Known Barbarian Groups in Prealith
Overview
To simplify matters, all barbarian groups have the same skill sets. The only alteration is the "Deerstalker" section where the survival skills are linked to the environment. The DM/CK will allow skills that can transfer over to the different environment. For instance, safe use of plant life will not transfer over; whereas fire making will somewhat (provided similar materials can be found). However, a barbarian from an arctic environment is going to have considerable trouble in a desert …..
Environments
General environments are: desert, arctic, jungle, forest (temperate or cold woodlands), mountains (high rocky peaks with sparse vegetation), hills (highlands, which may or may not be forested), plains, and swamp. Barbarians will, of course, be best adapted to lands that fit closely to their birthplace.
Groups Available in Prealith
Ridgeway Highlanders: (recommended) - forested hills/mountains, metal and stonework. Mostly classed as 'barbarian' due to attitude towards outsiders. Highlanders tend to look down on outsiders. Outsiders (when not guests) are fair game for theft but not for killing. Follow this link for description of their culture, etc. The Highlanders are found several days travel to the north of Sanctuary, in the mountains.
The Old Ones (not recommended) - swamp and swampy woods, limited metal working, no stonework (note: a significant part of the problem is a lack of access to raw materials and the nature of their environment). Low tech level and attitude towards outsiders are main reason for 'barbarian' classification. Outsiders are avoided and, if necessary, killed (often without knowing they have pushed too far into Old Ones' territory and are about to die). Elves avoid Old Ones territory. Old Ones will relentlessly hunt and kill any mage lord/blood mage. Follow this link for description of their culture, etc. The Old Ones are found to the north of the 'Great River' (Coum River that flows to Marshton).
To simplify matters, all barbarian groups have the same skill sets. The only alteration is the "Deerstalker" section where the survival skills are linked to the environment. The DM/CK will allow skills that can transfer over to the different environment. For instance, safe use of plant life will not transfer over; whereas fire making will somewhat (provided similar materials can be found). However, a barbarian from an arctic environment is going to have considerable trouble in a desert …..
Environments
General environments are: desert, arctic, jungle, forest (temperate or cold woodlands), mountains (high rocky peaks with sparse vegetation), hills (highlands, which may or may not be forested), plains, and swamp. Barbarians will, of course, be best adapted to lands that fit closely to their birthplace.
Groups Available in Prealith
Ridgeway Highlanders: (recommended) - forested hills/mountains, metal and stonework. Mostly classed as 'barbarian' due to attitude towards outsiders. Highlanders tend to look down on outsiders. Outsiders (when not guests) are fair game for theft but not for killing. Follow this link for description of their culture, etc. The Highlanders are found several days travel to the north of Sanctuary, in the mountains.
The Old Ones (not recommended) - swamp and swampy woods, limited metal working, no stonework (note: a significant part of the problem is a lack of access to raw materials and the nature of their environment). Low tech level and attitude towards outsiders are main reason for 'barbarian' classification. Outsiders are avoided and, if necessary, killed (often without knowing they have pushed too far into Old Ones' territory and are about to die). Elves avoid Old Ones territory. Old Ones will relentlessly hunt and kill any mage lord/blood mage. Follow this link for description of their culture, etc. The Old Ones are found to the north of the 'Great River' (Coum River that flows to Marshton).