Michael Morris
First Post
Most barbarians encountered in Telzoa are from the Dol Kithrashan region, a cold and unforgiving wasteland inhabited primarily by orcs and goblins which lies northwest of Otal's Wall. The barbarians of this region were the reason that wall was constructed in the first place, and their dire reputations have not been abated by time.
Other characters that could be considered “barbarians” are found in the more eastward regions of Telzoa, and include members of the Pildani clans in the north.
Religion: Barbarians who find themselves in Telzoa more readily accept and are accepted by Court Rizaldi and Court Shadrea, depending on the alignment of the individual. Terix and his priesthood in particular enjoy having barbarian's around - they make idea (if somewhat dangerous) strait-men for pranks. More traditional barbarians will follow the teachings of the druidic courts. Tiania figures most prominently in the lives of these individuals. In the teachings of war Sana and her wild (if evil) ways appeal more to barbarians than the slow, prodding defensive teachings of the priests of Cuvanill.
Background: As mentioned above, most barbarians are outsiders. As such they must learn the local tongue, and they usually speak it with a halting, heavy accent, as befits both the individual's intelligence and willingness to be accepted. Barbarians from closer to Telzoa are likely to be half-orcs who have left their violent orcish parentage to seek out a new, hopefully better life.
Races: Barbarians are rarely from any of the established human cultures save the Cuolshaetes (which have a large number of barbarians in their midst), and the Estarians have no barbarians in their number at all. Barbarians of other races are rare, but not unknown.
Organizations: Barbarians invariably hail from a tribe of one sort or another. While such tribes are nowhere near entirely composed of barbarian characters by class. However the Telzoans and the peoples of other regions treat them as barbarians. There are a great many tribes, particularly in the Dol Kithrashan region. The more infamous of the tribes east of Otal's Wall are:
The Redfoot: This group is based primarily in the hills above the Dalisan valley near Pildania, and they are responsible for much of the raiding north into the shepherd valleys and even occasionally south into orcish held territories. They scar the tops of their feet with a cut which leaves an ugly scar in almost all individuals, and a couple of very unfortunate tribe members have had gangrene set up in the wound causing the need for the amputation of the foot. Redfoots are feared in Pildania by the peasantry and viewed as a nuisance by the soldiers therein.
The Wilandrel: A notably less violent (or at least raiding prone) group are the Wilandrel. This tribe is scattered over the center of the Dol Kithrashan region, with roamings taking its tribesmen as far west as the Sula Mountains. Wilandrel are the most accepted of the barbarian tribes since they do not have an exceptionally nasty reputation in the civilized regions east of the wall.
The Kithrasha are the largest tribe of the Dol Kithrashan region. They are an orcen tribe, so PC members will be one of the very numerous half-orcs within their numbers. Extremely violent and nasty both in reputation and demeanor, most Telzoans will kill a Kithrasha on site, so characters from this region would be advised to exercise a little prudence.
[h2]Variant: Armandan Corsair[/h2]
Armandy is a land south of Telzoa, and the barbarians of this region are skilled mariners. They make their living raiding the shipping and coastlines of the Channel of Miandris, though in recent years improvements in the shipbuilding of Telzoan ships and the strength of the various Telzoan navies has cut down on their activities. They are still a serious threat to the smaller villages though as well as lone merchantment.
Class Skills: An Armandan Corsair loses Handle Animal, Ride and Survival as class skills. These are replaced by Spot, Tumble and Use Rope.
[h3]Class Features [/h3]
An Armandan Corsair doesn’t gain the standard fast movement, uncanny dodge, trap sense and improved uncanny dodge barbarian class features and instead gains the following abilities
Other characters that could be considered “barbarians” are found in the more eastward regions of Telzoa, and include members of the Pildani clans in the north.
Religion: Barbarians who find themselves in Telzoa more readily accept and are accepted by Court Rizaldi and Court Shadrea, depending on the alignment of the individual. Terix and his priesthood in particular enjoy having barbarian's around - they make idea (if somewhat dangerous) strait-men for pranks. More traditional barbarians will follow the teachings of the druidic courts. Tiania figures most prominently in the lives of these individuals. In the teachings of war Sana and her wild (if evil) ways appeal more to barbarians than the slow, prodding defensive teachings of the priests of Cuvanill.
Background: As mentioned above, most barbarians are outsiders. As such they must learn the local tongue, and they usually speak it with a halting, heavy accent, as befits both the individual's intelligence and willingness to be accepted. Barbarians from closer to Telzoa are likely to be half-orcs who have left their violent orcish parentage to seek out a new, hopefully better life.
Races: Barbarians are rarely from any of the established human cultures save the Cuolshaetes (which have a large number of barbarians in their midst), and the Estarians have no barbarians in their number at all. Barbarians of other races are rare, but not unknown.
Organizations: Barbarians invariably hail from a tribe of one sort or another. While such tribes are nowhere near entirely composed of barbarian characters by class. However the Telzoans and the peoples of other regions treat them as barbarians. There are a great many tribes, particularly in the Dol Kithrashan region. The more infamous of the tribes east of Otal's Wall are:
The Redfoot: This group is based primarily in the hills above the Dalisan valley near Pildania, and they are responsible for much of the raiding north into the shepherd valleys and even occasionally south into orcish held territories. They scar the tops of their feet with a cut which leaves an ugly scar in almost all individuals, and a couple of very unfortunate tribe members have had gangrene set up in the wound causing the need for the amputation of the foot. Redfoots are feared in Pildania by the peasantry and viewed as a nuisance by the soldiers therein.
The Wilandrel: A notably less violent (or at least raiding prone) group are the Wilandrel. This tribe is scattered over the center of the Dol Kithrashan region, with roamings taking its tribesmen as far west as the Sula Mountains. Wilandrel are the most accepted of the barbarian tribes since they do not have an exceptionally nasty reputation in the civilized regions east of the wall.
The Kithrasha are the largest tribe of the Dol Kithrashan region. They are an orcen tribe, so PC members will be one of the very numerous half-orcs within their numbers. Extremely violent and nasty both in reputation and demeanor, most Telzoans will kill a Kithrasha on site, so characters from this region would be advised to exercise a little prudence.
[h2]Variant: Armandan Corsair[/h2]
Armandy is a land south of Telzoa, and the barbarians of this region are skilled mariners. They make their living raiding the shipping and coastlines of the Channel of Miandris, though in recent years improvements in the shipbuilding of Telzoan ships and the strength of the various Telzoan navies has cut down on their activities. They are still a serious threat to the smaller villages though as well as lone merchantment.
Class Skills: An Armandan Corsair loses Handle Animal, Ride and Survival as class skills. These are replaced by Spot, Tumble and Use Rope.
[h3]Class Features [/h3]
An Armandan Corsair doesn’t gain the standard fast movement, uncanny dodge, trap sense and improved uncanny dodge barbarian class features and instead gains the following abilities
- At 1st level an Armandan Corsair gains a climb speed equal to one-half his base land speed (round down to the nearest 5-foot interval).
- At 2nd level an Armandan Corsair gains a +2 bonus on intimidate checks.
- At 3rd level an Armandan Corsair gains the Power Attack feat as a bonus feat.
- At 5th level an Armandan Corsair’s climb speed is equal to his base land speed.
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