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PHBR14 - The Complete Barbarian's Handbook

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Published by archangel777, 2022-05-31 19:14:49

PHBR14 - The Complete Barbarian's Handbook

PHBR14 - The Complete Barbarian's Handbook

No two barbarian societiesare exactly alike. their names from a geographic landmark of the
Some consist of hundreds of members, others
number only a few dozen. Some are nomadic; region they frequent, calling themselves ”The
others settle in permanent villages. Some are
pacifists, some love war. Desert People” or ”The Sons of the River.” Some

Despite their differences, most share a set of barbarians consider themselves relativesof ani-
characteristics that distinguishthem from out-
world societies. In this chapter, we look at the mals, and name their bands accordingly: ”The
key elements of barbarian cultures, including
their socialorganization, technology levels, legal Clan of the Wolf,” ‘The Elephant Walkers,” ”Sis-
and economic systems, and religious outlooks.
It‘s a good idea to think about each of these el* ters of the k.”
ments when you design your character; the
more you know about his culture, the easier it is If several bands are drawn to an especially

to nail down his beliefsand behavio rich area-a river teeming with fish, a valley

Social Organization lush with fruit trees-they may unite to form a

Barbarian societies tend to be small, their tribe. Initially,the bands retaintheir own leaders
social structures simple. The political systems,
bureaucracies, and appointed officials common and mores. They agree to share the land and not
in the outworld are unknown.Barbarians have
no guilds or craft organizations. Occupational attack one another, but otherwisekeep to them-
stratificationis rare, as most tasks-hunting,
fighting, child rearing, weapon making-are selves. In time, however, the cultural distinc-
tions begin to blur, a single leader emerges, and
shared by all. the tribe functionsas a unified whole. If the food

Most barbarians recognize social ranksonly in supply remains plentiful, the tribe may establish
a general sense, with leadersmakingup the privi- a permanent village.
leged class, slaves the lower class, and everyone
else in between. Individuals achieve status by A tribe derives strength and securityfrom the
their sex and age; eldersare held in higher esteem stability of its families. A family consists not

than adolescents, and except in matriarchal cul- only of the core members-wife, husband, and
tures, males tend to be valued more thanfemales.
Some societies assign ranks based on heredity; the children-but also any number of relatives,

closer ties an individual has to some legendary adopted children, and friends who don’t have
ancestor (the founder of the tribe,a great warrior,
a powerful cleric), the higher his status. blood relations of their own. Typically, the eldest

The most common organizational unit is the family members care for the children and teach
band, a small p u p united by geography, ances-
try, or religion. The size of a band varies, but them basic skills, while the other adults hunt,

typically consists of 2 W O members. Nomadic and make clothes, and fashion weapons.
bands wander across a stretch of land in search Usually,a tribe’s strongestmember servesasthe
of food, making camp at a particular location
leader, though the position may be passed from
until they exhaust the food supply, then moving
on to a more bountiful area. Bands often take father to so-r mother to daughter-to ensure

continuity.In any case, a leader needs more than
muscle to command rrspea.He must work hard,
showingby examplewhat he expeasof others.He

must also show empathy, demonstrating that he

understands the personal hardships endured by

his fellows.And aboveall, he must be wise, able to

guide the community through troubled times. For
these reasons, many t r i i favor elders as leaders,
as brute strengthseldom compensatesfor a lack of

insightand experience.

Though finalauthority restswith the leader, he

may seek others for counsel, particularly heads of

families and tribal clerics. In larger tribes, ritual-

is-ancers, fire makers, idol sculptors-may
serve asliaisonsbetweenthe leader and therest of

I

100 Chapter6

the community, carrying messages and relaying food, the receiver entersinto an informalarrange-
official pronouncements. The leader‘s immediate ment with the giver, obligatinghim to reciprocate
family-his wife, v t s , siblings, and adult chil- in the future.Refusing to honor this obligation is
dren+ften function as surrogates, making deci- considered a serious crime, punishableby expul-
sions in the leader’s absence. A few of the tribe’s sion from the tribe or even death.
strongest and most trustworthy warriors may
serve as the leader’s personal bodyguards and Few barbarians recognize private ownershi[
help enforce his poliaes. of natural resources; the tribe as a whole ”owns’
the orchards, the fishing sites, and the hunting
The leader’s responsibilities depend on the grounds. Weapons, clothing, and household
goods may be owned by individuals, thougk
needs of his people. If the trii consistsof healthy, more substantial properties, such as dwelling:
and animals,belong to everyone. In some tribes
self-reliant individuals, the leader may only have the leader assigns communal properties to indi
to oversee ceremonial rituals and make himself vidualsbased on need; the largestfamilylives ir
availableto settledisputes. For a tribe plagued by the biggest cave, a mother with twin infants get:
famine, disease, or internal conflict, the leader custody of the tribe’s milk goat.
probably has to assume a more active role. He
may assign tasks, admonish the slovenly, and Tradebetween tribe occurs infrequently, if at

supervise the distributionof food.If rrsou~cgare aU;t h m usually m ’ t many surplusgoodsavail-

scarce, he may have to organize expeditions to able. Tribes are more likely to trade services that
distant lands or plan raids against neighboring tangible goods. A hill tribe might loan its medi-
villages. Most tribes have high expectations of cine man in exchangefor the services of a good
their leaders. Leaders who consistentlydisap- tracker. A cleric might perform a ritual to dispel
point-by engaging in costly and futile wars, diseasespirits for informationabout the location
overharvestingthe foodsupply, failingto sire off- of a deer herd. Affluent tribe, usually those with
spring-may be exiled or executed. accessto rich food supplies, might make straight
trades for goods, swapping grain for weapons,
Economics hidesfor necklaces, and slaves for horses.

Barbarian societies lack the know-how to Tribeswho learn to domesticate animals and
develop sophisticated economic systems. Where raise their own crops become less dependent on
outworlders maintain commercial economies hunting, enablingsome of their people to devote
based on trade, taxation, and record keeping, themselves to simple crafts. Crude seamstresses,
barbarians barter for animal products (dis- jewelry makers, and weaponsmiths may produce
cussed in Chapter 2). Outworlders measure goods of exceptionalvalue, enrichingboth them-
wealth in gold pieces; barbarians use crude cur- selves and their families.Craftsmen often share
rency that has little or no value outside their their bounty with the less fortunatemembers of
homelands. Outworldersnegotiate legally bind- their tribe; in fact, many tribes measure a man’s
ing written contracts. Barbarians make oral affluencenot by what he keeps,but what he shares.
agreements, erratically enforced by the will of
the leader or the smack of a club. Conflict Resolutiom
and Social Control
The barbarian economy, such as it is, centers
around the basics of survival hunting animals, Barbarians have no written laws, and rarely
gathering fruit and grain, and seeking freshwater. have formal procedures for resolving conflicts.
Generallv,the head of a household is responsible Instead, they settle disputes though negotiation,
for feedkg his own family. Extra meat and fruit sanction, and force. Custom, not law, regulates
may be s h a d with friends. By accepting a gift of

BarbadmCultures 101

behavior. Though standards vary, most tribes An abrupt death or mysterious disappearance
expect their members to obey authority figures, an otherwise healthy adolescent dies in hls
refrain from i n w m i n a t e violence, respect the sleep, a seasoned wamor fails to return from a
natural world, and follow religious tenets. hunting t r i p a e m a n d s immediate investiga-
tion, as it may involve supernatural forces. In
Social indoctrinationbegins with the family. fact, any transgression with supernatural over-
Parents teach their children at an early age the tones is regarded as extremely serious; faiIure to
punish the guilty party may bring the wrath of
importanceof conformityand obedience.As soon the spirits upon the entire tribe. In such cases,
the leader may call on a cleric to use his powers
as he can walk, a child is expected to perform of divination to determine wh-r what-is
responsible. The cleric roastsbones in camp fires
small chores, such as picking fruit and gathering and examines the cracks for clues, petitions the
firewood. Older siblings supervisethese chores, spirit of the departed to visit him in a dream,
punishing transgressionsby withholding food or and prays to his deities to reveal the culprit.
slappingthe perpetrator on the head. An informal
hierarchy existswithineach family; the young are Punishments range from reprimands to exe-
expected to follow the old, women are expected to cution. Minor transgressionsmay result in extra
defer to men (or vice versa in matriarchal cul- duties, such as killing a dozen deer or making
tures), and the physically strongest member, usu- new tunics for all the members of an insulted
ally the father, has the last word. family. Perpetrators of serious crimes, such as
murder or cowardice, may be beaten, starved, or
In some tribes, a council of elders settles killed. Common forms of execution include
grievances between families or bands. There are stoning (the accused is dumped in a pit; war-
no hearings or formal presentations; instead, the riors pelt him with rocks and bones), incinera-
elders discuss the matter among themselves tion (the accused is tied to a pole surrounded
until they reach a consensus. If a discussion with brush; tribesmen ignite the brush and
reaches an impasse, the elders adjourn, then dance while the fire burns), and poisoning (the
convene another day. Such discussions many accused is sealed in a cave with venomous ser-
drag on for weeks or even months, duringwhich pents). Those guilty of heresy may be banished
time the antagonists may give up and settle the rather than killed to prevent their ghosts from
matter themselves. haunting the tribe.

The tribal leader serves as the overall au- Perhaps the most effective punishments, and
thority, and his judgments are.finaland binding. certainly the most feared, involve the super-
natural. A cleric may simply inform the guilty
He bases his decisions on precedents, the best party that he has been cursed, or that he will be
interests of the tribe, and the advice of clerics. haunted by the spirits of his victims. Many
The leader may also ask the spirits for help; a wrongdoers would rather be executed than
black butterfly, a thunderstorm, or a bad dream cursed, for fear that their sufferingwill continue
may be taken as a sign of guilt.The accused may unabated in the afterlife.
be thrown into a lake with his l i b s tied; if the
spirits bring him to the surface, he is declared Technology
innocent. Alternately, the accused may be
required to run a gantlet of wamors, each with a Barbarians lack most of the technological
single arrow or spear; the number of wounds resources available to outworlders. They have
indicates the degree of @t. no steel or written language. They have only a

Many punishable transgressionsinvolve mar-
riage, property, or sloth a man dishonors his
wife by flirting with her sister, a warrior uses his
friend's bow without permission, a woman
takes a nap instead of supervising her children.

102 C W r f

I rudimentaryunderstanding of mathematics and
science. They have no scholars, wizards, or engi-

neers. Still, as people with creative minds,

they’ve done their best with what they have,

coming up with an impressive array of tools,

weapons, and durable goods.

A variety of factors influence a culture’s tech-

nological development. A tribe that has flour-

ished for a thousand years probably has a higher

standard of living than a tribe that’s only been

around for a century. Barbarians with ready

access to lush grain fields may never have the
incentiveto learn to grow mps.A tribebesieged

by monsters may be forced by circumstance to

invent sophisticated weapons.

For convenience, barbarian societies can be

classified into three broad categories. Primary

societies, the most primitive, have yet to aban-

don all of their animalistic characteristics.They

live in caves, wield clubs, and have just recently

mastered the art of making fire. Transitional

tribes have begun to settle in villages and exper- 7-. I
iment with agriculture;most barbarians belong
to this group. Advanced societies rrpresent the , . , ., ,

peak of barbarian development, having d o m e

ticated animals and simple wheeled transporta-

tion; they are perhaps within a few centuries of

catching up with the avilized outworld.

Rough models representing each these cate-

gories are outlined below. Included are techno-

logical breakthroughs-the society’s most

si@cant accomplishment-along with exan-

ples of architecture, weapons, clothing, trans-

portation, art, and characterkits.TheDM should

consider thesemodels as general guidelines, not

rigid edicts. He may decide, for instance, that

primary barbarians have bows and canoes in his

campaign, and that Brushrunners belong to an

advanced society.

Primary Model

Technological Breakthrough: Fire (produced
by rubbing stones together or twisting sticks in
t&der-fill& holes).

Barbarian Cultures * 103

II

~

I 1

Architecture: Caves, snow houses (arctic Artistic Expression: Simple pottery, reed
only),brush shelters (tentlikeframes made from baskets.
branches of saplings, covered with leaves,
weeds, and bark), bone houses (bones of Suggested Character Kits: Wizard Slayer,
dinosaurs or other large animals arranged to Ravager, Seer.
form a dome, then covered with hides).
Hammered Iron
Weapons: Clubs, hand axes, wooden spears.
Clothing: Animal skins, furs, uncured hides, Somebarbarians have mastered the basics of
leaves. smeltingiron from raw ore and hammering the
Transportation: Walking, hand-dragged iron flat to make weapons, tools, and utensils.
sleds.
Artistic Expression:Storytellin&cave painting. The DM may allow advanced cultures to use
Suggested Character Kits: Brute, Flame-
speaker. h a m m e d iron, but he should keep in mind that
this represents the outer limit of barbarian tech-
Transitional Model nology; very few barbarians should have access
to it.
Technological Breakthrough Wheel (logs
used as rollers, or solid disks of wood or stone). Hammered iron may be made into daggers,
knives, spears, axe heads, and warhammers.
Architecture: Hide tents, earth lodges Primitive swords, the equivalent of outworld
(dome-shaped structures made of mud and long and short swords, may also be allowed.
stone with earth-covered roofs), stone altars, Hammered iron weapons have 50%of the value
grass huts. and 100%of the weight of outworldmetal weap-
ons (see Table 40 in Chapter 5) and have the
Weapons: Bows, slings,shields. same chance of becoming damaged as other
Clothing: Skins cut into patterns, cured hides, primitive weapons.
splintered bone needles, sinew thread.
Transportation: Canoes, rafts, horse riding. Thin iron plates are attached to leather gar-
Artistic Expression: Crude sculptures, tattoos. ments or secured beneath layers of thick furs to
Suggested Character Kits: Brushrunner, create crude versions of scale mail and brigan-
Dreamwalker, Forest Lord, Plainsrider, Medi- dine armor (AC 6). Hammered iron shields are
cine Man/Medicine Woman, Witchman. usually flat, about 2-3 feet in diameter, backed
with layers of leather pressed into hollows of the
Advanced Model metal.

Technological Breakthrough Domesticated Few barbarians doubt the existence of super-
animals (small herds of goats, pigs, cattle, or natural forces. How else to explain eruptingvol-
sheep). canoes and bone-rattling earthquakes?How else
to account for the bizarre behavior of animals,
Architecture: Wood frame structures with the onset of illnesses, long-dead friends making
thatched roofs, stone hearths, crude stables. themselves seen and heard in dreams? Some
forces are clearly benevolent, such as those that
Weapons: Bronze or hammered iron weapons guide a hunter’s arrow or make trees bear fruit.
(seeboxed text). Others are malicious, including those that burn
a forest to ash or make a warrior’s stomach ache
Clothing: Felt, crude tanning, simple weav- after a big meal. And many are impersonal, nei-
ing (spindleand distaff), fringed garments.

Transportation: Small boats, passenger
wheelbarrows, primitive saddles.

104 Chapter6

ther good nor bad, making no distinction Elements ofFaith
between the affairs of men and the affairs of
Barbarian religions have little in common
insects. with traditional faiths. Barbarians may venerate
Barbarian societies depend on clerics to serve the spirits of dead ancestors, or choose nature
itself as the focus of their devotion. They may
as intermediaries between the physical world honor deities unknown to outworld priests or
and the world of the supernatural.Clerics coax worship such elemental forces as fire, wind, or
favors from benevolent spirits, keep malevolent
forces at bay, and attempt to explain the unex- death. A dragon skull may serve as a shrine. A
plainable. Small tribes content themselves with
black foxmay be considered an offspring of thl
a single cleric, descended from a previous cleric gods. The world as dreams may be as real as th~
or selected by the leader from among the tribe's world of men, the spirit of a dead parent a.
much a part of the family as a living sibling.
most perceptive offspring. Larger tribes main-
tain small circles of clerics, typically numbering Following are four elements of faith common
4-12 members, with the eldest cleric supervising in barbarian societies. Most religions encompass
the neophytes. some or all of these elements; a jungle tribe
might worship ancestors and nature, an arctil
In most cases, a shaman doesn't have the lux- tribe might venerate a pantheon of gods and thi
spirits of the supernatural. In game terms, bar
ury of specializingin a particular faith. Instead, barian and outworld religions function identi
he must address all of his tribe's religious needs. cally; the intensity of a cleric's beliefs attract thi
He deals with good and evil deities alike. He magical energy necessary to cast spells.
negotiates with ancestral, animal, and nature
spirits. He analyzes dreams, interprets omens, Powers
and administersmedicine. He staves off undead, Shamanstypically embracepolytheism (many
counsels his leaders, and when necessary,
defends the tribe against a g p s o r s . gods), which strikes them as a logical explana-
tion of the way the universe operates. Some
Despite the breadth of his responsibilities, a gods embody abstract concepts such as love,
cleric commandsonly a modicum of respect from war, and fertiliv.Others represent natural forces
his fellow tribesmen. Most recognize the impor- like rain, fie, and disease. There are gods that
tance of his role. But many find him distasteful, care for animals, benefit warriors, and look after
tainted by his associationwith the supernaturalin trees. The number of gods varies from culture to
general and the dead in particular. Othersremain culture, but a pantheon numbering in the hun-
skeptical of his powers, unconvinced that he can dreds isn't unusual.
predict the weather or divine the meaning of
dreams better than anyone else.StiU others hold Gods exhibit varying degrees of interest in
humanity. Nu'ooto, a giant god worshipped by
him responsible for all that goes wrong;if hunters island dwellersin the SouthernCourrain Ocean
(inthe DRAGONLANCEmsetting) does nothing
return empty-handed, rain falls for ten days but sleep beneath the ground; he causes earth-
straight, or a woman dies in childbirth,the cleric quakes when he rolls over, volcanic eruptions
takes the blame. when he snores. The cloud god Khass continu-
ally frustrates the barbarians of Eastern Shaar
To discourage criticism, a cleric often culti-
vates a fearsome reputation. He implies that he (in the FORGOTTEN REALMS" setting); for
can cause diseases as well as curethem, and lets
it be known that monsters keep their distance months, he ignores their petitions for rain, then
onlybecause they fear his power. His garish cos- drenches them with downpours for weeks at a
tumes, replete with bone necklaces and
grotesque masks, not only intimidate evil spir-
its, but keep the populace in awe.

Badwui&culbues 105

time. On the other hand, the clerics of Earthfast To show proper respect for ancestral spirits,
Mountains (also in the FORGOTTEN REALMS barbarians attempt to maintain the same rela-
setting) end each day by asking the dependable tionship they had with them when they were
Isakkhuto bring the sun back in the morning; he alive. A son asks permission from his father’s
has yet to fail them. spirit to embark on a dangerous hunt; a fallen
leaf or a rumble of thunder may be interpreted
Gods also take a variety of forms. Most are as approval. Each night before retiring, a man
nvisible, but some appear as animals (Nu’ooto may arrange a bed of leaves for the spirit of his
is presumed to look like a lizard), plants (palm wife. A tribal leader may speak aloud to the
trees are fingersof the multi-appendaged Khass)
or even terrain (Isakkhu is a mountain). Occa- spirits ofthe leaderswho came before him,h o p
sionally, a cleric claims that he himself is the
embodiment of a god, and demands his tribe ing for their guidance.
treat him accordingly. Such a masquerade, how-
ever, carries risks; if he demonstrates less than Some tribes use ancestors as messengers, ask-
godly behavior-say, he gets sick on spoiled ing them to deliver prayers or requests to the
meat or runs from a skunk-the tribe may god. The barbarian summons a favorite ancestor
demand his head on a stick. by closing his eyes and concentrating, singing
the ancestor’s favorite song, or shouting his
A DM who designs customizedpantheons for name. He looks for a sign that his ancestor has
his campaign should consider adding a few heard the summons-a cloud passing over the
deities specifically for barbarians. Gods repre- sun, a crackle in a camp fire-then whispers the
senting hunting, lightning, the moon, and the message he wishes the ancestor to deliver.
seasons make good choices (see The Complete
Priest’s Handbook for more ideas). Objects or ani- A barbarian who dutifully honors his ances-
mals may also be worshipped as gods, provid- tors expects to benefit from their intervention.
ing they’re associated with the barbarian’s Should a man narrowly miss being struck by a
homeland terrain. Gods worshipped by out- falling boulder, he has his ancestors to thankfor
worlders may also be included, but remember nudging him out of the way. An ancestor may
that a barbarian’s conception of such gods may place a fish on a hook, guide a spear to its target,
differ from those of outworldpriests. Barbarians or protect a lost child from the ravages of the
will probably know them by different names wilderness. Conversely, a barbarian sleights his
and have no use for traditional doctrines, ancestors at his own peril. A barbarian who for-
irayers, or organizations. gets to sing to his mother on the anniversary of
her death shouldn’t be surprised if his favorite
Ancestral Spirits axe shatters or his horse gets sick. And woe to
The social ties and familial responsibilities the barbarian who insults the dead; can he truly

that bond a barbarian to his tribe persist after be surprised if a lion mauls him or he falls from
death. Therefore, a tribe consists not only of liv-
ing members, but the spirits of its dead mem- a tree and breaks his leg?
bers as well. Although these spiritslack bodies, Barbarians express devotion to their spiritual
they retain the same personalities they had in
life. They experiencepleasure, remorse, joy, and ancestorsin much the same way they to do their
grief. They can be playful or vengeful, comfort- living relatives. They are courteous (asking if
ing or cruel, supportive or indifferent.To a large they’re enjoying the sunny day), thoughtful
measure, their attitudes depend on how the liv- (keeping their graves free of weeds), and rever-
ing treat them. ent (holding a special ceremony on the day of
their birth). Though spirits generally prefer to
stay in their homelands, a consideratebarbarian
wouldn’t dream of making a long journey with-
out asking his ancestors to come along, or at

I least give him their blessings. Because spiritsan known as Hsuq, a snowy mountain might be
invisibleand intangible, a barbarian has no wa] called H'supikk. Hsuq may represent persever-
to be sure if they're listening or even if they're ir ance, H'supikk might stand for fertility.

the area. But the prudent barbarian assumes Tribes sometimes proclaim their devotion by
they're always nearby, evaluating his behavior displaying totems, symbolic representations of

and passing judgment. various spirits. Totems may be carved in trees,

N a b Spirits painted on shields, or etched into stones. A bar-
Somebarbarians believe that all naturalobjects- barian often considers the totem as sacred as the
animal or object it represents. He prays to it,

animals, trees, stones, rivers, and mountain- talks with it, even offers it food. In some tribes,

have spirits. Either in the physical form of their defacing a totem is as heinous as killing a sacred
animal, an offense punishable by death.
hosts or as invisible entities that can be neither
seen nor touched, nature spiritsinteract with the Barbarians believe that nature spirits pos-

world of men, exertingboth positive and negative sesses great power. They attempt to tap into

influences.Evil spiritsmust be avoided, scolded, these powers with flattery, threats, and peti-

and punished. Good spiritsmust be nurtured and tions. To convince the sky spirit to give up its
treated with kindness. rain, a tribe may stage an elaborate dance with
drums and rattles. A warrior may ask the spirits
Some tribes hold a particular creatureresponsible

for the mation of the world. They rev= it as the of deceased lions to join him in a hunt. A cleric
progenitor of all other species,man included.To a may warn a lake spirit that he will hurl stones at
its surfaceif it declinesto put fish on his hook.
swamp tribe, the sacred creaturemight be an alli-

gator or a giant snake. To a jungle tribe, it might

be a lion, elephant, or carnivorousape. The tribe SupernaturalSpirit

honors the sacred animal by protecting it from Unlike nature spirits, wnicn are associated

harm,presentingit with offeringsof meat or fruit, with objects and animals, supernatural spirits

and decorating their weapons and homes with its are unique entities, independent and autono-

image. They look to the sacred animal for guid- mous. Though they lack the power of deities,

ance, mimicking its behavior in hunting (like the supernatural spirits wield enormous influence
sacred ape, a jungle tribe stalksits prey for hours
More striking), defenseof its territory (thetribes- over the day to day activities of men. In fact,

men beat their chests to frighten intruders),even many barbarians believe that a good life
dependson currying favor with the right spirits.

child care (mothers soothe their infants by But interacting with supernatural spirits can

stroking their heads). Clerics spin tales of the be frustrating. They are notoriously fickle and

sacred animal to illustrate moral principles, and unpredictable. A spirit who has blessed a tribe

leaders evoke the animal's name to inspire war- with abundant game may abruptly withdraw its

riors in combat. The passing of a saapd animal support and burden them with famine. A war-

may cause more sorrow than the death of a tribal rior may dutifully pray for success in battle,

elder. only to find the spirits guiding the first enemy

Other tribes may a honor a group of spirits arrow straightto his heart.

associated with the animals and terrain of their For these reasons, many tribes rely on their

homeland. A mountain tribe, for instance, may clerics to deal with these entities. Clerics are

hold goats, streams, and mountains sacred. An assumed to have entered pacts with spirits,utiliz-

arctic tribe may revere polar bears, whales, and ing spells and rites known only to them. Tribes
glaciers. Each spirit has its own name and spe- count on their clerics to perform rituals to paclfy

cial properties. A granite mountain may be arrogant spirits, and to act as mouthpieces for

BarbutnCultures 107

~

spirits who wish to communicate with men. A Someof these practicesare established by custom;
a clericleads his tribe in a prayer to the sun god at
cleric may go without food until he hears the dawn,hunters toss chunks of meat into the fire to
voices of spirits telling him how to cure a fever honor the spiritsof the killed animals.Other prac
plague. He may retire to a secluded area and tic- may be self-imposed; a warrior calls out thc
study cloud formations, hoping that the spirits name of his dead fatherbeforeengaging an enemy
will reveal a strategy for driving off a dragon.
During a thunderstorm, he may distributevine -in battle, a woman avoids staringinto the eves of
amulets to ward off lightning bolts hurled by
malevolent spirits. He may also stage celebra- birds to ensure a trouble-free pregnancy. Still
tions to honor spirits who have blessed the tribe others may be improvised; a traveler seeing his
with healthy children or favorable weather. first castlemay fall to his knees and beg for mercy
from the strange “mountain.”
Jealous or hateful spirits sometimestake pos-
sessionof mortals. Symptomsof spirit possession The player and the DM should determine
include irrational behavior, refusal to cooperate
with tribal authorities, inability to speak, and what, if any, practices a barbarian charact
unprovoked hostility. Spirit possession may also must follow in order to remain true to his re
occur after a person has been weakened by dis- pion. For instance, he may be required to gi
ease or severely wounded in battle. To disperse offerings of kindling to burning trees, pray
such a spirit, a cleric might chant over the vic- the moon, or make an annual pilgrimage to
tim‘s body, or perform a series of complicated homeland to pledge his faith. He may als
dances which may last several days. He may also engagein any or all of the following:
shout at the victim and dangle serpents in front
of his face, attemptingto frighten the spirit away. Idolatry
If these techniquesfail, he may hang the victim Some deities imbue statues or carvings witl-
upside down from a tree branch, hoping the
spirit will fall from his mouth. If the symptoms their magical essence. Such idols serve as sumo
recede, the spirit is presumed to have fled. But if gates for the deities, physical connect’
the symptomsF i s t , the cleric may recommend between the world of men and the world of
that the victim be incinerated or dropped in a its. Barbarianswho giveprayers and make o
chasm for the safetyof the tribe. ings to an idol aren’t worshippingthe idol itse
they’re using the idol to relay their petitions
In the context of the game, it‘s not necessary the deity it represents.
to award proficiency bonuses or penalize attack
rolls to simulate a barbarian’s relationshipwith Idols take many forms, but usually are con-
the spirit world. Instead, a barbarian uses the structed from materials that can withstand the
influence of spirits to explain coincidences, ravages of time. Stone idols are among the most
unexpected good fortune, and runs of bad luck. common, chiseled from boulders or etched into
If you’d like spirits to play a more significant the sides of mountains. Trees and large bones
role, design spirit-related taboos using the may also be fashioned into idols. An idol often
advice given later in this chapter. appears as a humanoid figure, or as the head d
a person or animal. It may tower six feet high or
Expressions of Faith more; head-shaped idols may be as large as a
hut. Barbarians traveling in the outworld may
Regardlessof whether a barbarian‘s religion carry small versions of their homeland idols,
involves deities, ancestors, or nature spirits, he hung fromnecklaces or attached to their spears.
engages in various practices to express his faith.
Sacred Words
In addition to prayers and the verbal

ponents of spells,other words may have s

connotations.Sometribes forbid the utterance of At best, movingbetweenthe real world and the
a particular deity's name as an act of courtesy. A spirit world is difficult, evidenced by the tossing
barbarian sometimes keeps his birth name a and turning of the sleeper, the rolling of his eyes,
secret, believing it to contain the essence of his and his incoherentutterings. Awakening a sleeper
in the middle of a dream can be dangerous,as it
spirit; he feels that great harm will befall him if may prevent the returnof his spirit; thereafter, his

he hears his birth name spoken. Parents avoid dreamswill be unreliable until a cleric findsa way
naming their children after living relative, fear-
ing the relative may sicken or die. to reunite the spirit with its mortal body. A man
who dies in his sleep may lose his spirit alto-
Certain phrases, which may be nothing more
than a string of nonsense syllables, may be spo- gether, denying him a place in the afterlife.
ken to ensuresuccess in battle or the recovery of
an ailing friend. A young man may recite a Barbarians take their dreams seriously, ana-
series of grunts and howls to make the object of lyzing them for clues to cure diseases, bring
his affectionmore receptive to his advances. A prosperity, and discourage bad luck. Mothers
mother may imitate the cry of a mockingbird to routinely ask their children about their dreams,
break her infant's fever. hoping for signs that they will p w up healthy
and strong. A warrior may seek out a clericfor a
Some barbarians believe that hearing some- purification ritual if his dreams were filled with
one discuss an evil act will cause the act to occur. blasphemous images. Elders may spend the
If a friend mentions that it might rain, rain will entire day discussing the implications of an
surely fall. If a traveler says that he has never
been attacked by a bear, then a bear attack is ambiguousdream.(DoesTarg'sdream of a giant
only a matter of time. To prevent the misfortune
from actually occurring, the barbarian may eagle foreshadow a hard winter, or does it indi-
insist that the speaker retract his words or apol- cate his wife will bear him a son?)Beams also
ogize to the spirits. To protect himself, the bar- affect a leader's decisions; a dream of a slain
barian may tap on a stone, fall to his knees and enemy may spur him to attack a neighboring
pray, or put as much distancebetween himself village, and a dream of his own death may
and the speaker as possible. encouragehim to seek out a successor.

Dreams Rituals
Many barbarians believe that dreams are the Rituals are ceremonial activities performed in

primary medium in which spirits commune a fixed manner, usually supervised by a cleric or
with mortals. When a person sleeps, his spirit other authority figures. Outworld priests often
occasionally leaves his body and enters another conduct rituals to venerate their gods or gain
world where it receives advice, gossip, and access to magic. Barbarians, on the other hand,
warnings. Because there is no guarantee that a use rituals to coax favors from benevolent enti-
sleeping person will experience a dream, let ties and placate angry ones. They hold feasts to
alone interact with the spirit world in a mean- honor their ancestors, stage dancm to attract the
ingful way, barbarians often attempt to induce attention of war gods, and burn animal car-
cassesto pacify faminespirits.
dreams with herbs, potions, and chants. To
Many rituals center around hunting. Before a
make his spirit more presentable, a cleric may hunt, warriors may cleanse themselves by sit-
ting close to a fire until they're drenched in
dress in his finest clothes before retiring. A sweat.Animalb o n e may be cast into the flames,
along with a few of last year's weapons. The
leader may ask his ancestors to expedite his first major kill of the hunting season-a bear, a
stag, or a lion-may be honored instead of
entry into the spirit world and intmduce him to

the most helpful spirits.

.

eaten, its carcass the centerpiece of a dance festi- and a bundle of branches strapped to her the
val, with tribal elders taking turns brushing its hair shorn from her head. Often, she is secluded
fur. The first fish caught in the spring might be in a cave or shack miles from the village, left to
blessed by a cleric, then returned to the water to fend for herself for a month or more. Seclusion
ensure a bountiful supplythe followingyear. is also recommended for an adolescent male,
who may be blindfolded, taken to a distant land,
Perhaps the most complicated rituals, and and abandoned. He is not only expected to find
those taken most seriously, are associated with his way home, but also to introduce himself to
the life cycle. Some tribes send pregnant women the spirits of the natural world; if the spiritsfind
into the woods to give birth in the presence of him worthy, they will protect him from harm.
nature deities.Other tribeskeeppregnantwomen
in pits; warriorsstand guard to protect them from Elaborate funeral rituals guarantee a spirit's
disease spirits. Naming a newborn may involve safe passage into the afterlife.The body may be
the entire tribe, with suggestionsoffered by all burned in a ceremonial fire, wrapped in animal
adult members during a week-long series of skins and buried in the ground, or anointed
feasts and dances; the final decisionbelongs to with herbal lotions and lowered into a quick
the parents or, in some cases, the leader or a sand pool. The corpse of an animal, such as i
cleric. A child's first word, first step, and first wolf or a tiger, may be interred with the body, so
tooth may alsobe cause for celebratoryrites. that the animal's spirit can protect the spirit of
the departed. The departed's skull may be
Barbarians often mark the onset of puberty retained and given to the family,or stacked with
with rituals to test character.A young woman others in a place of honor near the village
may be required to spend a week wearing a perimeter. The bereaved family may mourn fo-
heavy hood to force her head down, leather as long as a year, making nightly trips to thi
cups over her ears to prevent her from hearing,

110 Chapter6

gravesite to commune with the spirit. To dis- fuuyrecoversby morning, and from then on, the
courage the departed from coming back from cleric never fails to wear the robe. Such coinci-
the dead, his possessions may be burned and his dental occurrences become part of the culture
dwelling destroyed. and are accepted as facts. Other examples:

Charms and Fetishes Ifa rabbit crosses your path, your journey will
Clerics sometimes distribute charms and be ill-fated.
Meat becomes poisonous if looked upon by a
fetishes to ward off evil or bring good luck. A Skunk.
A white owl is an omen of death.
charm may be an animal foot, a shiny stone, a A dyingman's last wordsforetella futureevent.
claw, or other common item; or a manufactured If a person becomes feverish, his weapons
object, such asan amulet, rattle, or a shell marked will soon break.
with a rune. The material components have no The corpse of a toad marks the location of a
special properties themselves; rather, the cleric buried gem.
imbuesthem with power by d t i n g magical for-
mulas and performing supernaturalrituals. Some events, objects, and people are believed
to be inherently sinister because of their associa-
With the DM's permission, a shaman may ae- tion with death, or because they run afoul of
ate good luck charms (amulets, bracelets, or accepted cultural standards. Barbarians avoid
fetishes)to aid his fellow tribesmen. The cleric sinister events, cast away sinister objects, expel
must be at least lothlevel;he can create one charm sinister people. These superstitionsmay concern
outworld funeral services, human bones,
per month. Afterhe createsthe charm,he makes a undead, left-handedpeople, blonde hair, vermin
such as rats, and the like.
Wisdom check with a -1 penalty for each level of
experiencebelow 18th(a 14th-levelcleric suffers a Still other superstitions involve strict prohi-
4 penalty);a MedicineMan or Medicine Woman bitions on behavior, called taboos.A tribe gener-
(see Chapter 3) suffers no penalty, regardless of ally has at least one taboo applicable to all of its
level. If the check fails, the charm has no special members, and may assign additional taboos to
specificgroup, such as elderly warriors, unmar-
properties. If the check succeeds,the charmgrants ried women, or men with facial hair. Personal
taboos, unique to specific individuals, are also
the wearer one of the following bonuses of the possible. By avoiding his taboos, a barbarian
minimizes the chance of upsetting evil spirits or
DM's choice: a +1 bonus to either his Strength, attracting their attention. Typical taboos:

Constitution, or Dexterity checks, or a +1 h u s to Must not touch a deer carcass.
any one saving throw category (spells; breath Must not wear a black garment.
weapon; rods, staves, and wands; and so on). Must not be embraced by an outworlder.
Must not drink from the same river in which
These charms only benefit barbarians from he has ridden a raft.
the cleric's homeland. A barbarian may benefit Must not cut his hair.
from no more than one charm at a time. The spe-
cial propertiesof a charm last for 1 4months. Barbariansdevise elahrate safeguardsto stave
off the misfortunes associated with superstitions.
Taboos and Superstitions
Superstitions arise from circumstances

thought to foreshadow disaster. Often a super-
stition has its roots in a real or imagined rela-

tionship between two objectsor events.A hunter

fells a bear with a single arrow during a new
moon; he concludes the moon is responsible for
his good fortune. A clericwears a tiger skin robe
when performing a healing ritual; the patient

BarbaIh cuttures 111

They use gestures (touchingtheir ears, spinning sonal reasons. He may want to impress the gods

in a circle),charms (a dragon’s scale, a pornpine with his prowess as a fighter, or make up for a

quill), runes (a tattoo on their wrists, an image on cowardlyact performed in an earlier battle (or an
a shield),and vocalizations(evokingan ancestor’s
name, howling like a wolf). Just as superstitions earlier life).Sometimesa leader conductsraids for

vary from cultureto culture, so do the safeguards. the express purpose of increasing his personal
wealth, meas& in livestock, weapons, hides, or
To bring good luck, a desertbarbarian might wear slaves.Inwars motivatectbyego or p e d , a select
a camel hair necklace, and a swamp barbarian group of warriors may fight for a share of the
might avoid killing snakes. spoils or the privilege of serving the leader.

Warfare Though outworld wars are fought with profes-
sional soldiers armed with the finest armor and
The barbarianis no stranger to war. He fightsto
defend his homeland, steal goods from his neigh- weapons, barbarians usually fight as a horde,
bors, and avengehimself against real or imagined attacking with whatever weapons are at hand.
injustices. Some tribes glorify war by reserving Where outworld armies rely on tactical planning
their highesthonors for bloodthirstywarriors. But and the strategicdeployment of spaahzed units,
even peace-loving tribesvalue a stmngdefense. barbariansdepend on surpriseand ferocity.

War eruptsfor many reasons. A familyblames Seasoned warriors prefer to attack at night or
just before dawn, when the enemy sleeps. If the
a neighboring tribe for the disappearance of enemy is inside a dwelling, the attackers may
their son. A cleric holds a rival sorcerer respon-
sible for a forest fire. A leader interprets an wait to attack until the first enemy emerges. If
omen as a command from the gods to destroy the enemies refuse to leave the dwelling, the
the blasphemers in the next valley.
attackersmay toss in torches.
Most commonly, however, barbarian wars
A preferred method for attacking mobile ene-
involve disputes over territory. For a tribe that mies (those on foot or horseback) involves
exhausts its food supply,it may be easier to wage
charging at top speed, shrieking and whooping,
war on a neighbor than relocate. If the war goes then attemptingto drive them off a cliff or trap
them in a valley. They may also encircle their
badly for the neighbor, they may cede their lands
to the invader, then declare war on a still weaker enemies with fire by igniting brush or throwing
tribe. Typically, all healthy members are mobi- torches. While one group of barbarians keeps
lized to fight a territorial war; there’s too much at
stake to rely solely on the tribe’s elite warriors. the fires going, a second group shoots arrows
and hurls spears from treetops.
Wars may alsobe foughtfor securityreasons.A
cleric may suspect another tribe of harboring Barbarians use similar techniques when hunt-
undead or fraternizingwith evil spirits. A leader ing. Hunters corner and surround large game
may assault a neighboringtribebefore they grow
too large and begin to covet his homeland. It may animals, then assault them with arrows, stones,
be prudent to eliminate a rival tribeon the verge and spears, preferably from a high vantage
of developingpoison blowguns or equally omi-
nous weapons. Somebarbarians ruutinely attack point. Barbarians also chased their prey into
every stranger they encounter, figuring that iYs
better to kill a few innocents than allow potential bogs; the hunters wait while the prey struggles
enemiesto gather information. in the mud, moving in for the kill when it

Occasionally, a leader instigateswar for per- exhausts itself. To hunt herd animals, barbarians
sometimesarrange stacks of stones in the shape

of a large V, each stack about 3-5 feet high and
spaced a few yards apart. One group of hunters
waits near the pointed end of the V as the rest
chase the herd into the open end. The hunters at
the point of the V attack as the herd approaches.

., .: : .;

.,$.... ..,.-’< ,

:.:

Like all characters, barbarians are uniquc ful not to overwhelm them with inappropriate
individuals with their own histories, motiva- encounters; barbariansprobably won’t have
tions, and patterns of behavior. Rules for gener. much luck facing an army of evil wizards, nor
ating personalities are neither practical no] will they have much funspending weeks on end
desirable, because the most memorable charac in outworld aties.
ters tend to evolve over time as they react to thf
events in a campaign. Still, a good charactel keep the barbarian’s life short. He is victimized
by disease, famine, and predators. Tribal rival-
q u i r e s a solid foundation. In this chapter, we’T ries take their toll, as do traditions that glorify
warfare. Disagreements may escalate into
cover a few of the basics. bloody free-for-alls, initiation rites may inadv-
tently end in death.
Demographics
It‘s not unusual,then, for as many as 90% 01 d
How many barbarians should appear in a
campaign? Put simply, very few. Barbarians tribe to die by age 30. A man reaching age 40 is
exist outside the mainstream of a conventional considered an elder. Only those blessed by the
campaign, confined to a game world’s most iso- spirits live beyond 60.
lated areas. The likelihood of a traveler stum-
bling across a barbarian is remote. Interaction Typically, barbarians confer all the privileges
between outworld and barbarian societies is all and responsibilities of adulthood at the cusp of
but nonexistent. The demanding ability require adolescence; because of the high mortality rate,
ments also limit the number of barbarians, as do they can’t afford to wait. Therefore, a 1st-level
. . the harsh conditions under which they live; barbarian may be as young as 13.The majority
primitive environments don’t promote long of higher-level barbarians fall between the age
lives or large populations. of 1&30. Note that with access to sophisticated
medicines, magic, and equipment, a barbarian
To maintain a semblance of realism, the DM mav live a much 1onP;erlife in the outworld than
should keep barbarian charactersto a minimum.
Barbarian NPCs should be rare, limited to Gender
encounters in unexplored territories or occa-
sional run-ins with scouts,hunters, and exiles. In a patriarchal culture, women may out-
Most parties can accommodate one or two bar- number men by as much as two to one. Though
barians PCs. But ifa party containsmore barbar- disease and famine claim as many women as
ians than, say,rangem or paladins, or if twice as men, malesaremore likely to place themselves in
many encounters feature barbarian NPCs as harm’s way. Men hunt dangerousanimals, wage
dragons or halflings, the D M might want to war, and seek combat for personal glory, often
rethinkhis campaign. with devastating results. In matriarchal societies,
these rules may be reversed, resulting in a popu-
Adventurous DMs might wish to experiment
with parties composed exclusively of barbarian lation with considerably more men thanwomen.
Fcs. To keep the campaign manageable, it3sug- But even in male-dominated societies, females
gested that all-barbarian parties come from the
same tribe, and that their adventures focus on must shoulder their sham of the burden. With so
problems associated with their homelands (food many hardships to overcome, a tribe must draw
shortages, territorial disputes, monster raids). on the strengthsof all membersto survive.Conse-
As barbarian PCs gain experience (and the DM
gets use to handling them), they may venture
into the outworld. If so, the DM should be care-

Role-Flayiag 113

quently, females are not only encouraged but exterminateevil on behalf of his homeland. He
expected to become fightersand clerics. A woman spends as much time in the outworld as it takes
must learn to hunt and fish in caseher mate dies to complete his mission-a few months, a year,
prematurely. She must learn to fight so that she perhaps a lifetime. He may offer his services to
can help defend her village. She must learn the
traditions of her culture in order to pass them &I adventuringparty in &for their hel

along to future generations. In short, female bar- Suggested Kits: Dreamwalker, Med
Man, Plainsrider, Seer
barian charactersin most cultures are as able as
their male counterparts, and should be treated Misfortune
accordinglyin the context of a campaign.
A stroke of bad luck may wrench a barbarian
Bdwians in the Outwodd
from his homeland and send him into the out-
A barbarian's personality and skills make him world againsthis will. A currentmay sweepa fish-
perfectly suited for a life in the wilderness. So erman into the ocean, washing him ashore on an
why would he leave?What would compel him unfamiliar coast. An impetuous adolescent may
to abandon his homeland? Following are some hitcha ride on a pegasus.Sheshakeshim fromher
possible answers, which may be used as spring- back, and he lands in a field of flowers, hundreds
boards for getting members of various character
kits into the outworld. of milesfromhome. A cleric imbibe a potion that
he Meves will put him in contactwith his ances-
Exploration
tors, but instead, he falls into a coma. Believing
An explorer may venture into the outworldin him 'dead, his family places his body on a raft and
search of new hunting grounds or grain fields.He
may be tracing a river to its source.He may decide sets him adrift on a river; an outworld adventur-
to locate the nesting grounds of a flock of eagles.
Or he may simplybe driven by curiosity,wonder- ing party fishes him out of the water and revives
ing what secretslie beyond a mountain range or him.A lost barbarian may spend the rest ofhis life
acmss a vast sea. A restlessbarbarianmay simply trying to find his way home.
tire of his homeland routine, and head off in a ran-
dom directionin search of adventure. Suggested Kits: Brute, Dreamwalker, Flame-
speaker, Forest Lord, Islander, Witchman.
Suggested Kits: Brushrunner, Islander, Medi-
cine Man, Plainsrider, Spiritist. Raider

Quest Sent by a ruthless leader or compelled by his
own savagery, a barbarian may venture into the
A young barbarian may go into the outworld outworld for the express purpose of wreaking
havoc. To fulfill his destiny as a warrior, he may
to complete a mission or quest at the behest of be bent on killing as many outworldersas he can.
his family, tribal leader, or mentor. He m y seek Fueled by hatred or cultural arrogance, he rav-
a fertility potion, a cure for a disease, a treasure agesthe countryside,bumsvillages, and waylays
rumored to bring good fortune, or a long-lost travelers. Alternately, his reign of terror m y be
friend. He may be asked to track down tribal motivated by principle; his religion declares all
suirits who've scattered across the world, or wizards or lizard men to be unholy, and he
intends to wipe them off the face of the planet.

An adventuringparty may be able to direa his
aggressionagainst enemies of the outworld. If he

14 Chapter 7

despises wizards, they may be able to convince Common Traits J
him that evil wizards pose the most significant
threat to his ethos. If he seeks war, they may lead Regardless of their homelands, skills, and
character kits, most barbarians share a set of
him to an army of ogres ripe for the slaughter.So common traits. Though a player isn’t required to
incorporate all these traits into his character, he
long as the party finds ways to satisfy his blood should think carefully before setting them aside.
lust, he may remainwith them indefinitely. In a sense, these traits define the barbarianas
much as his ability scores.
Suggested Kits: Wizard Slayer, Ravager,
witchman. Outsider

Exile No matter how many years a barbarian
spends in the outworld, no matter how many
Not all barbarians who leave their homelands friends he makes or how many adventures he
do so voluntarily. A barbarian may be cast from experiences, he remains an outsider. He will
his tribe for violating a taboo (washing his feet never feel completely comfortable in civilized
on a feast day) or tampering with the supemat- settings, nor can he be fully at ease around his
ural (attempting to contact his father’s spirit outworld companions. A t times, he may be
without permission). He may also be exiled for overwhelmed by the cultural differences
cowardice (refusing to enter a dragon’s cave to between his homeland and the outworld. The
steal its eggs), punishment for a transgression strange devices frighten him. The bizarre archi-
(sharing food with an enemy), or offending the tecture leaves him wide-eyed. The behavior of
leader (holding hands with the leader’s daugh- outworldersdisgusts, amuses, and intimidates
ter). He may also be a victim, wrongly accused him. He may never accept outworlders as
of a crime (held responsible for damaging an equals; he has a hard enough time accepting
idol which was actually struck by lightning) or them as the same species.
consorting with evil forces (a snake falls out of a
tree and lands on his shoulders, a sign of cor- Lover of Natur
ruption). Forbidden from ever returning to his
homeland, the barbarian has no choice but to A barbarian considers himself an integral part
make a new life in the outworld. of the natural world. Justas a bird belongs to the
sky, as a stone belongs to a mountain, so does the
Suggested Kits: Dreamwalker, Flamespeaker, barbarian belong to his homeland. He delights in
Wizard Slayer, Plainsrider, Spiritist, Witchman. the freedom of the outdoors, the companionship
of animals, the warmth of the sun on his shod-
Survivor ders. He accepts that nature can be both kind
and cruel; he luxuriatesin her bounty and weath-
A barbarian may be forced into the outworld ers her hardships the best he can. Little wonder,
because his homeland no longer exists. His then, that a barbarian views cities in much the
people may have been wiped out by disease or same way as an outworlder views prisons:
an enemy raid. A volcanic eruption may have restrictive; dreary, and deadening.
buried his village in molten lava while he was
away on a hunting expedition.He may join an
adventuring party in hopes of finding other sur-
vivors, or just because he’s lonely and misses
human companionship.

Uneducated Simple I

By no means are barbarians ignorant. Most A barbarian’s life centers a
have mastered an impressive set of survival eating, sleeping, and prutecting himself and his
skills. Many are exceptional hunters and war- allies. He focuses on his immediate problems
riors. Nearly all have taken part in the develop and concerns; long-range planning seldom
ment of rich cultures. extends more than a few weeks into the future.
He responds to his passions more thanhis intel-
Still, in an outworldsense,barbariansareuned- lect, motivated by hunger, fear, lust, and anger.
ucated, lacking in the fundamentals that out- Small things fill him with joy: a fresh coconut, a
worlders typically take for granted. Most are perfectly formed flint arrowhead, a dip in a cool
illiterate, less likely to starr at the words in a book pond. He values a fur tunic more than a dia-
than to nibble on the pages. They have a primitive mond necklace, an uninterrupted night’s sleep
aesthetic sense; poetry makes their eyes glaze
over, concerti put them to sleep. They find all but more thana atation from a king.
the simplestmathematicalconceptsincornprvhen-
sible. They have virtually no understanding of Generally, outworld examples of affluence
outworld sciences; engineeringis meaningless to and accomplishment don’t impressthe barbar-
someonewho believes a drawbridgeis alive. ian.He has no d e s k to live in a castle, let alone
build one. He prefers fresh water to fine wine.
In theory, a barbarian can learn anything. In Expensive clothing makes him itch. Nor is he
practice, he resists most attempts to educate particularly interested in power or fame. He
him. He has little interest in knowledge for its measures the worth of a man by his skill with a
own sake. He may consent to learn how to fish spear, not by his titles or the s u i of his esta
with a pole, but likely walks away if lectured on
how to tell the depth of the water. Reverent

Crude A barbarian follows the tenets of his faith not
only to secure his place in the afterlife, but also
When it comes to manners, a barbarian has to fend off dangerous spirits. He takes taboos
more in common with a monkey than a noble- and superstitions seriously, no matter how
man. A barbarian considers an outworlder’s ridiculousthey may appear to outworlders. To
preoccupation with etiquette ridiculous, his most barbarians, the spirit world is as real as the
obsession with protocol absurd, his interest in physical world. Benevolent deities grant spells
hygiene a waste of time. Why use a spoon to eat to clerics and combat success to fighters. Venge-
soupwhen you can scoopit up with your hands? ful entities bring sorrow,bad luck, and death.
If a merchant cheats you, why not smash him
with a club instead of arguing? And what’s Most barbarians have a strong sense of right
wrung with dirt?
and wrong, and conduct themselves accord-
A barbarian says what he thinks and behaves
as he likes. If an aristocratresembles a pig, the ingly. A lawful barbarian is honest, selfless, and
barbarian tells him so.If a friend puts on weight,
the barbarian compliments him on his impres- courageous, willing to lay down his life rather
sive stomach. He changes his clotheswhen they than go back on his word. If he vows to van-
rot and fall apart, not when they smell. He quish the dragon that killed his brother, he will
wipes his hands in his hair, shares bones with do so or die trying. If he prumks to care for an
dogs, and belches when he’s full. abandoned bear cub, he will go hungry rather

than deny the cub food. He is compassionatetc of persod interpretations.
the weak, loyal to his friends, and unforgiving You may also select secondary traitsto compli-

to his enemies. ment the definingcharacteristic.Each entrybelow
lists a number of options. Choose one or two that
The Barbadan’s Personality appeal to you, or make up your own. Any sec-
ondarytraitsare fine, so longas they don’t contra-
To role-play a barbarian effectively, get a han- dict the definingcharacteristic; a Playful paladin
dle on his personality. The more you know might be inquisitivebut he’s unlikely to be sullen.
about what makes him tick, the more realist- Feel free to mix and ma& the secondarytraits, or
ically he’ll behave. You’ll also understand better you may ignorethem altogether.
how he relates to his companions, responds to
“ C s , and reacts in combat. Some kits work better with certain character-
istics, and each entry listssuggestions.But don’t
You might begin by consulting previous vol- feel restricted by them. Use any characteristic
umes in the Complete Handbook series.The books with any kit that feels right to vnii
(Complete Fighter, Priest, Wizard, Thief, and
List of Defining Charackristics
others)indude lists of archetypesdrawn fromlit-
comforting
erature, film,and other fictional and mythologi- Wise, thoughtful, and empathetic, the com-
cal sources. Many of these archetypes can be
adapted to barbarian characters. The Complete forting barbarian serves as an advisor and care-
Warrior‘s Handbook and The Complete Priest’s taker. He is a tireless advocatefor the weak and
Handbook are especially h e l p u look at the Brash the dispossessed. His soothing demeanor tran-
Youth, the Crude Crusher, and the Dangerous scends cultural differences; regardless of their
Antagonist in the former, and the Crusader, the race or background, the troubled seek him out
b e s t Novice, and the Proselytizer in the latter. for counsel, the doubtful come for reassurance.
He prefers to leave leadership roles to others,
The Complete Bard’s Handbook features tables though he stands ready to make decisions
that can randomly determine personality traits. should the need arise.
Most traits apply to any type of character, bar-
barians included. Secondary Traits: Humble, quiet, stern, rev&-
ent, nurturing, tireless.
The Complete Ranger’s Handbook explainshow
to summarize a character’s personality with a Suggested Kits: Dreamwalker, Medicine
single word, called the defining characteristic. Man/Medicine Woman, Plainsrider, Seer.
Although a character’s personality is composed
of many elements, the defining characteristic is curious
the most dominant, the trait from which all The curious barbarian delights in the world
other personality components arise. Below, we
list several possibilities applicableto barbarians. around him. Insatiably inquisitive, his interests
know few limits. He can spend an afternoon
There’s no best way to choose a defining char- watching a spider spin a web or a lioness groom
acteristic, but you’ll know you’re on the right her cubs. He runshis hands over trees to feel the
track if a particular characteristic seems to fit texture of the bark, sniffs old bones for unusual
your conception of the character. For instance, if odors, and smacks stones together to hear what
you p i a your barbarian constantly examining sounds they make. Where other barbarians view
outworld items, his defining characteristicmight the outworld as intimidating, even frightening,
the curiousbarbarian sees it asa sourceof endless
be Curious.If you see him as happy-go-luclq he

might be Playful. The descriptions below are
intentionally vague, allowing for a broad range

11’1

wonder.He's fascinatedby outworlders' clothing, Secondary Traits: Bold, serious, virtuous, hon-
awed by their weapons, amazed by their magic. est, troubled, flamboyant.
His curiosity often frustrates his companions;
while they're anxious to get moving, he may be Suggested Kits: Forest Lord, Wizard Slayer,
lingeringbehind to fish pebblesfrom a pond. Plainsrider, Ravager, Witchman.

Seconday Traits:Analytical,careless, friendly, obstacles, an essentially joyless experience
happy, humorous, laconic. where good intentionsare thwarted by calami-
tous whims of fate. He has seen too much mis-
Suggested Kits: Brushrunner, Brute, Dream- ery to believe in the dominance of benevolent
walker, Flamespeaker,Islander. spirits; supernatural entities exist primarily to
torment and hinder the living. Though he may
Fearless fight tirelesslyto promote his ideals, he fears his
The fearlessbarbarian's matchless skill on the efforts may be futile, that evil will triumph in
the end despite his best efforts. Taking himself
battlefield makes him a formidablecombatant seriously-perhaps too seriously-he scoffs at
and a natural leader. No enemy is too fierce, no recreation as a waste of time and resists efforts
task too daunting, no monster too ghastly. He from his friendsto cheer him up.
takes charge when others hesitate, storming an
opponent's stronghold, stridingthrougha shad- Seconday Traits: Intimidating, angry, philo-
owy labyrinth, challenging a defiant dragon. sophic, courageous,melancholy, quiet.
Though quick to act, he is by no means careless,
relying on common sense and the lessons of
experience.

c

Suggested Kits: Forest Lord, Wizard Slayel friend’s backpack as a joke, and hangs upside
Ravager, Plainsrider, Spiritist,Witchman. down from a tree limb just to see what it feels
like. He relishes combat for the sheer exhilara-
Homesick tion of smashinghis enemy’s skull. He always
Though he works hard, supports his com- has a smile on face, no matter how bleak the sit-

panions, and tries to be positive, the homesick uation, and attempts to boost his party’s morale
barbarian can’t hide how much he misses his
homeland. Perhaps he is an exile. Or perhaps his with mischievous antics. If he has problems, he
homeland no longer exists, destroyed in a nat- keeps them to himself, confident that bad times
ural disaster or conquered by ruthless invaders. will eventually give way to good.
In any event, his chances of being reunited with
his people seem remote at best, filling him with Secondary Traits: Undependable, flippant,
melancholy and longing. He reminisces inces- optimistic, cheery, shallow, shrewd.
santly, and cherisheschildhood mementos as his
most prized possessions. Suggested Kits: Brushrunner, Dreamwalker,
Flamespeaker, Islander.
Secondary Traits: Talkative, sad, tentative,
friendly, cynical, brave. Proud
Brimming with self-assurance, the proud bar-
Suggested Kits: Brute, Brushrunner, Flame-
speaker, Medicine Man/Medicine Woman, barian considers himself the living embodiment
Witchman. of everythinggood about his people and his cul-
ture. He is unwavering in his determination,
Impulsive secure in the righteousness of his cause, and
The impulsivebarbarian acts on the spur of the confident that his actions will bring honor to his
homeland and his ancestors. He holds himself to
moment, rrsponding to his immediateneeds, scoff- the highest standards, and expects himself to set
ing at those who squander their time with plan- an example for others to follow. Where others
ning. He prefers action to conversation, confident falter, the proud barbarian persevms.
that sympathetic spirits will keep him out of
tmuble. O n the battldeld, he attacksfuriously and Secondary Traits: Boisterous, arrogant, opti-
without hesitation. He is genemusto a fault, hand- mistic, haughty, quick-witted, reflective.
ing over his dinner to a hungry strangeror giving
his only horse to a friend with SOIF feet. His com- Suggested Kits: Wizard Slayer,MedicineMan/-
panions find him amusing, unpredictable, even Medicine Woman, Plainsrider, Ravager, Seer,
inspiring he seems to takemom pleasm from life spiritist.
than those who deliberate over every move, even
though hisimphmusnm oftengets himintrouble. Savage
Unforgiving and ferocious, the savage bar-
Secondary Traits:Outgoing, impatient, tactless,
energetic, truthful,amiable. barian glories in warfare. He exists to dominate
and conquer, recountinglurid tales of the spilled
Suggested Kits: Brushrunner. Flamespeaker, blood of his enemies. He crushes his foes with
Islander, Witchman. remorseless fury. He dismisses the civilized
world as a culture of weaklings and believes
Playful himself the equal of any outworld warrior.
The playful barbarianlives for funand games. Though loyal to his friends, he is hot-tempered
and easily insulted; a companion who makes a
He chases rabbits for sport, puts dead mice in a disparaging remark may find himself slammed
to the ground, a dagger an inch from his eye.

I Role-Playing 119

Seconday Traits:Brave, abrasive, haughty, v i e Experien
lent, unapproachable,passionate.
Barbarian fighters and clerics acquire experi-
Suggested Kits: Brute, Wizard Slayer, Plains- ence in the same way as standard warriors and
rider, Ravager, Witchman. priests. Table 46 summarizes their experience
awards, including special awards that apply
Selfless only to barbarians.
Deeply religious, the selfless barbarian
Table 46: Barbarian Experience XP
believes he was brought into the world to help Action
others, and puts the welfare of the needy above
his own. He is considerate,charitable, and com- Per Hit Die of matures defeated lO/level

passionate. If a companion rips her cape, he vol- Monster experience TYP'

unteers to repair it. If a warrior loses his shield, Other p u p experience not associatedTYP*
he helps him make another. If a mount dies, he Ac+ or use magical items
oversees the services necessary to ensure a safe
passage into the afterlife. With an abiding with homeland or made from material
respect for the spirit world, he looks to his
ancestors for guidance, heedful of the insights not available in homeland *'O
they reveal to him through omens and dreams. Destroy outworld magical item

Secondary Traits: Soft-spoken, ponderous, dig- instead of keeping it =Xl' value
nified, cautious,, introverted, courteous.
Slay an evil wizard or priest -150% XP value
Suggested Kits: Dreamwalker, Islander, Medi-
cine Man/Medicine Woman, Seer. Player roleplays barbarian as very

Suspicious superstitiousand distrustful of magic T O O
Uncomfortable with friends and strangers
Make potion or permanent
alike, the suspicious barbarian remains aloof,
distrustful of the motives of others. Though magical item -XI' value
willing to cooperatewith his party to achieve a
common goal, he withdraws as soon as the goal Per spell level cast to overcome foes

is achieved.The outworld fillshim with anxiety; or problems, or to further ethos **'*loo

he presumes that danger lurks around every * Typ = Typical share of experience, as
corner. The reason for his chronic unease often described in the D U N G E O N MASTER
lies buried in his past; a trusted friend may have Guide. If using the optional rule in Chapter
betrayed him, a parent may have abandoned
him as a child, or an honored leader may have -- 8 of the DMG, Xl'may also be awarded for
been revealed as a traitor. the cash value of non-magical treasures.
Optional. See Chapter 2 for details.
Secondary Traits: Moody, lonely, angry, Clericsonly.In most cases,the item must be
resigned, thoughtful, determined.
associated with the cleric's homeland and
Suggested Kits: Brute, Flamespeaker, Forest
Lord, Ravager, Spiritist. - made from materialsavailable in his home-
land. See Chapter 2.

Clericsonly.Like standard priests, shamans

gain experiencefor using spells to promote
their pMap1e. A clericwould not gain expe-
rienceforusing locateanimalsor plantsto find
himself a meal. But he would gain experience

for using the spell to find a white 10seto place

in his father's grave, ensuringthat benevolent
spiritswiU proteahis fatherin the afterlife.

Value of Animal Products similar species and assume that the value of the
products are comparable. Mammoth and
The table below lists some of the most valu- mastodon tusks, for instance, are worth about
able products derived from creatures in the the same.
AD&D" game worlds. Barbarians trade these
products for food, tools, and other essentials. Determining Values
Some societies may use them as currency. The
products may also be sold for gold, or used as Animals may also produce products other
raw material for the manufacture of clothing, than those shown on the table. Following are
medicines, and magical items. Consult the guidelines for determining their values.
Monstrous ManualTMor the various Monstrous
Compendium" volumes for special uses of Carcasses
unusual products, such as dragon turtle shells
or cockatricefeathers. The flesh of almost every natural animal has
value as food. A pound of meat from wild game
The listed values are averages. For products (deer, goats, birds, fish) may fetch 1-6 sp. But
of high or low quality, the values may be rise or keep in mind that most settled areas have ready
fall as much as half. Products taken from giant access to meat; only in areas where game is
creatures are worth five times the amount of scarce or famine persists will animal flesh have
their normal-sized counterparts. For instance, any significant value. Gourmets might pay 10
the pelt of a normal otter is worth 2 gp, but a gp or more for a pound of meat from a dragons,
giant otter's pelt is worth 10. kirre, or similarlyrare creature. When effiaently
processed (by a skilled butcher or a character
The listed values assume that the products are with the animal rending proficiency), a
in reasonably good shape, free of rips, discol- 100-pound game animal may yield 60-80
oration, and other flaws. A cracked tusk or a pounds of meat.
hide pierced by a sword may be worth only half
the listed value. Scorched feathers and rotted OEganS
pelts may have no value at all.
Hearts,eyes, and other organs may be sought
To extract the products without damaging by wizards (for spell components), collectors
them, a character must devote about 10minutes (for trophies), and priests (for religious rites).
Values vary wildly, depending on the scarcity of
per HD of the animal. Removing the furfrom a 3 the animal and the desperation of the buyer. As
a rule of thumb, figure that organs of common
HD wolf, for example, takes about 30 minutes. creaturesbring a minimum of 1sp per pound.
The character must also make a Dexterity check For rare creatures, the sky's the limit; a dragon
when he completes the process. (If he has the heart or a couatl tongue could bring hundredsof
animal rending proficiency, discussed in Chap- g p in the right situation.
ter 5, he makes a proficiency check instead of a
Dexterity check.) If the check fails,or the charac- Poisons
ter failed to devote enough time to the proce- Animal poisons-available from creatures
dure, the products are damaged and their value
is reduced. Vary the amount of time required if such as snakes, scorpions, and spiders-are
the animal is unusually large or small, or if the sought for medicinal, alchemical, and combat
desired product is relatively difficult or easy to purposes. Poisons may be milked from fangs or
harvest (an antler from a small deer takes less stingers, or the poison sacs may be cut out. Inca-
pacitating poisons (those causing paralysis,
time than the furof a giant polar bear, rabbit fur

is easier than alligator hide).
For creatures other than those listed, locate a

Value of Animal Products 121

1 I/

sleep, or sickness)are typically worth 14gp per Creature
ounce. Fatal poisons (thosecausing death) may
bring 20-30 gp per ounce. Extremely rare poi- Aurumvorax
sons, such as that of the ettercap, are worth up to
1,000 gp. Bear, black
Bear, brown
Even in barbarian cultures, the use of poison is Bear, polar
considered a cowardly act. In the AD&D game Beaver
system, good charactersdo not use poison. Beetle, fire
Behir
Teeth and Claws
Teeth and claws are sought for spell compo- Beholder
Bobcat
nents, jewelry, and weapon enhancement (teeth Bulette
can-be imbedded in clubs, large claws can be Catoblepas
used as makeshift daggers). Values correspond Centipede,
to the scarcity of the animal. The teeth and
claws of common animals bring no more than giant
Cobra, giant
1-2 sp per pound. A single claw or tooth from
Cockatrice
an unusual animal may he worth 100 gp or Chinchilla
more. Crab, giant
Crocodile
Horns and Antlers Displacer beast
Generally, the horns and antlers of common Dragon turtle
Dragonne
animals (deer, elk, buffalo, goats) have little Elephant
worth aside from their value as trophies. Traders Ermine
should consider themselves fortunateto get 1gp Ettercap
for them. The horns and antlers of unusual crea- Fox
tures, such as minotaurs and gorgons, are val- Giraffe
ued at 30 gp or more. Horns that have been
ground into powder are twice as valuable as
solid horns, if the buyer believes they have
medicinal valu

Feathers
Most feathers aren’t worth much. Feathers

from common birds (ducks, geese, chickens)
may bring 1-2 sp per pound. Brightly colored
feathers, such as those from parrots or flamin-
gos, might be worth 1-4 sp each. A feather
from a monster or magical bird may be worth a
few gp.

I

Creature Product Value (gp) Creature Product Value (gp)
Gorgon blood 2o/oz Phoenix carcass 30,000
scales 5,000
Kirre hide 25/lb Rabbit eye 5,000
Leopard horn 500 Raccoon beak 5,000
Leopard, snow horn 35 Remorhaz talon 50
Leucrotta pelt 25 feather 1
Lion 6 ROC 10pelts 1
Lizard, giant Pelt Roper 500
Lurker hide 8 Pelt
150 Scorpion eggs >lO/flask
Lynx Pelt seal 5
Manticore 4 Sheep thrym
Mimic Skin 6 Spider, giant 8/ounce
900 feather
Mink eggs 100 squirrel 4/ounce
Minotaur gas sac 2 glue
Musk ox pelt Tab& acid 18/ounce
Naga hide 10,ooo Tarrasque poison 3
ichor 1
Narwhal organs 8/02 Tiger Pelt
Troll wool 15/ounce
Ocelot Pelt 5/lb Unicorn poison 1
octopus, giant horn 3 Walrus 5 pelts
hide 30 Whale, giant pelt 250
Otter hide 5 carapace
Otter, sea wolf underbelly 20,000
Owlbear eye 400 wolf, winter pelt 5,000
tooth 20 Wolverine blood
Panther carcass 5 Yeti horn 5
Peryton tusk 400
ambergris lOO/HD Zebra ambergris
horn 2w2,OOo 1200
pelt CarCasS 20
hide 1W
ink Pelt 2,Oo(r-40,000
4 Pelt 100/HD
Pelt Pelt 3
Pelt 20 Pelt 5,000
eggs tooth 3
Pelt ?./ounce Claw 300
Pelt 1
antlers 2 Pelt 1
3
eggs 200
5
5
25
1&120

I Value of Animal Products 123

Character Race BARBARIAN FIGHTER

Alignment Level
Class
Player's Name Homeland Terrain
Sex Age
Wt. Hair Ht. Kit
Appearance
Eye Secondary Skills
.
STR

DEX -orwand
CON
I - -PoPlyemtriofryph
m
I -Breath
WIS 1weapon

CHR I
I

ARMOR Adjusted AC Armor Type (Pieces) HIT POINTS Wounds BARBARIAN
Surprised- ABILITIES
Defenses
Shieldless-
Weapll
Rear - - Detection %
climbing
Natural AC __ WEAPON COMBAT
Weight Size Type Speed
#AT AttreLAdjlDqAdj THACO Dam(SMIW

S p e d AttacLP Amnvnition 00000 0000
00000 00000 0000
Ouhvorld Reaction Adjushnent 00000 0000

Superstitions ProficiencieslSkiUdLanguages

Traits

Character Ht. Homeland Terrain
Alignment EYS
Class Kit

Player's Name Secondary Skills
SeX Age
Wt. Hair

Appearance

I- -Roordw,asntadff

I- -Breath
weapon

I I

ARMOR Adjusted AC Armor Type @ieres) HIT POINTS Wounds BARBARIAN
Defenses Surprisedp ABILITIES
%
Shieldles.. Leaping %
BSaPcMk @ %
Rear
Detection
Natural AC __ climbing

WEAPON COMBAT
Weapon #AT AmckMjlDmgAdj THAUI Dm(SWl.1 llrnge Weight Size Type Speed

Gear Supplies

.W>t,=V OD000
00000
00000
00000 00000
Rations 00000
DO000
00000

Feed 00000
DO000 00000
00000
uoo00

00000

Exverience Other Valuables

L
MiscellaneousInformation (Magical Items, Command Words)

Spheres I
Notes

Humanoid Character Kit Design Sheet

Character Class:
Campaign:
Player:
Dungeon Master:

Overview:
Requirements:
Homeland Terrain:
Role:
Secondary Skills:
Economic System:

Wealth Options:

Spheres:
Talisman:

WEAPON PROFICIENCIES:
Required
Recommended

NONWEAPON PROFICIENCIES
Bonus Proficiencies:
Required Proficiencies:
Recommended Profiaencies:
Forbidden:

EQUIPMENT:

SPECIAL BENEFIT9

SPECIAL HINDRANCES

NOTES: .I , , . . . , .:. , . . -. -... .. , .. i ,?#.. ....:

. ,, . .. .
,!I
-. _. .. .
~ .... ., .. ,:

01995 TSR,Inc. AU Righb Reserved.TSR, Inc. grants the rightto repducethis sheet forpersonaluse.

I

I

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