SHARK
First Post
Greetings!
I have been doing some reading again, and am in the process of developing a Barbarian confederation on the Northern Frontier, in my campaign world of Thandor. Have any of you wondered what life was like in our own world in say, 3000 BC, in the lands north of the Swiss Alps? What was going on in north of the Black Sea in 4000 BC?
What were the people doing, how were they living, and what kind of animals were roaming about? I have read a few things that have suggested that in the times of the Roman Republic, there were some reliable discoveries of living Dinosaurs around Africa and the Mediterranean. I remember also reading that Aurochs survived until I think the Dark Ages in Europe. Aurochs are prehistoric plains Cattle that are huge, like the size of a Rhino, I believe.
Still, the ancient cultures of Old Europe seem quite interesting, even before the arrival of the conquering Indo-European invaders. The Indo-Europeans began invading Europe and the Near East from roughly the period of 2200 BC-onwards. It was a tribe of the Indo-Europeans, the Aryans, that crushed India, and imposed the ancient Caste system that India remains enslaved to to this day. The Hittites were an advanced Indo-European tribe, and they established a powerful empire fairly quickly. It is noted that they effectively used Chariots in warfare, were ferocious warriors, and prodigious builders of skillfully designed and fortified hill-cities, walled cities that were cunningly built to take advantage of canyons, platues, and rugged ridges in hills and so on. They seemed to prefer hill-cities, and always sought to build on considerably higher ground than the standard settlement practice of the surrounding tribes of peoples.
In developing various barbarian tribes, do you advance them through the years as far as culture, magic, and technology goes? How do you develop barbarian tribes? Do you provide them with goals and dreams as they spread their culture out? Or perhaps they are on the defensive, and being crushed under the boot of more advanced, and more powerful kingdoms?
In working on some ideas for various barbarian cultures, in the northern frontier, I have developed the following as a typical mid-range encounter, and as a tribal template:
Race: Human (The Daerrhach)
Type: Humanoid
Size: Medium sized Humanoid
Class: Barbarian 6/Feat Master 2
HP: 6d12+2d6+16 (62 Hit Points)
Initiative: +2 (+2 DEX)
Speed: 40' FT.
AC: Varies by Armour type; (+2 DEX)
Attacks: +7/+2
Damage: On Foot: Great Axe; 1D12+3 Melee; or Shortspear 1D8 Ranged/Mounted: Battle Axe; 1D8+3 Melee; or Shortspear 1D8+3 Melee; 1D8 Ranged;
Face/Reach: 5'ft by 5'ft/5'ft.
Special Attacks: None
Special Qualities:
Fast Movement; Uncanny Dodge (DEX bonus to AC); Rage 2/day; Uncanny Dodge (Can't be flanked)
Saving Throws:
Fortitude: +7
Reflex: +4
Will: +3
Abilities:
STR: 14 (+2)
DEX: 14 (+2)
CON: 14* (+2)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 12 (+1)
*2 Stat-gain points have been added to Constitution.
Skills:
Climb +5(STR) Craft (INT) Carpentry +3; Blacksmithing +3; Mining +3; Handle Animal +4(CHA) Intimidate +4(CHA) Intuit Direction +3(WIS) Jump +5(STR) Listen +3(WIS) Ride 11(DEX) Swim +5(STR) Wilderness Lore 6(WIS)Profession +3 (WIS)*Knowledge--Nature +3(INT)*
Cross/Class skills: Spot +2(WIS) Move Silently +4(DEX) Knowledge--War +2(INT) Hide +4(DEX) Tumble +4(DEX) Perform +3(CHA)
Cultural Skills: It is common for various members of the Daerrhach tribes to learn specific skills from the earliest years of childhood.
Female Daerrhach usually learn the following:
Knowledge--Hearth Wisdom +2
Heal +2
Craft, (Weaving)+2
Profession, (Herbalism) +2
Profession, (Cooking) +2
Male Daerrhach usually learn the following suite of skills:
Wilderness Lore +2
Spot +2
Listen +2
Move Silently +2
Swim +2
The above cultural skill ranks have not been added to the skill totals in order to account for whether or not the character is male or female.
Feats:
Dodge*Mobility*Spring Attack*Power Attack*Cleave*Great Cleave*Combat Reflexes*Mounted Combat*Ride-By-Attack*Spirited Charge
Cultural/Regional Feat: Skill Focus: Ride +3
Climate/Terrain: Temperate/ Forests, Mountains
Organization:
Gang (2-5); These are either a small group of Barbarian scouts or raiders, or perhaps a small group of Commoners, lvl 1-4, out foraging for roots and berries, or fishing in nearby streams.
(01-80, on foot; 81-100, on horseback.)
Equipment: For the whole group--
45% chance of Hide Armour
30% chance of Studded Leather Armour
25% chance of Chain-mail Armour
On Foot:
70% Great Axe, Shortspear, Dagger
10% Longsword, Shortspear, Dagger
10% Handaxe, Shortbow, Quiver w/20 arrows; Dagger
10% Battleaxe, Light Flail, Dagger. Plus Large Wooden Shield
Mounted:
70% Battleaxe, Shortspear, Dagger. Plus Large Wooden Shield.
10% Longsword, Shortbow, Quiver w/20 arrows; Handaxe, Dagger
10% Longsword, Shortspear, Dagger. Plus Large Wooden Shield
10% Battleaxe, Shortspear, Light Flail, Dagger. Plus Large Wooden Shield.
Patrol (5-20); This will usually be a long-range scout patrol of hardened barbarians, on foot or on horseback; or a grim patrol of raiders on foot or horseback, seeking to strike deep into unknown territory; A patrol will be led by a leader that is an 6th lvl Barbarian/4th lvl Ranger. Alternately, this can be a group of Commoners, lvl 1-4 seeking herds of goats or gathering roots, berries, or firewood. (01-60, on foot; 61-100, on horseback.)
Band (20-40); This band of Daerrhach barbarians will include two patrol leaders, plus a champion that is either a 6th lvl Barbarian/6th lvl Ranger, or a 12th lvl Ranger; This champion will also be accompanied by a courageous Skald, that is an 8th lvl Bard. This Skald will stay close to the champion, fighting with him in action, and at other times acting as a negotiator, as well as a chronicler of the bands actions, but also the great deeds of the champion. In addition, 1 8th level Druid, and 1 4th lvl Druid will accompany the band, both as healers and as important advisors.
(01-40, on foot; 41-100, on horseback.)
Clan (40-60); A Daerrhach clan will have four patrol leaders, 2-4 champions, a clan Chieftain that is either a 16th lvl Barbarian, or an 8th lvl Barbarian/8th lvl Ranger. The Chieftain will have 1-2 additional Skalds, being Bards of lvl 10-12 respectively. In addition, there will be a Clan Druid, that is lvl 10-12, and 1-2 additional Druids, usually lvl 2-4. The clan will also have 1-3 Rangers, of lvl 6-10. These Rangers are usually the best trackers and hunters of the clan. The clan will also have 1D20+10 ferocious wolfhounds as pets and guardian beasts. Such a clan will typically have 15+1D10 Cattle; 30+1D20 Goats or Hogs; 60+3D20 Horses; In addition to the strength of the clan, there will be an additional 50% of the total in women, and an equal number of children as women present.
Tribe (61+) A Daerrhach Tribe will usually contain at least 12 individual clans, as noted. A tribal Chieftan or King will be as a clan chieftan, except 16th-20th lvl. There will be a Tribal High Druid that is usually between 12th-16th lvl. There will also be found a Tribal Skald that is a Bard of no less than 12th lvl. There will be an additional Ranger of 12th-16th lvl, and a bonus of +25% of all the ratings for animals present, unless the tribe is especially impoverished. There will also be a section of 10+1D20 Adepts, usually women, who are lvl 2-6.
Challenge Rating: 8
Treasure: Standard; (As for characters of the appropriate level.)
Alignment: Usually Chaotic (Any)
Advancement: By Character Class
The Daerrhach tribes have lived throughout the dark forests for centuries. They have long since been master horsemen, and ride from a young age. The Daerrhach are ferocious warriors, with hordes of savage warriors screaming strange dirge-like chants as they surge into battle. The Daerrhach are expert at using ambushes, and leap into close hand-to-hand fighting with great enthusiasm. The Daerrhach often use mixed forces of ferocious infantry, which surge out of the dark, misty forest to grapple and pin any invading forces, while Daerrhach horsemen charge around the flanks of the enemy forces, cutting them off. The Daerrhach horsemen will send part of their force charging straight into the packed enemy forces, while other circle about, or lurk within the foliage, waiting to trample down any who escape, doing so with great roaring, and fanfare, as the enemy's trapped comrades can see their fleeing comrades trampled and hacked under the Daerrhach horsemen.
The Daerrhach will often encircle an enemy force in this manner, and then proceed to light groups of fires, in order for the wind to blow the hot smoke into the ranks of the enemy, causing them to become dreadfully thirsty and to scream in the heat; The smoke will also add to the encircled enemy's confusion, and also obscure the Daerrhachs' movements. Gradually, as the noose tightens, and the daerrhach make lightning strikes into the screaming mass of the enemy soldiers, the searing flames will creep ever closer, adding to the panic, and eventually bring any of the trapped soldiers to a screaming, burning death. Should the trapped enemy soldiers seek to escape, they must struggle through the hot flames and smoke, and, as they stagger under this tribulation, they can then be swiftly attacked by waiting Daerrhach warriors, axes ready for the bloody work to be done.
Should any enemy soldiers manage to survive such tactics, and struggle to some tree alive, any who are captured will be tortured by groups of women who follow their men into battle. The women will gather all of the prisoners up, lashing them to trees, or staking them out before crackling fire-pits, ready to introduce them to the ways that barbarians discover foreign secrets.
Before going into battle, Daerrhach Druid-women will often address the gathered warriors, dressed only in a dark robe, the Druid-woman will paint herself with ritual tattoos, and sometimes they will annoint their hair with the fresh blood of sacrifices, and as they wave their staves about, they will shout imprecations and admonishments to the assembled warriors, urging them to victory, or regaling them to the noble heritage of the tribes' past. The women of the tribe will have prepared special tinctures, ointments, and painted their men for war with bizarre, spiritually significant tattoos. In addition, the women will often inscribe the clan's totem animal rune into the men's skin, and the mothers or wives will prepare special jellies that aid the men in resisting pain, and in seeing visions from the spirit world to guide them in battle. Some jellies are known to provide such great courage to the warriors, as to make them immune to all fear, and which sends the warriors into a state of super-human ability and courage. The warriors' shields are usually decorated with individual family symbols, as well as a tribal and clan runic inscriptions, or pictographic symbols. The women will often gather in groups to sing and to begin choruses of dreadful wailing and chants, as they move through the fog in support of the tribe as it prepares to meet the enemy. Gradually, various members of the tribe will be worked up into a blood-thirsty frenzy, and the whole group of warriors will begin growling and mumbling a deep, low dirge-chant, which rumbles through the fog-enshrouded forest as the Daerrhach march to war.
Semper Fidelis,
SHARK
I have been doing some reading again, and am in the process of developing a Barbarian confederation on the Northern Frontier, in my campaign world of Thandor. Have any of you wondered what life was like in our own world in say, 3000 BC, in the lands north of the Swiss Alps? What was going on in north of the Black Sea in 4000 BC?
What were the people doing, how were they living, and what kind of animals were roaming about? I have read a few things that have suggested that in the times of the Roman Republic, there were some reliable discoveries of living Dinosaurs around Africa and the Mediterranean. I remember also reading that Aurochs survived until I think the Dark Ages in Europe. Aurochs are prehistoric plains Cattle that are huge, like the size of a Rhino, I believe.
Still, the ancient cultures of Old Europe seem quite interesting, even before the arrival of the conquering Indo-European invaders. The Indo-Europeans began invading Europe and the Near East from roughly the period of 2200 BC-onwards. It was a tribe of the Indo-Europeans, the Aryans, that crushed India, and imposed the ancient Caste system that India remains enslaved to to this day. The Hittites were an advanced Indo-European tribe, and they established a powerful empire fairly quickly. It is noted that they effectively used Chariots in warfare, were ferocious warriors, and prodigious builders of skillfully designed and fortified hill-cities, walled cities that were cunningly built to take advantage of canyons, platues, and rugged ridges in hills and so on. They seemed to prefer hill-cities, and always sought to build on considerably higher ground than the standard settlement practice of the surrounding tribes of peoples.
In developing various barbarian tribes, do you advance them through the years as far as culture, magic, and technology goes? How do you develop barbarian tribes? Do you provide them with goals and dreams as they spread their culture out? Or perhaps they are on the defensive, and being crushed under the boot of more advanced, and more powerful kingdoms?
In working on some ideas for various barbarian cultures, in the northern frontier, I have developed the following as a typical mid-range encounter, and as a tribal template:
Race: Human (The Daerrhach)
Type: Humanoid
Size: Medium sized Humanoid
Class: Barbarian 6/Feat Master 2
HP: 6d12+2d6+16 (62 Hit Points)
Initiative: +2 (+2 DEX)
Speed: 40' FT.
AC: Varies by Armour type; (+2 DEX)
Attacks: +7/+2
Damage: On Foot: Great Axe; 1D12+3 Melee; or Shortspear 1D8 Ranged/Mounted: Battle Axe; 1D8+3 Melee; or Shortspear 1D8+3 Melee; 1D8 Ranged;
Face/Reach: 5'ft by 5'ft/5'ft.
Special Attacks: None
Special Qualities:
Fast Movement; Uncanny Dodge (DEX bonus to AC); Rage 2/day; Uncanny Dodge (Can't be flanked)
Saving Throws:
Fortitude: +7
Reflex: +4
Will: +3
Abilities:
STR: 14 (+2)
DEX: 14 (+2)
CON: 14* (+2)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 12 (+1)
*2 Stat-gain points have been added to Constitution.
Skills:
Climb +5(STR) Craft (INT) Carpentry +3; Blacksmithing +3; Mining +3; Handle Animal +4(CHA) Intimidate +4(CHA) Intuit Direction +3(WIS) Jump +5(STR) Listen +3(WIS) Ride 11(DEX) Swim +5(STR) Wilderness Lore 6(WIS)Profession +3 (WIS)*Knowledge--Nature +3(INT)*
Cross/Class skills: Spot +2(WIS) Move Silently +4(DEX) Knowledge--War +2(INT) Hide +4(DEX) Tumble +4(DEX) Perform +3(CHA)
Cultural Skills: It is common for various members of the Daerrhach tribes to learn specific skills from the earliest years of childhood.
Female Daerrhach usually learn the following:
Knowledge--Hearth Wisdom +2
Heal +2
Craft, (Weaving)+2
Profession, (Herbalism) +2
Profession, (Cooking) +2
Male Daerrhach usually learn the following suite of skills:
Wilderness Lore +2
Spot +2
Listen +2
Move Silently +2
Swim +2
The above cultural skill ranks have not been added to the skill totals in order to account for whether or not the character is male or female.
Feats:
Dodge*Mobility*Spring Attack*Power Attack*Cleave*Great Cleave*Combat Reflexes*Mounted Combat*Ride-By-Attack*Spirited Charge
Cultural/Regional Feat: Skill Focus: Ride +3
Climate/Terrain: Temperate/ Forests, Mountains
Organization:
Gang (2-5); These are either a small group of Barbarian scouts or raiders, or perhaps a small group of Commoners, lvl 1-4, out foraging for roots and berries, or fishing in nearby streams.
(01-80, on foot; 81-100, on horseback.)
Equipment: For the whole group--
45% chance of Hide Armour
30% chance of Studded Leather Armour
25% chance of Chain-mail Armour
On Foot:
70% Great Axe, Shortspear, Dagger
10% Longsword, Shortspear, Dagger
10% Handaxe, Shortbow, Quiver w/20 arrows; Dagger
10% Battleaxe, Light Flail, Dagger. Plus Large Wooden Shield
Mounted:
70% Battleaxe, Shortspear, Dagger. Plus Large Wooden Shield.
10% Longsword, Shortbow, Quiver w/20 arrows; Handaxe, Dagger
10% Longsword, Shortspear, Dagger. Plus Large Wooden Shield
10% Battleaxe, Shortspear, Light Flail, Dagger. Plus Large Wooden Shield.
Patrol (5-20); This will usually be a long-range scout patrol of hardened barbarians, on foot or on horseback; or a grim patrol of raiders on foot or horseback, seeking to strike deep into unknown territory; A patrol will be led by a leader that is an 6th lvl Barbarian/4th lvl Ranger. Alternately, this can be a group of Commoners, lvl 1-4 seeking herds of goats or gathering roots, berries, or firewood. (01-60, on foot; 61-100, on horseback.)
Band (20-40); This band of Daerrhach barbarians will include two patrol leaders, plus a champion that is either a 6th lvl Barbarian/6th lvl Ranger, or a 12th lvl Ranger; This champion will also be accompanied by a courageous Skald, that is an 8th lvl Bard. This Skald will stay close to the champion, fighting with him in action, and at other times acting as a negotiator, as well as a chronicler of the bands actions, but also the great deeds of the champion. In addition, 1 8th level Druid, and 1 4th lvl Druid will accompany the band, both as healers and as important advisors.
(01-40, on foot; 41-100, on horseback.)
Clan (40-60); A Daerrhach clan will have four patrol leaders, 2-4 champions, a clan Chieftain that is either a 16th lvl Barbarian, or an 8th lvl Barbarian/8th lvl Ranger. The Chieftain will have 1-2 additional Skalds, being Bards of lvl 10-12 respectively. In addition, there will be a Clan Druid, that is lvl 10-12, and 1-2 additional Druids, usually lvl 2-4. The clan will also have 1-3 Rangers, of lvl 6-10. These Rangers are usually the best trackers and hunters of the clan. The clan will also have 1D20+10 ferocious wolfhounds as pets and guardian beasts. Such a clan will typically have 15+1D10 Cattle; 30+1D20 Goats or Hogs; 60+3D20 Horses; In addition to the strength of the clan, there will be an additional 50% of the total in women, and an equal number of children as women present.
Tribe (61+) A Daerrhach Tribe will usually contain at least 12 individual clans, as noted. A tribal Chieftan or King will be as a clan chieftan, except 16th-20th lvl. There will be a Tribal High Druid that is usually between 12th-16th lvl. There will also be found a Tribal Skald that is a Bard of no less than 12th lvl. There will be an additional Ranger of 12th-16th lvl, and a bonus of +25% of all the ratings for animals present, unless the tribe is especially impoverished. There will also be a section of 10+1D20 Adepts, usually women, who are lvl 2-6.
Challenge Rating: 8
Treasure: Standard; (As for characters of the appropriate level.)
Alignment: Usually Chaotic (Any)
Advancement: By Character Class
The Daerrhach tribes have lived throughout the dark forests for centuries. They have long since been master horsemen, and ride from a young age. The Daerrhach are ferocious warriors, with hordes of savage warriors screaming strange dirge-like chants as they surge into battle. The Daerrhach are expert at using ambushes, and leap into close hand-to-hand fighting with great enthusiasm. The Daerrhach often use mixed forces of ferocious infantry, which surge out of the dark, misty forest to grapple and pin any invading forces, while Daerrhach horsemen charge around the flanks of the enemy forces, cutting them off. The Daerrhach horsemen will send part of their force charging straight into the packed enemy forces, while other circle about, or lurk within the foliage, waiting to trample down any who escape, doing so with great roaring, and fanfare, as the enemy's trapped comrades can see their fleeing comrades trampled and hacked under the Daerrhach horsemen.
The Daerrhach will often encircle an enemy force in this manner, and then proceed to light groups of fires, in order for the wind to blow the hot smoke into the ranks of the enemy, causing them to become dreadfully thirsty and to scream in the heat; The smoke will also add to the encircled enemy's confusion, and also obscure the Daerrhachs' movements. Gradually, as the noose tightens, and the daerrhach make lightning strikes into the screaming mass of the enemy soldiers, the searing flames will creep ever closer, adding to the panic, and eventually bring any of the trapped soldiers to a screaming, burning death. Should the trapped enemy soldiers seek to escape, they must struggle through the hot flames and smoke, and, as they stagger under this tribulation, they can then be swiftly attacked by waiting Daerrhach warriors, axes ready for the bloody work to be done.
Should any enemy soldiers manage to survive such tactics, and struggle to some tree alive, any who are captured will be tortured by groups of women who follow their men into battle. The women will gather all of the prisoners up, lashing them to trees, or staking them out before crackling fire-pits, ready to introduce them to the ways that barbarians discover foreign secrets.
Before going into battle, Daerrhach Druid-women will often address the gathered warriors, dressed only in a dark robe, the Druid-woman will paint herself with ritual tattoos, and sometimes they will annoint their hair with the fresh blood of sacrifices, and as they wave their staves about, they will shout imprecations and admonishments to the assembled warriors, urging them to victory, or regaling them to the noble heritage of the tribes' past. The women of the tribe will have prepared special tinctures, ointments, and painted their men for war with bizarre, spiritually significant tattoos. In addition, the women will often inscribe the clan's totem animal rune into the men's skin, and the mothers or wives will prepare special jellies that aid the men in resisting pain, and in seeing visions from the spirit world to guide them in battle. Some jellies are known to provide such great courage to the warriors, as to make them immune to all fear, and which sends the warriors into a state of super-human ability and courage. The warriors' shields are usually decorated with individual family symbols, as well as a tribal and clan runic inscriptions, or pictographic symbols. The women will often gather in groups to sing and to begin choruses of dreadful wailing and chants, as they move through the fog in support of the tribe as it prepares to meet the enemy. Gradually, various members of the tribe will be worked up into a blood-thirsty frenzy, and the whole group of warriors will begin growling and mumbling a deep, low dirge-chant, which rumbles through the fog-enshrouded forest as the Daerrhach march to war.
Semper Fidelis,
SHARK