|Hammer and Shield|
|Axe and Shield|
Summary[edit | edit source]
He may be the shortest in the group of heroes, but the Dwarf Ranger Bardin Goreksson certainly makes up for it in ferocity, determination and spirit. Gregarious, prideful and not afraid to offend, Bardin is frequently seen charging into the thick of battle, axe or hammer in full swing and leaving a trail of Skaven corpses behind him. Once the victory is assured, he will be the first back to the pub, roaring and laughing at the top of his lungs in a manner of which only a dwarf is capable.
Bardin arrived in Ubersreik as part of his journey to discover the lost hold of Karak Zorn. After the events of Vermintide, Bardin continues to accompany the rest of the heroes while still searching for the lost Dwarven hold.
Based on which Career the player chooses in-game, he is seen as a Ranger Veteran, honing his existing Ranger skills, an Ironbreaker, skilled in underground fighting, a Slayer, who has sworn an oath to only die during combat with a great foe, or an Outcast Engineer, armed with an array of experimental weaponry.
Official Description[edit | edit source]
Bardin Goreksson introduced himself to the world as an unstoppable avalanche on the battlefield, an ale-swigging hurricane at the inn, and a steadfast friend by the campfire. A bulwark of comradeliness and good cheer, Bardin became the glue binding our unlikely band of heroes.
Driven by his search for the lost dwarfen hold of Karak Zorn, Bardin has been somewhat side-tracked by the ceaseless Skaven interference. Yet he stays true to his spirit, fighting the good fight as a hero whose deeds do his ancestors proud! 
Background[edit | edit source]
Bardin is a Ranger of the Grey Mountains, keeping the holds of Karak Ziflin and Karak Norn safe from overground attacks. Rangers rove far and wide, always on the lookout for enemy activity. It was on one such expedition that Bardin came across an abandoned mine entrance. The mine was clearly Dwarf in origin but, having spent countless decades ranging across the Grey Mountains, it was not one Bardin was familiar with. The mine entrance must have been hidden until recently, perhaps revealed by a rock slide.
Without a moment’s thought Goreksson entered, only pausing to bring out his trusty axe. The mine itself was much as he expected – long since exhausted of any precious ore. Further in, the Ranger came across something of interest, four Dwarf bodies clothed in now-rotten rags, but rags that may once have suggested a lengthy journey was imminent. Next to the Dwarf bodies was a mound of long-dead rats and the unmistakable corpse of a Ratman. In its clawed, skeletal hands was a small tattered piece of parchment, the Dwarven letters of the Klinkarhun inscribed on it.
Within the backpack of one of the Dwarf dead was another torn piece of the same parchment. Bardin put the parts together and discovered, to his quickening heart, that he had an ancient map. What excited him so was the map’s destination, that of Karak Zorn – the infamous lost hold of the Dwarfs that lay hidden somewhere along the Worlds Edge Mountains in the Southlands. The map was of limited use though, as half the map keys and riddlespeak was in an unfamiliar variant of Klinkarhun.
Upon return, Bardin made several attempts to find funding and clan-backing for an exploration party but found he was refused, laughed, and scorned at from every Hold in the Grey Mountains, a humiliating fact which only steadied his resolve in the matter.
He now journeyed to Ubersreik, as word had reached him from the large Dwarf community there. It was said a shop of antiquities on the edge of the Marktplaz held a large Dwarfish tome. According to the rumour-smith he paid honest Dwarf gold to, the book’s page are covered in faded runes written in an long-disused version of the Klinkarhun, and could very well be the key to understanding the map to the lost hold. The Ranger was on his way to purchase this tome, after having negotiated a fair price. Of course, what Bardin considers a fair price may be very different to the shopkeeper, but the Dwarf's skills of negotiating – shouting very loudly until he gets his way – are formidable.
Notes[edit | edit source]
- Gameplay with Bardin is actually designed to have a viewpoint shorter than all other characters.