Rangers of The Suddahk

Steel Realms

The followers of The Suddahk are a loose collection of outdoorsmen are considered among Those Who Range of the High King’s rangers, but are often withdrawn unlike many of the typical World Watchers. They are much more clear loners – at best working in a small group that seeks to confront issues that destabilize or threaten the realms stability and peace. They are always seeking the ability to defend against forces that imperil the Dominion of the High King Lands but not seeking any notoriety or renown personally. The reporting to the agents of the High King of the Steel Realms is done, minimally, but the integration and larger information exchange is mostly ignored.

Tradition of The Suddahk

Origins: The Suddahk is a set of guiding principles and perspectives that bind the follower to nature and the earth especially when accomplished. It is old, but one of the more recent traditions that form an actual cadre of rangers. The Suddahk was discovered by Dwarves, was developed for Dwarves, and seems to only attract and be suited to Dwarves and (even rarer) Ducateon. The first of the dwarves to unlock this perspective foreswear all connections beyond the earth and elements was known as Odannerdun, in CY 6488.

Ancient Connection: Odannerdun became so free from fear and all things in such a remote place that his own death had become imminent. So remote and having shed all attachment to anything else, the spirits of The Rimbus that had gone quiet for the most part, perceived him as he lay upon the hard stone of the mountain top. Seeing that he had shed all other bonds of society, leaving only the deep bond to the earth embedded in his mixed DNA of Ducateon and human, the spirits moved to claim his pure spirit.

The Bond of the Mountain Goat: Alive with power of the earth infusing him and making his vision clear, life became an option for him once more. Using the spirits of the earth, he reached out to find a means off the peak, to return and serve the will of the spirits of the earth. Then, the spirit of Ratuk answered and sent Bha-dinahdah who intruded on his remote silence and brought him down from the mountain. Now the bond of the mountain goat is a critical part of the path of The Suddahk. The companion is called from a lonely mountaintop. They are known to lead the way, and are often equipped with a harness (only the ranger can ‘convince’ them of this!) to carry the minimal elements of the ranger.

There is a set of meditations and even pictorial elements that is considered to be sacred from The Suddahk. These are a reality of self preservation and a manifesto or protecting the communities of dwarves and their allies to preserve order and peace – the mountain is the symbol of stability and power. In The Suddahk, the loneliest peaks are sought in meditation each year for a Long Rest.

The Cave of Contemplation

In most dwarven settlements, there is a cave known as B’dan Matalun. Here these concepts carved in stone may be contemplated and the path of The Suddahk pursued to produce its followers.

Strongholds of Contemplation


Chronicle/Facts of the Order/Tradition

Knowledge is broken down by ease of discovery/availability & Meticulous Record Keeping may improve usability; Any attempt to know more than what's Pervasive will require a reference, source, knowledge, check, or access to someone who can get or provide either of these. Specific Lores may increase the chance of knowing specific elements.

Trivial Outcome / Very Easy Difficulty & Pervasive Knowledge

Information Sources: Mundane Reference | Associated Phenomenology Only | Specific Lore

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Simple Outcome / Easy Difficulty & Common Knowledge

For those native to or long-dwelling in the region, ALL Common Knowledge may be Pervasive.

Rare Knowledge / Very Hard Difficulty

It is said that the Druunad folk consider this tradition sacred and will help them in great times of need; The followers ability to keep their people’s location a secret is core to this relationship.


Warning
Obscure/Hidden Knowledge is not generally available in known references; It is not necessarily Forbidden.
DO NOT READ BEYOND THIS POINT unless a character has the capability to gain such knowledge [through association, organization, or relation] if they do not possess it themselves or the reader intends to participate in scenarios using this material as a PLAYER! GM Narration will typically provide relevant information by check or story.


Realm's Aptitude Powers: Divine, Occult, and Psychic