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Dwarf Cultural Corner: The Northern Ranger

━<><><>< 360 A.P. ><><><>━​

The image that comes to mind when one thinks of a stereotypical Dwarf Ranger is a scruffy fellow, lightly armed and covered by the iconic hooded cloak. Their appearance haggard, their equipment rugged and practical; the consequences of living a life roughing it in the outdoors largely away from the comforts and resources of the Hold.

Yet that same image is, understandably, incomplete. Dwarfs are a people that favour both tradition and endurance, yes, but Rangers are not entirely normal Dwarfs. By and large, such Dwarfs can be broken into two large demographics. The first are the very rare Ranger Clans, those who forsake the mountains and traverse the lands around several Holds in a semi-nomadic existence living off the land while alerting nearby outposts and settlements of any significant developments. While the second are the outcasts, loners and renegades who do not mesh well with general Dwarf society. Moreover, by virtue of their career, a Ranger for one Hold does not necessarily match the gear and standards of another. The realities of their environment, from the varied climates across the breadth of the Realms, the foes they face, their self and royally assigned duties and their own unique history, Ranger bands can have a staggering level of diversity. Not that the average Dwarf would know, for the vocation of a Ranger is one given little respect for the level of aid they provide. To chronicle the vast variety across the breadth of the Kingdoms is an exercise of a lifetime, and not within the ability of this humble scribe. However, a more specific accounting is certainly possible, and within these pages is a detailed and comprehensive collection of the Rangers of the Far North.

While a complete reading is obviously the proper way to digest and appreciate the information contained within, a short, and more importantly incomplete, primer and summary of the most salient points of interest for the Rangers that hail from each of the Major Far Northern Holds has been provided below.


The Major Far Northern Holds
Kraka Drakk
Appearance and Equipment:
The Rangers that align themselves with or pledge themselves to Kraka Drakk have several identifying marks that separate them from the other Holds. Aesthetically their cloaks and clothing are generally blue-teal on white, a reverse of the Hold's own colours, both to show their loyalty and a practical decision given Kraka Drakk's generally snowy climate. For those Rangers that interact with the Brana, they can also be seen sporting one to several feathers somewhere on their person, most often overtop or underneath their cloaks, with a few especially noteworthy examples having an entire cape that appears to be made from the light yet insulating material, arrayed in form blurring patterns. For their arms and armour, there is little actual deviation from what can be considered the norm, however, there is a marked increase in quality compared to the average. Where a regular Ranger may use oak, leather and steel, a Kraka Drakk Ranger is more liable to be found wielding Wutroth or Azrilwut for the bodies of their crossbows and/or the hafts and handles of their weapons. Gromril too is more common, with weapon heads made of the stuff being common, while armour is generally relegated to a Gromril helm if one is lucky, but more often in the form of steel. Though in the case of the eldest Rangers, examples of the much sought-after Gromril Chainmail have been noted.

In terms of unique equipment, Kraka Drakk's Rangers boast several examples. In the years since its discovery, there has been a recent and growing tradition for these Rangers to incorporate Hearthstones into their clothing and equipment. Either as part of the decoration or tucked underneath their beards, as jewelry and generally stuffed into the folds of their cloaks, sleeping bags and blankets to boot. There are also the rarer Dronril bombs, the Thundergems having been carved into the shape of notched orbs that they throw onto the ground to create explosions of mist and electricity that they use for escape. The last notable deviation is that Kraka Drakk-aligned Rangers often carry a large assortment of whistles, flags and other signalling gear with them. Something that is perhaps not as magical as the previous examples, but whose inclusion makes more sense further into the article.

Of course, one cannot speak of anything relating to the Dragon Hold without mentioning the use of Runecraft. While the gap between them and the Rangers of other Holds has been closing thanks to the Gift Giver's efforts during the Great Incursion, it is beyond question that the Rangers based around Kraka Drakk have an absolute and comparative advantage in terms of both the number of Rune items they possess and the lengths to which they have been using them. The prevalence of Runecraft has meant that Kraka Drakk's Rangers can bring equipment that would otherwise be too cumbersome or maintenance-heavy onto their patrols with little effort. Weatherproofed Cloaks that muffle their footsteps and shelter them from the cold, Crossbows that shoot true despite the fiercest winds and strike with power beyond the ability their mechanical parts can normally confer. In other words, these Dawi hit harder, move farther, and last longer out in the wilds than average.

Unique Duties:
These Rangers are perhaps second only to Ornsmotek's in terms of the amount of combat they have seen. For the Dragon Hold not only possesses a wide swath of territory to protect, but her Kings have also historically and continue to rely greatly on the expertise of their Rangers. Not only to keep their lands safe but to scout territory outside their domain in search of potential threats to the Hold and serve as forward surveillance and scouting for the many times the Hold's Throng has marched out to keep the local monster populations down.

When not actively participating in war, these Dwarfs do not sit idle. As several can often be found as part of the guard detail for the many sites of key interest for the Hold, places such as the Hearthstone and Dronril Mines, the Azrilwut and Wutroth Groves alongside other more esoteric locales. This extends below the earth as well, as a good half of the total Rangers at the Karak's disposal have spent the better part of two centuries mapping and exploring the massive network of caves beneath the Hold's territory, working in concert with the Miners Guild and Mining Clans to map passages, set up outposts and deal with whatever beasts lurk beneath the ground. As with their kin below, they work in concert with the Branakroki above, using their aforementioned bevy of signalling gear to alert nearby Brana of potential threats or call for their aid when the need arises. Something that the normally proud Griffons generally enjoy doing, as the Rangers' own pride often means they only call upon them when a message of utmost importance needs to arrive safely and in a timely fashion, or because a particularly large and tasty beast or five needs killing.

History and Composition:
Kraka Drakk has no Ranger Clans in her vicinity, instead many of her Rangers come from within the Hold's own populace. Often these are Dawi from Clans and Guilds who have cause to go outside the Hold in the first place. Brewers like the Bryggeroot and Stoutdraw, Carpenters like the Hardbeams, even Farmers and Herders like the Gnolgertssons and Strawbeards are the most common lineages among Kraka Drakk's Rangers. Though in recent decades there has been talk and rumour that Brokk True-Eyes, the eldest Ranger of the Hold, one of its original settlers, counted among King Otrek and now King Gloin's most trusted advisors, and the de-facto liaison between the King and the Hold's Rangers has been making headway into that particular issue. Though the veracity of such a statement should be put into question.

Speaking of True-Eyes, much of what makes Kraka Drakk's Rangers unique can arguably be attributed to his efforts. He was one of the first Dawi to entreat Lord Klausson, earning limited rights of first refusal from the Hearthstone Mine in exchange for allocating several dozen Rangers to protect the site in question. Making similar deals for material and Rune-engraved equipment as the Runelord continued to find points of interest farther and farther out from civilization. He is the one who entreated the Engineers Guild, letting him and his Rangers be the proverbial testing bed for their Dronril Bombs. Similarly, the canny old Ranger was one of the first to begin initial forrays into collaborating with the Branakroki, something that has earned him a good deal of respect and goodwill from the Griffons. A task he and his subordinates work to continue to this day, moving to ensure relations with several Branakroki families not only remain positive but continue to grow in depth and scope as well. Suffice it to say that True-Eyes is a source of great respect and annoyance to his subordinates, because he does everything in his power to see them equipped as best as is practical, but he continually gives them new items with the expectation that they master its usage.

Having a Clan, some whisper would make coordinating all this learning a great deal easier. As would a Guild, but one doubts such a thing would ever occur.
Kraka Ornsmotek
Appearance and Equipment:
The Rangers of Kraka Ornsmotek are unique in that they are one of the two Ranger Clans among the Major Holds of the region. Because of this the Rangers often bear the colours of either Clan Starfist, pale blue and gold, or the Walnut and pale gold of the Karak on their clothing. But, as a consequence of their environment these Dwarfs also heavily incorporate fur and leather into their apparel. While the average Starfist Clansdwarf may wear a wolf pelt cloak, fine fur boots and soft mountain-mink leather gloves at home, when on duty they often wear armour made from stacked layers of Troll Leather overtop their chainmail, and rugged clothing lined with the inner fur of an Ice Wolf for instance. It is something of a saying amongst the Dwarfs of Ornsmotek that, aside from their beard, you can tell the age and skill of a Starfist Ranger by the kind and amount of fur he wears and the number of bones that dangle from his neck. While obviously an exaggeration, it is based on truth, as Clan Starfist have a tradition that is composed of a sequence of trials a Clansdwarf is expected to go through over the course of their lives. Often this involves being involved in the slaying of progressively more and more dangerous beasts, and as these Dwarfs are encouraged to take mementos of significant events in their life, a Starfist Dawi can accumulate quite a number of "charms" in their life. Of course, it is nothing so gauche or obscene as the gory trophies of the Gori, but something like a fang or tooth on a necklace are common. These signify not only a Starfist Dwarf's skill and therefore their standing, but in practical terms, the rites also help make sure a cocksure young Beardling isn't sent to do something they are nowhere near capable of achieving.

In terms of equipment, Ornsmotek's Rangers have a predilection towards piercing, bladed and two-handed weapons, a consequence of the types of foe they often find themselves facing. This also affects their Crossbows, who are often engineered for penetrative power over rate of fire, and are often loaded with special, Clan-made bolts meant to get through tough hide and stay lodged in the flesh. Along similar lines, Ornsmotek Rangers often carry nets, bolas, and other forms of equipment meant to immobilize or in the case of flying threats, bring them crashing to the earth, so as to make the slaying of such beasts less of a danger.

Then of course there are the Monster Wardens, who take the eccentricities and quirks of their more sane colleagues to a rarely-seen extreme. Armoured as well as a warrior, though one cannot often tell from the mass of fur and leather they use to stay warm during their months-long excursions into the most dangerous parts of Ornsmotek's territory. In accordance with the type of prey they hunt, these specialists carry monstrous examples of regular Dwarf equipment from the famed miniature Bolt Throwers they carry into the wilderness, to more exotic and often specialty made tools used for specific beasts. Some examples of this include; barbed harpoons and javelins attached to lengths of chain, an idea shared with them by Lord Klausson's Hearth Guard, that they use to bring down Manticores or Chimera, to reflective shields meant to nullify and disorient Cockatrices.

In terms of Runecraft, Ornsmotek is second only to Kraka Drakk, though thanks to the efforts of Lord Silverbrand it is a closer second than one expects. While Rangers do not see the ubiquity of Runecraft the ones around Kraka Drakk do, the effects of the Siege mean that Elder Rangers often have a talisman or two they wear at the very least, with many having weapons inscribed by the Gift Giver himself. Any examples of Runic Gromril armour are almost entirely concentrated to the oldest Rangers and the Monster Wardens, the former through sheer dint of age and accumulation of wealth, and the latter because Ornsmotek's Kings have made it a point of importance to see their premier Monster Slayers properly equipped to deal with whatever new horror the peaks they call home decides to throw at them.

Unique Duties:
To no one's surprise Clan Starfist and its Rangers participate in a thriving reagent trade with the Runesmiths of the region. While locals receive the choicest picks, many a Runesmith from Kraka Drakk and the other major Far Northern Holds rely on more common reagents gathered by these Dawi. Indeed the profits of such a trade has even impacted the methodology by which the Clan's Rangers slay certain beasts. Dwarfen pride and perfectionism melding with profit-driven pragmatism, driving them to not only be exceptionally skilled at felling creatures as efficiently as possible but also in a way that keeps the body relatively untouched, preserving more useful organs from damage while aiming for vital areas through parts of the body that are less valuable.

Expanding from this, the Rangers also participate in the gathering and selling of more mundane material from the land. Hunting, trapping and leatherwork are also trades they dabble in, though with far less profit these are often tasks given to New or young Rangers as part of their training and the Clan's own series of trials. Similarly, they have set up multiple outposts across the breadth of their territory, serving not only as supply depots for their long patrols but sometimes as smokehouses and temporary storage warehouses for the goods they collect from the wilderness. Consequently, it also is the duty of these same youngsters to act as couriers and gophers, braving the wilderness to carry a load of furs or monthly reports to and from the Hold.

History and Composition:
Clan Starfist descend from a wayward and ill-fitting fourth son of the prolific and famous Clan Starbeard, specifically those members of the Clan settled in Karak Brynduraz. A unique position as it means that by the unlikeliest of ties Clan Starfist are descended from Thungni, though they have never had a member possessing the Gift in their history. More importantly, the coordination and unity afforded by a Clan is part of the reason why Ornsmotek's Rangers have been so successful in capitalizing on the reagent trade, as Clan Starfist regularly negotiates with merchants, other Clans and Guilds across the Far North for the goods they provide. Dwarfs who wish to become Rangers and are not part of Clan Starfist generally speak with their Clan's Elders to have a formal adoption take place so that they may join Clan Starfist and learn the trade. Something that the Starfist are more than happy to participate in, as their own history and the realities of their procession means they are unlikely to turn away all but the most dishonourable and unscrupulous Dwarfs. Indeed the openness to which Clan Starfist accepts Dawi has caused many to joke that they'll adopt the entire Hold at some point, and the most curmudgeonly of the Hold's Elders to squint and grumble about lax standards.

The only exception to this general monopoly in Rangers is the Monster Wardens, who through their ties to the crown are seen as a vocation so important and prestigious that they ought to be accessible to any in the Hold mad and talented enough for the job. And indeed, while many of these Dawi are Starfist Clansdwarfs, there are also an appreciable number of non-Starfist Dawi in their ranks as well. Though the latter are often treated as kin by the Starfist all the same, and more than one Starfist son or daughter has married these Dawi into their Clan too. While Clan Starfist likely have the pull to turn the role into something only they have access to, they are disinclined to do so. Not only because the culture of the Clan is largely as free-spirited as one would expect from a Ranger Clan, but also because the practical, political and social cost they would incur doing so is not worth the marginal benefits.
Kraka Dorden
Appearance and Equipment:
Dorden is the other Hold who have the dubious pleasure of hosting a Ranger Clan on their lands. Unlike the Starfist, the Plumbeards are of more humble origins, though it does not reflect in their equipment. These Rangers are often dressed in the furs of more mundane Norscan Fauna, and finely made and equally durable cloth in the green and obsidian purple of their Clan's sigil or Dorden's thunderhead grey and gold. Clan Plumbeard's Rangers reap the benefits of Dorden's wealth of Craftsdwarfs and Forests as surely as Ornsmotek and Kraka Drakk use their monsters and Runesmiths in equal measure. Indeed, the average Dorden Ranger has equipment of a level of craftsmanship comparable to the work of Kraka Drakk's Runesmiths, if not the same level of Runes the older Hold possesses, with Wutroth being about as common as it is in Kraka Drakk and steel made by smiths who trace their heritage from Zhufbar and Karak Varn to boot. Beyond that, these Dawi have access to the more exotic fruits of Dorden's Engineers as well, with Dwarf portable Bolt Throwers and even the uncommon Bolt Hurlers the Endrinkuli seem to rave and rant about in that Hold at their disposal, as well as other one-off mechanical wonders the Rangers have foisted onto them by the Engineers like the "Chasm Crossing Line Tosser," or the "Trollslayer Mk.II" to name a few more useful and infamous examples respectively.

This general trend of mundane, but supremely made equipment continues to the more basic and less glamorous tools in their arsenal, as the Hold's Rangers all carry well-made climbing gear on their person, meant not only to scale Dorden's many cliffs but also the vast forested valleys within the Hold's borders. Similarly, these Rangers can often be seen carrying rugged but useful far-viewing devices made of glass, metal and wood; a product that Dorden and only Dorden alone has the general technical skill to produce in such abundance that even Rangers can use.

While the tides seem to be turning thanks to King Svarti's efforts with Kraka Drakk, Dorden is lacking in Runecraft compared to the other Holds of the Far North, though not by such a degree as to be detrimental to their efficacy. Indeed most of their Runesmiths are, by deliberate action, largely interested in inscribing Runes on Engineering work over anything else. One is more likely to find a crossbow or artillery piece with Runes in Kraka Dorden than they are a suit of armour.

Unique Duties:
The Rangers of Clan Plumbeard make a more traditional living for Rangers compared to the previous two Holds, selling fur and meat from trapping, wood from logging and herbs from foraging to interested parties, alongside finished goods derived from those same resources such as fur clothing, charcoal, furniture as well as herbal remedies and reagents. However, Clan Plumbeard do have a few other more unique sources of income as well. There are of course the contracts with the Engineers Guild, something of an informal tradition having arisen from radical young Engineers finding and forming contracts with a Ranger willing to test their insane inventions on the Engineer's behalf and report back. A relationship that is, like all things with the Dawi, cultivated and deepened with time and is part of the reason for their higher-than-average quality equipment. Further, Dorden's abundant forests and Wutroth groves require ample protection and constant vigilance, and like in Kraka Drakk the Thane of Clan Plumbeard has worked hard to cultivate relations with the Carpenters Guild so that his Clan greatly benefits from defending them. Similarly, Dorden's Rangers also work tirelessly to keep the interconnected series of roads, watchtowers and outposts connecting the outlying settlements to the Hold open and safe. A task they have been rewarded through a generous stipend to see to their continued defence with bonuses for every path they maintain and improve, bridges they build and fortify and generally make the terrain more navigable. The Plumbeard have gone beyond that remit, however, not only facilitating the improvement of roads and bridges thanks to their ties to the Engineers, but several of their Clansmen have begun building Inns/safehouses along these roads that serve both paying customers weary from the road and Dorden Rangers out on patrol.

There are some who would say the Plumbeards are particularly domestic, given how many civilian pursuits their Dawi participate in with their general temperament, but such accusations usually fall silent when Beastherds enter Dorden forests only to never be seen again. Indeed, if one explores the woods enough, one can find several clearings within the dense forests; idyllic meadows that burst with beehives, wildflowers, grass and rare medicinal herbs built and planted respectively by diligent Plumbeard Beardlings. Never knowing that the clearings one and all came from grislier origins than their current purpose would ever indicate; the plants having been partly fertilized with the blood of Gori slain in their sleep, while ash and metal fragments in the soil are the only remnants of a raging bonfire fed with firewood and bodies in equal measure.

History and Composition:
The Plumbeards are a peculiar group of Dawi, their Clan having a direct lineage they can trace back to the Remit of Karak Zorn. A fact that can be seen in the obsidian dark hair, lightly bronzed skin and the gold and emerald green eyes common in their Clan. How such a free-spirited and generally pleasant group survived down south can't rightly be understood and yet the records would prove any naysayer false. Still, it was no surprise that the Plumbeards left the climes and rigidity of Zorn with the Ancestors all those centuries ago, hopping from place to place as was their wont until their Thane met with the future King Svarti when the Clan was passing Zhufbar. Indeed the Plumbeard say it was a bet, a drinking game to be precise, that King Svarti won which led to their arrival in the Cold North. A fate that the Plumbeards seem altogether perfectly fine with having occurred, given their rising prominence.

Still, while a mix of their own proclivities and semi-nomadic lifestyle has erased many of their Zornish Customs, there are still signs that point to their ancient origins. Most are in this day and age merely cosmetic practices such as the style of their braids and plaits, a tendency towards pyramidal and distinctly angular geometric shapes in the decoration of their leather and metalwork, but there is one tradition from their time in Zorn that the Plumbeards have kept to with steadfast zeal uncommon to a Clan so lax, and that is in the continued adherence giving their Ranger the corresponding Zornish mark on their bodies. In the days of the Remit the Dwarfs of Zorn would tattoo a Dwarf with a mark that denoted both their career, advancement in that career and social rank. Indeed the Zornish developed an extensive list of marks and colorations, officially it was a means of telling Dwarfs from another during times of need, but in truth, it served a darker purpose. These marks also served as a form of social control, helping maintain Zorn's strict hierarchy and denoting those who were "acceptable" targets for exploitation. In the case of Rangers, such a mark was equal parts a sign of derision as it was a practical tool, and was historically used as a punishment, banishing a Dwarf from the Hold into the wilderness. The Plumbeard's founder transformed the mark into something of a symbol of his defiance and bade the continued usage of the mark mandatory even after their use was deemed unnecessary by the Ancestors; a way for the Plumbeards to ever remember the ideals of their Ancestors and to never become like those who branded them so.
Kraka Ravnsvake
Appearance and Equipment:
Kraka Ravnsvake's Rangers can be told apart by their adoption of the Hold's heraldry and coloration, the bluish grey of Okrinaduraz, alongside the bright orange and white that represent the copper and silver deposits beneath their home. As the second Hold to host a local population of Branakroki and their own history, these Rangers also incorporate feathers into their clothing and armour, though it is something of a taboo for a Ranger who is not a Raven Cloaked to don the eponymous article of clothing. Many who aspire to join their vaunted ranks settle with covering their hoods and/or half their cloaks with the material, which is treated as a sign by the actual Raven Cloaked of their intent. Many also carry specially designed travelling packs, with handles and perches from which a Raven can roost. Similarly, all Rangers carry a roll of parchment, which they use by unfurling and cutting into segments on which they write whatever message they deem necessary before attaching to a nearby Raven.

Then there are the Raven Cloaked, the premier woodsmen and survivalists in perhaps the entirety of the Far North. Just as the Monster Wardens are the epitome of the peculiarities of the Hold's Rangers, so too are the Raven Cloaked. These Rangers are second to none when it comes to their mastery of bushcraft, and they possess an encyclopedic knowledge of not only the local terrain, but the local flora and fauna therein. These Dwarfs are never caught without their signature feather cloaks and silenced Crossbows, the latter whose design is jealously guarded by the Hold's Engineers. Similarly they are found with a few Frost Ravens around them to boot, serving as messengers and scouts. Aside from this, the Raven Cloaked are surprisingly bereft of gear, though it doesn't seem to stop them from being able to survive in the bitterest environments the peninsula can throw at them with little to no discomfort.

Ravnsvake's Twin Runelords do on occasion create Runecraft for their Hold's Rangers, often at the request of their Kingly brother, so that the eldest and best Rangers of the Karak are properly outfitted with gear that enhances their ability to conduct their long term excursions.

Unique Duties:
Here again, the Ravnsvaki are unique, as induction into the Raven Cloaked dominates the minds of many of her Rangers. As a result of this, Ravnsvake Rangers rigorously practice cartography, herbology and general Ranger skills with a particular focus on outdoor survival, all in preparation of being chosen and passing the secret trials necessary to become a Raven Cloaked. This has led to these Rangers often undertaking tasks that best prepare them for what the trials may demand of them. Some take assignments that take them far beyond the Hold's borders, bands disappearing into uncharted territory for a year or two before returning with a great haul of maps, knowledge and material that is absorbed into the Hold's growing library. Others work diligently to keep the roads and surrounding lands clear of beasts, shadowing caravans, roving packs of beasts and beastmen herds without being seen while keeping the Hold abreast of the situation through the use of their Raven messengers. Such beneficial behaviour is only egged on by the King, who regularly rewards the finest deeds among the Rangers come Keg End.

Speaking of Ravens, however, to no great shock the rearing and training of Frost Ravens has become a particularly popular pastime among the Rangers as well. Both out of practical necessity, as they are always in need of new messenger birds, and out of a sense of Dwarfen perfectionism. Rumours once abounded in taverns of the Rangers having hidden contests to decide the best ravens of a particular generation, with hushed exchanges between Rangers about training tips and securing breeding rights for the finest specimens as well. As with everything else the Rangers do, King Villi has helped foster this behaviour, making the Ranking of the Ravens an annual festival for all the Hold to participate in, an event that the Rangers always win, but one that inspires many youths all the same.

History and Composition:
The Royal Clan of Ravnsvake, Clan Ziflinskaud, have a unique tie to the Hold's Rangers, with several members having received training expected of a Ranger, or at the very least acquainted with surviving out in the wilderness of their lands. A few of the more dedicated members have even achieved the dedication and skill necessary to become a Raven Cloaked. One would think the Ziflinskaud would be a Ranger Clan rather than ascending to the heights of Royalty, but oddly enough such is not the case. In truth, this training is more of a means to ensure that their members are better equipped to survive when their Clan's perhaps infamous bouts of temporary wanderlust overtake them. A practice the Clan's leadership do not even consider curbing. However, the bulk of the Hold's Rangers are like those from Kraka Drakk, coming from dozens of different Clans to venture out into the world for their own reasons. Indeed, Ravnsvake is perhaps one of the Holds most friendly and welcoming to Rangers in general, the populace's general curiosity and exposure to the Elves and Brana making the wanderlust so common among them an understandable notion. So much so that several youths have taken on training more in line with Rangers in lieu of the more traditional training one undertakes to serve as a warrior in a Shieldwall. Because of this, Ranvsvake actually has the highest proportion of Rangers of the four major Holds.

As for the Raven Cloaked, their history is a veritable minefield of misinformation, aggrandizement and hearsay, but a few kernels of certainty can indeed be found regardless. The first Dwarf that the majority of the Hold would recognize as a Ranger Cloaked is the King's great-grandfather, Ranulf Ravenkeeper. Already an elder of many centuries, Ranulf had eschewed regular life after the death of his wife and his children's majority, becoming a Ranger and spending his days prowling the wilds and raising the ravens who would be his fame. When the expedition that founded Ravnsvake headed north, Ranulf was among the elders who went along, as was his friend the Runelord Garagrim Axebite. Ranulf's contributions to the Hold were substantial, leading companies of Rangers on expeditions to scout and secure the surrounding lands, and even being part of the group that would find the mountain that would one day be the Karak his descendants now ruled. When the time came for the Hold's king to be announced, Ranulf passed on the opportunity to be crowned, instead advocating for Ziflinskaud's young Lord, the future king Villi, to ascend as Ravnsvake's first king despite his stronger claim. Something that King Villi would repay by naming the Hold in honour of his great-grandfather. After this point the records become murky, as Ranulf disappeared into the wilds soon after once more, returning periodically for brief amounts of time seemingly at random. Indeed it was during this time that many of Ravnsvake's eldest population recall tales of a stranger in a feathered cloak who saved lost Dawi or slew packs of wolves or roving bands of Beastmen began to circulate.

Whatever the case, during one of Ranulf's brief returns to civilization, he chose four other Rangers to follow him back into the wilds. What exactly happened none can say, only that when they returned a decade later, the four Rangers now bore cloaks similar to Ranulf's and were almost as good as he was in their knowledge of the land. In time they too would part ways with Ranulf, disappearing into the wilds and doing as he did, before returning to pick a group of four Dawi to follow them into the wilderness only to return with perhaps only one or two of the four bearing the feather cloaks. This odd but useful behaviour would continue for decades, the number of the Raven Cloaked growing steadily as individuals followed in Ranulf's footsteps until the Incursion. Here the records say Ranulf died alongside Garagrim in the retaking of the Foundling ward, being avenged by Villi while the latter was avenged by the King's brothers.

AN: The December Monthly Snippet! Happy New year, behold Cultural Overview, the Northern Ranger! Hope you guys enjoy this little look into the differences between the Rangers of Norsca's four major Holds. Please let me know if you spot any errors/inconsistencies! And as always, don't forget to C&C. :^)
Also the Vote is closed.
 
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Scheduled vote count started by soulcake on Dec 26, 2022 at 5:17 PM, finished with 218 posts and 46 votes.
 
Weeeeeeee rangers!


Dwarfen pride and perfectionism melding with profit-driven pragmatism, driving them to not only be exceptionally skilled at felling creatures as efficiently as possible but also in a way that keeps the body relatively untouched, preserving more useful organs from damage while aiming for vital areas through parts of the body that are less valuable.
Single strike kills preferred lol.

Man the Plumbeards go hard, don't fuck with the local domestics they'll fuck you up right back. Also nice to see Zornish originating folks settling in well enough. Wonder how tied these guys are to Drakk's Zornish clans.

The Raven Cloaked are amazing, Solid Snake types for sure.

The Royal Clan of Ravnsvake, Clan Ziflinskaud, have a unique tie to the Hold's Rangers, with several members having received training expected of a Ranger, or at the very least acquainted with surviving out in the wilderness of their lands.
oH god the Ravnsvake Royal Line are all spec ops/ninjas.

I'm not sure what Kraka Drakk's Ranger Clan's special gimmick might be, but I'd be mighty entertained if Kraka Drakk got one. Maybe they ride Brana and drop bombs from the skies?
 
I think hypothetically Snorri could train them, but dwarves don't really have much experience with training dragons as far as I'm aware. He'd need to tap Menlinwen and his pen-pal Myrion for a lot of help there.

Which like, tapping the elves for help isn't out of possibility - they're right over there across the bay from Ravnsvake.
We're also diving into the uncomfortable "These creatures grow into sentience so are we essentially talking about training slaves here?" problem.
 
We're also diving into the uncomfortable "These creatures grow into sentience so are we essentially talking about training slaves here?" problem.
Also that, though it may kinda come down to the difference between raising scaly children and raising scaly weapons. Training them to respect dwarves and dwarves to respect them is pretty much the fundamental pillar I see as like, actually working.

If we can start with that I think we're on decent footing for avoiding training what would essentially be slaves.
 
I think this is where basic 'Don't be a dick' principles arise.

If we want them raised, Brana may make more suitable adoptive parents, or the elves we know may be able to facilitate transporting them to Caledor, who may have the experts in dragon-raising,
 
Skaudrorkaz: Booming Shouter

Skoftusk: Cold Tooth

Skufok: Cunning Brawler

We got three eggs, so I had a moment of offhanded ideas for Dragon Names.
 
Y'know, the horn and the cauldron both conjure up edible liquid of some kind, wonder if they're gonna stack for some research topic because of that. Or be redundant I suppose.
 
Y'know, the horn and the cauldron both conjure up edible liquid of some kind, wonder if they're gonna stack for some research topic because of that. Or be redundant I suppose.
They're probably at different levels of the same research tree on the Albionese tech. The horn probably being the more advanced, given how it can produce multiple liquids.
 
They're probably at different levels of the same research tree on the Albionese tech. The horn probably being the more advanced, given how it can produce multiple liquids.
The cauldrons these are referencing are the cauldrons of Dagda (IIRC its Dagda) from Celtic myth which had the power to raise the recently dead. Also the update indicates that the cauldrons the Slaaneshi used to revive the dead and dying were based off of these broken cauldron pieces.
 
If we managed to recover an intact and uncorrupted Cauldron of Dagda, I wonder if that's something significant enough to attract Valaya's attention in her last years of activity.

If it can be applied to dwarves, reverse engineering a Master Rune of Resurrection could be absolutely invaluable for the dwarves.

And similarly for the elves, who might be very interested in collaborating on reverse engineering.
 
Master Rune of Submersion: As fire is killed by the depths of the ocean, so too is magic slain by the talisman bearing this Rune. If not quite so potent as other, similar Runes, it does have the virtue of being much more focused; at the same time an enemy wizard is having their spell throttled, a friendly caster will have no trouble at all.

The creation of one Veigra Stonearm, inspired after she bodily tossed a Bray Shaman into the nearest river and watched them plummet down. Fascinated by the great waters, she would go on to create a number of aquatic Runes.

Master Rune of the Unyielding Oceans: The bearer takes on the estimable endurance of the oceans themselves, that no foe can slay. They can be wounded and they will simply ignore it to keep fighting.

"The oceans, 'impermanent'? Why my good mistress dwarf, they are the most constant part of our planet. They were here long before us, and I expect they will be here long after us."
-An anonymous elf


Rune of the Pelagic Song: A beguiling song, the lure of the open seas and the beauty within, wafts out in high notes from this talisman, distracting and diverting the enemy.

A rare dwarf to inscribe such a Rune; a rarer dwarf, to invent it.

Rune of the Thalassic Depths: There are hidden things, deep, deep, deep under the water, and this Rune channels that portion of the seas by allowing a Dwarf to hide a weapon or other object under mystic veil through the power of the talisman. Not perfectly, not unbeatably, and not without limitations--no you cannot hide a bolt thrower with it--but certainly better than simple fabric and form should capable of.

"Very well, but have you considered: ax?"

#Rune-Ideas
 
So after this war, could the MC talk to the kings about trying to get more dwarfs to move to the far north? we really need more hold to keep the far north safe and patrolled as we have gotten a few big armies coming out of the far north

Also at what point it the Far North gonna get a dwarf name for this region?
 
So after this war, could the MC talk to the kings about trying to get more dwarfs to move to the far north? we really need more hold to keep the far north safe and patrolled as we have gotten a few big armies coming out of the far north

Also at what point it the Far North gonna get a dwarf name for this region?
It has a name. The Far North. Hard to get further north.

And not really worth the effort. The kings are already going to be doing their best in that. See the mass migration of dissafected clans from Xorn. And any one like the original wave probably want to continue east where they have room to make their own new holds. And we swore to assist that Vallayan with settling the peninsula so it'll come up in story when someone needs something from Snorri in that regard.
 
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AN: The December Monthly Snippet! Happy New year, behold Cultural Overview, the Northern Ranger! Hope you guys enjoy this little look into the differences between the Rangers of Norsca's four major Holds. Please let me know if you spot any errors/inconsistencies! And as always, don't forget to C&C. :^)
Aww, I was hoping they'd look like Christmas Elves when I saw the threadmark name.
 
does anyone happen to remember the update where Dolgi was talking to Fjolla about the significance of Brana naming?
 
There are 3 directions a great migration can go the east where they can found new holds to the west in the black/grey mountains and the mountains in estalia and we have together with the cult of Valayan open up a inroad for further new holds in the west of the northen region there is choice inough for them
 
Could we fun if somehow the dwarfs make a big great migration into The Mountains of Mourn, would spread then even more in the world then in canon, but i want them into the Far North, would help us hold the region better
 
Could we fun if somehow the dwarfs make a big great migration into The Mountains of Mourn, would spread then even more in the world then in canon, but i want them into the Far North, would help us hold the region better
Mountains of Mourn would be great: there's still a thousand years or so until the ogre migration... which means Sky Titans
 
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