Rangar is a towering human mercenary and monster hunter who frequently wanders the Verdant Shard. His original childhood name has been lost permanently; Rangar is the name he chose for himself after surviving years without an identity beyond the number assigned to him by his captors.
He stands approximately 6'6" in his late twenties to early thirties. Though physically imposing, Rangar is unusually agile for his size and approaches combat with patience, observation, preparation, and disciplined threat assessment. He refuses to underestimate an opponent regardless of appearance, age, condition, or reputation.
Rangar was abducted as a child by cultists conducting forbidden experiments intended to reproduce demonic abilities within human subjects. The demonic material used in the program originated from the Inferno Clan, connecting the research to the same broader infernal lineage associated with Alaster and Raizen. These were the same cultists whose earlier experimentation on the outskirts of the Verdant Shard led to the death of Grath, Alaster's Orc adoptive father, when Grath protected young Alaster from them. Alaster inherited his infernal nature naturally; Rangar had Inferno Clan material forcibly imposed on him through experimentation.
Captives were stripped of their names and identified through permanently engraved or branded numbers. Rangar was designated XIII-07.
The experiments radically altered his body, durability, magical capacity, and tolerance for injury. The procedures also left a massive X-shaped scar across his chest. Before the project could be completed, the cult's activities were discovered. The researchers abandoned the facility and fled, leaving their surviving experiments behind. Rangar eventually walked out alone.
No one restored his former identity. His birth name disappeared with his childhood, and he later chose the name Rangar for himself.
After leaving the abandoned facility, Rangar spent much of his childhood and adolescence wandering through different regions of the Verdant Shard. Survival became his education. He learned the terrain, creatures, settlements, ruins, and dangers of the region through experience rather than formal training.
As an adult he became a wandering mercenary and monster hunter. He is not formally bound to the Verdant Shard and travels beyond it when contracts or circumstances take him elsewhere, but he returns to the region frequently enough that his movements have become known to its protectors.
Maerwyn Ashtail is aware of Rangar's activities. She has chosen to keep him under observation because of his unusual infernal alterations and combat potential. Rangar has not been declared an enemy, but Maerwyn refuses to ignore the possibility that his experimental abilities could someday become dangerous to the Verdant Shard.