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Tribal themed Campaign, would like a few opnions

Actually I would imagine a slightly different list for a viking/germanic culture:

Padded armor, leather armor, studded leather armor, hide armor, chain shirt (these cultures are where Romans learned how to make chain shirts IIRC), Brigandine (statted as scale mail but with the metal plates sewn onto a leather backing rather than loose and overlapping). Splint mail was actually a much later development (if indeed it was a historical armor type--as has been disputed by historians) that developed after the advent of full suits of chain mail (of the type used by Norman knights and/or crusaders). Small wooden shield, large wooden shield.

As for weapons, I think that defining the weapons used might actually be easier than limiting the weapons.

Simple:
quarterstaff, Club, dagger, shortspear, javalin
Martial:
longsword, handaxe, shortsword, battle axe, greataxe, longspear, shortbow.

I may have missed a few but I think that's a fairly good list of available weapons and armor.

SouthernPride said:
Thats exactly whats going on, here's my list of Available Armors, lemme know what you think

Available Armor*: Padded Armor, Leather Armor, Studded Leather, Hide Armor, Scale Mail, Splint Mail

I considered Chain, but didnt think it would really fit the setting.

I also restricted some weapons, mainly regional stuff, Falchion, Oriental weapons, Scimitar, etc.
 

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i wouldn't restrict the scimitar, unless you're planning to change the druid's weapon proficiencies (besides, what druid doesn't carry a scimitar? :) )

again on the topic of metal armors, there was a fairly recent Dragon magazine (that featured elves) that had an entry about 'wooden' armor. any metal armor could be replaced by a wooden version of it, but i think it's pricey. (i don't have the issue, i just flipped through it at a friend's house. someone else on the boards may be able to give you more info on it, though.)
 

Considering that they have to trade for metal, we might limit armor to non-metal at the beginning.

Later the PC's can trade to get more metal to have their tribal smith fashion armor for them.

Weapons would probably be restricted to wooden items for first level characters, Maybe have the tribal shaman (druid) cast ironwood, for the (new blood) of the tribe. Later when they are considered champions or some such, you can add in metal, like with above trading for armor.

Druids being a religious caste, would have access to scimitars. The people rever the druids so they would be inclined to outfit them with better weapons.

Druid changes. Don't need any, but if a player were to play druid, make sure you let them know that the clan has a SPECIFIC totem animal that they follow. And they can wildshape to that animal ONLY. If you want, check the 2nd ed Legends and Lore for native american mythos. There are several possible totem/dieties to choose from. While there are no cleric, the druids are specialized to a specific animal. :)

I can see a tribe full of barbarians to have a druid that is worshiping a bear totem. :)
 

I'm not sure why people seem to think that these people shouldn't have metal armor/weapons because they're tribal. SouthernPride has already mentioned that his model is the Germanic tribes before the Roman conquest. The germanic tribes were known for wearing chain shirts and wielding long swords. It seems like they had plenty of access to metal.
 

i wouldn't restrict the scimitar, unless you're planning to change the druid's weapon proficiencies (besides, what druid doesn't carry a scimitar?

Ya, I took away the Weapon Restriction, gave them the Create Infusion feat at 3rd level and Visions, mainly for Rp and starting plots, at 10th level.
 

Also, if you're looking for a more shamanic divine caster than the druid, I'd take a look at Green Ronin's Shaman's Handbook. I purchased it recently, and immediately added the shaman core class to my game -- and I usually don't tamper with core classes.

Here's a rough synopsis, so you can see if it fits your game. Basically, they're divine casters that do spontaneous casting. There's a selection of spells similar to the druid list, and like sorcerers, they choose a certain number known, and then can cast any of those a good number of times per day, with bonus spells for Charisma. Also, they choose totem animals, which provide access to domain powers and spells, which can also be cast spontaneously -- they get two totems at first, and one must be an ancestor spirit, which grants the Spirit domain. They get an extra totem every 5 or so levels. They can also rebuke spirits, which consist of certain outsiders, incorporeal undead, and creatures with a Spirit template (provided in the handbook). And they eventually get a familiar. Drawback is that they must pick taboos, one at first level, and one more each time they get a new totem.

I don't know if this will help, or if the book is within your budget, but it's been an excellent source of material for me...
 


Primal Codex might also be of some help, though it seems slightly more geared to Jungle type tribes there is a lot of good and useful stuff in it
 


i admit, i don't know anything about this:

Elder-Basilisk said:
The germanic tribes were known for wearing chain shirts and wielding long swords. It seems like they had plenty of access to metal.

i was thinking more of medium and heavy armors, which is why i mentioned full plate armor in my example.

SouthernPride-i'm curious to know: what was your decision about clerics?
 

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