
Search: 3 ranks
Spot: 3 ranks
Survival: 4 ranks
Feats: Alertness, Track
Special: Must be invited into the Erebannien Rangers by other members. This usually happens after the candidate has been under surveilance for at least 3 months.

Class skills: Climb, Jump, Swim, Hide, Move silently, Ride, Tumble, Use Rope, Craft (Any), Knowledge (Nature), Knowledge (Local: Aerenwe), Search, Heal, Listen, Spot, Handle Animal, Survival
Skill points at each level: 6 + int modifier

Level: Base attack Fortitude Reflex Will Special
1st level: +1 +0 +2 +0 Erebannien Tie, Wild Empathy
2nd level: +2 +0 +3 +0 Pride of Purpose
3rd level: +3 +1 +3 +1 Forester
4th level: +4 +1 +4 +1 Master of the Erebannien
5th level: +5 +1 +4 +1 Voices of the Erebannien


Erebannien Ranger class features:
Weapons and armor proficiencies: An Erebannien Ranger is proficient with all simple and martial weapons and with light armor.
Erebannien Tie (Ex): The Rangers are well-known in all of the Erebannien and they are seen as champions and defenders of the common populace from all evil. They have a +4 circumstance bonus on diplomacy checks involving people living in the Erebannien and in addition to this, they can expect to get as much aid as the common populace can give. For instance a Ranger will almost always get a free meal and a spot to sleep at night when entering a new city.
Wild Empathy (Ex): As the Ranger ability. If the character gains this feature from another class, the classes stack for all purposes.
Pride of Purpose (Ex): The Erebannian Rangers are so commited to the Erebannien that they are very hard to shake and scare. As long they are within Erebannien's borders or they are fighting outside the forest to protect the forest they gains a +2 circumstance bonus on will saves against fear (magical and otherwise) and other mind affecting spells and effects.
Forester (Ex): The Erebannien Ranger is almost constantly moving through the forest, learning everything about the forest that she has chosen as her home. She has a +2 competence bonus to survival checks and a +2 circumstance bonus to all track checks within the forest. In addition to this the Ranger is so adept at surviving in the Erebannien that she may take 10 on all survival and track checks (as Rogue ability Skill Mastery).
Master of the Erebannien (Ex): Beginning at 4th level, an Erebannien Ranger can move at his normal speed while following tracks within the Erebannien without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. In addition a Master of the Erebannien may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him. The Master of the Erebannien may do these things only in the Erebannien, not in any other areas.
Voices of the Erebannien (Su): At 5th level the Erebannien Ranger has become so attuned to the forest and the magic that flows within, that they develop an ability to speak with animals. This power is continiously as long as the character stays in a province with at least 1 source level, whether it's claimed or not. Provinces with 0 potential disables the power.