Rangers
"When yer turnz roight of da Gabbos Creak, don't go in da left valley. All da mobz whose wents dere never return alive. Cant'z miss it for all dem stiks with boys stuck on them".
- Grottsnik, Goblin Big Boss of the Red-nose Tribe
Pre-Karaz Ankor
"Living under the open sky is nothing new for us. We have done so before even the Ancestors gave purpose to the wanderings of our forbearers".
- Skraggi, Elder of the Frostbeard Clan
In the distant era predating even the first kings and Zorn itself, combat between dwarves largely played out as skirmishes utilizing slings, javelins and eventually crossbows. The consolidation of power under the early kings would see warfare center around bronze clad and armed retainers and oath bound levies. The old combat methods would however still be practiced on the periphery of the kings domains. Dwarves that lived on the edges of the mountain ranges and regions poor in mineral deposits learned to how to hunt and trap to a greater extant than the clans of the mountains. They also learned how to disguise their movements and dwellings both from the rising Royal Clans and hostile beings on the frontiers.
The settled groups of Zorn did not recognize these bands of nomadic hunters as true Clans, but the petty kings of Zorn would pay no heed to their affairs due to their poverty and perceived inferiority. These groups were often referred to as "filth-beards", for they were imagined to have built their dwellings out of the filth on the surface. Referring to a ranger in such a manner is a grudge worthy offence in contemporary times. These outsiders mainly interacted with the rising Hold-Kings through trading animal hides, ivory and herbs for metal objects and food from the holds.
This status, like many facets of the Zorn Era, would change with the overthrow of the Zorn tyrant kings by the Great Ancestors. It is known that The Ancestors entreated the wanderers of the frontiers to aid their cause, in exchange recognizing them as true Clans. Whilst his origin is disputed, some traditions claim Gazul to come from one such group, his adoption held as symbolizing his people's acceptance into mainstream dwarf society. Many Ranger Clans continue to hold Gazul in reverence as their forefather and the first Ranger.
The Ancestors struck out to the north, it was the former outsiders who were the eyes and ears of the migration. Fleet footed and alert dwarves were the first to set foot in valleys and passes, scouting out safe roots to the new homelands. Such dwarves would also refine the methods of stealth and surface survival from the pre-Ancestor days that would be foundational to the future Rangers. Some histories attribute this evolution to Gazul
Rangers in the Present
"The foothills of the Red Peak and the Valley of the Silverstream shall be aloted to the possession of Clan Utreksson…
… at least one third of the fighting strength must be present on the muster on the kings call…"
- The Oath contract tablet of Clan Utreksson and Karak Ungor
Even as the Great Holds were founded, and the migrating population could abscond itself into the safety of the underground, there were still those who would chose to stay on under the sky. Many were descendants of the former outsiders who chose to continue their ancestral ways of life, felling more drawn to the surface than the underground and the new order Grungni and Valeya were founding. Tradition holds that these Clans were by either Grimnir or Gazul to be the watchful eyes of the Karaks, and were given the untamed valleys as their fiefs.
The duties appointed in the distant millennia have remained the same in the 2500th year of the umgi calendar. Though their numbers were like many aspects of dawi society were significantly reduced during the calamitous War of Vengeance and Time of Woe. Though the survival rates of the Ranger Clans were higher than most, many still went extinct. Surviving Clans would settle at new holds, often in the Grey Mountains, whilst remnants to small to survive on their own would amalgamate or be absorbed into larger Clans.
Despite the reduction in numbers, the surviving Clans are still the inheritors of truly ancient traditions, their clan halls being placed outside the holds. Even as they are afforded the same rights as any dwarf or Clan of the Karaz Ankor, the Ranger Clans remain a separate existence. Their existence on the surface and unconventional ways confounds most dwarves, as most Rangers will walk most of their lives in the open air. Stranger still is the absence of a formal Rangers Guild. Attempts by High Kings to found one have never succeeded, as the Clans are by their nature independent. Save for key goods such as metal and grains, Ranger Clans can exist in nearly complete independence from the Karak economy.
Duties
"Azgal may have fallen, but our clans Oath binds us to it still. If nothing else, to count how many urks and grobi are shuffling in and out each day".
- Gerna, Ranger of Karak Azul
The core of the Rangers unorthodoxy lies in the demands of their duties. The ongoing duty of all Rangers is the observation of the paths that lead to the Hold, regardless if said path is used or not. Any who move towards an intact Karak will unwittingly pass multiple hidden watch stations long before encountering the official way stations and outposts. The hidden Rangers use a combination of runners, smoke signals and horns to relay what passes into the Karaks perimeter. Should whatever passes the watch stations be hostile, then it becomes the Rangers duty to interdict the threat, either to eliminate and hinder as they are able. Their survivalist skill set also enable groups to conduct distant scouting, spending months or years out of contact to observe the frequent dens of dwarfkinds enemies or the status of lost holds.
Should the king call the Clans to muster, the Rangers are then obligated as other clans to contribute. On the surface the Rangers become the eyes of the king during the march. Being without cavalry it becomes crucial to find threats that Gyrocopters cannot observe from the sky. Before battle they also perform clandestine actions such as raids on the enemy camp, covert sabotage and preparing hiding spots to ambush from.
Equipment
The Rangers primary weaponry resembles the gear carried by quarrelers. Shields, axes and crossbows are the essential arms that each is taught proficiency from childhood. Near every Ranger is an outstanding marks dwarf, to the degree that many victors in crossbow completions are Rangers. The axe and shield differ greatly from the most of dwarf make, as the rangers axe is a much slimmer implement, with the shield being made in a smaller diameter then the norm. One addition that distinguishes Rangers is short swords, used as an implement to silently kill the unaware thanks to being able to stab, cut and thrust. Its use further associates the Clans with the enigmatic Gazul. Handguns, and black powder in general is not used due to its perceived unreliability and being counter to the principals of stealth that is central to their work.
For protection The Rangers generally avoid most forms of metal armor. It is not due to weight, but that most forms of metal armor are highly demanding to camouflage. The frequent travels will inevitably dirty chain and plate, causing rust, yet polishing means that light will reflect and reveal the wearer to even the unwary. Most metal will furthermore make much noise, even from the slightest twitch when worn. To this end the preferred protection is a combination of thick cloth and leather, dyed to match the environments a patrol is expecting to move through. Ubiquitous to all Rangers is the signature cloak. It is given upon passing from beardling or plaitling, woven from goat's wool and provides protection from cold and rain. A select few cloaks will even have Runes weaved into them through lost runelore, and can conceal their wearers regardless of environment.
Tactics
During battle the Rangers first and foremost serve a throngs skirmishers at a battles onset. When the shield wall clashes they will often move to strike the flank, to which they are especially dangerous when able to surprise the enemy by traversing terrain that is presumed to be impassible for armored dwarves. Should the battlefield permit it then Rangers may prepare hiding spots the foe will pass by, in order to deliver a surprise attack in the rear. This maneuver is known as Gazuls Strike While such attacks have brought resounding victories, they have also proven exceedingly risky and dangerous for the participants, for even a routing foe can trample Rangers in their panic.
Their equipment also makes Rangers poorly suited to fighting in the conventional dwarven manner. When closed to axe-range, they are trained to fight in a more dispersed manner that relies on agility and speed. They fight well against a surprised opponent in rough terrain, but the their low mobility compared with other races means that the Old Deadeyes must judge carefully weather or not to close. Said speed and weak armor compared to most dwarf warriors makes the Ranger especially vulnerable to mounted enemies, and goblins riding wolves or spiders are a frequent occurrence in the Grudge Books of Ranger Clans.