Celto-Vikings: lets create the ideal RPG barbarian culture

A strong oral tradition. Storytellers as historians.

Literacy is a very specialized artform that is very rare ("You know how to draw.. words?"), and being written about is considdered a great honor.

Barter as the primary form of trade rather than using coinage.

A strong divine magic tradition and a conversely weak arcane magic tradition (other than bards). A "small gods" tradition - there are spirits all around for all sorts of things. Ancestor worship and totemistry. Lots of superstitions regarding such as a result. As a general perception, divine spellcasting is seen as dealing with spirits, gods, and ancestors - which are a natural (if supernatural, natch) aspect of the world, and thus good. Arcane spellcasting is seen as dealing with demons, devils, and tentacular evil from outside the circle of firelight that jealously wants in; it is throughly unnatural, corrupting (evil's persuasive, after all), and inherrantly dangerous at best, bad at worst. To wit, a sorcerer is a shifty trickster who will as soon steal your soul as look at you, but a shaman is an okay guy who is in touch with the land and the spirit of your dead grandfather.

Strongly merit based: We don't care who you are, if you can do the job, you're cool. Born a woman? If you can keep up with the other warriors, you're every bit a warrior as they are no matter what you've got under your kilt. Born the son of a chieftan/king? Better hope you payed attention to how to be a good ruler as you were growing up, because if you're a crappy king somebody with a battleaxe is going to come along and rectify you right quick.

Skill-based passtimes: Wrestling, polarbear swims, races, ball games, axe or stone tossing, almost any olympic type sport, really. Games of pure chance arn't highly regarded on the whole, and cheating is heavily looked down upon.

Role-based dichotomy. From an outside perspective, the culture is a warrior/hunter one where the folks that go out and kill things get all the glory. In reality there're two faces to the coin: those that maintain the culture - keep a strong home, keep everyone fed and clothed, birth many sturdy children, etc are just as valued. The warriors may bluster and drink and go out and kill orcs, but once they're home if they're acting like louts they can expect a good crack upside the head and best straighten up their act unless they want another, or worse. Essentially: both groups are assertive in their own individual arena, and everyone's happy with that.

Crafts. The producers being many and the consumers being few.

Food: Lots of meats, lots of root-type vegitables, lots of booze. Little in the way of salad. Think German/Russian food.

Violence isn't shunned or feared, it's accepted as a reality. You could get into a brawl with a guy over an insult one minute and thirty minutes later be drinking with him laughing about it with no hard feelings on either side.

Weaponry is big and effective. Subtlety is cast aside. Morning stars, axes, maces, hammers, big swords, spears, polearms, etc. Rapiers are unheard of, and a dagger is a tool, not a weapon. 'Finesse' might as well be synonymous with 'play-fighting'. Shields come in three sizes: Big, Bigger, and Frickin' Huge. Bucklers? Pfeh. Armor, on the other hand, tends toward the medium-light end of the spectrum. Fullplate would be seen as clumsy and restrictive. Too heavy and hard to move in to be worthwhile.

Lots of festivals, particularly ones that revolve around natural events: solstices, eclipses, planting and harvesting, seasonal changes, etc. Parties are big and everyone is invited.
 

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Sejs said:
Fullplate would be seen as clumsy and restrictive. Too heavy and hard to move in to be worthwhile.

Not to mention fullplate isn't fun to wear in the extreme enviroments barbarians often live in (very cold or very hot) and is difficult to repair. Probably battles happen more spur of the moment probably and no one wants to walk around in fullplate all day (not an issue in D&D but still).

I like your thoughts on fantasy barbarians alot.
 

Despite the climate & culture, I see a couple of key things for barbarian cultures:

A strong oral tradition: Illiteracy would be the norm, and literacy would be seen as a mark of civilization (take that for what you will), or may even be taboo, allowed only for shamans & other such miracle-workers to perform (stress on the word/concept perform, rather than just do). Because of this, knowledge os preserved through oral tradition, or visual arts (cave paintings, tapestries, carvings, etc.) which provide visual cues for remembering/oral recitation of knowledge/tales.

Tools first, weapons by chance: The weapons of the barbarians aren't just for war--they're tools as well. Axes for chopping, hammers for crafting/smashing, bows & spears for hunting, staves for walking/poking/prodding/etc., daggers/knives for cutting, etc. Weapons like the sword are seen as the weapons of notable folk (chieftains, heroes, warrior caste, etc.), since it takes a LOT of time, resources, and skill to craft one (one of the reasons, IIRC, why swords were named--it's just not another item, it's a sword).

Basic armor: Lots and lots of metal armor doesn't make sense, unless warfare is on the mind & practiced often. Leather, wood, hide, & other natural materials should predominate for the masses. Metal armor, when it exists, is piecemeal (like a chain shirt or breastplate, with a helmet of some sort), rather than a full (body-covering) suit; and, like the sword, is used by notable folk of the community.

Identity: If anything, a cultural identity is a must. One look and you'll know not just that they're barbarians, but what culture/tribe they're from. Even the larger groups can be easily split into smaller groups by their peculiarities, obvious to all but the most unknowledgeable/obtuse folk around.

I'd say barter & the like for commerce would work well, but I'd argue that it wouldn't have to be like that. Some of the metal-working cultures could churn out coins in a crude mint, while another could use beads, shells, ivory, hides, or other objects as trade tokens of some sort between various tribes. It could be currency, but the currency may have more value/meaning to those cultures than it would for outside or "civilized" cultures.
 

Turanil said:
So, you are going to be a player in a fantasy setting (with a dark-age medieval flair), and have decided to play a barbarian. Describe the most important traits of this barbarian character and his/her culture.
Scythians, man. Scythians.
 

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