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Worlds of Design: Barbarians at the Gates – Part 1
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<blockquote data-quote="Scott Christian" data-source="post: 8476093" data-attributes="member: 6901101"><p>I use the term <em>wilders</em> in my campaign to denote the barbarian. Their culture emanates from the land they come from - a northern tundra/wilderness where they follow herds of caribou and forage. Their technology, while cleverly pragmatic, is inferior to the kingdoms which they have little contact with. They have no written language, and currency is barter.</p><p> </p><p>The tundra/forest they inhabit is large and bowled in, with a small (2000' - 5500') mountain range running through its eastern side before reaching the sea. The western side has large mountains (foothills start at 3000') that prevent any reasonable travel. It also stops the herds they track. </p><p></p><p>While they do have occasional gatherings with their neighboring wilders, they tend to be remote and soloistic. The gatherings are only during the summer solstice and are pensive. They exchange ideas, but mostly use the time to try and barter. During this time, some of the younger wilders take on a mate. Both males and females can declare a mate, in which the group barters for the mate, and upon agreement, the person removes themselves from their group and enters the new group. It is a cultural norm and not thought of as negative. For the most part, the new group treats the traded individual as part of the group almost immediately, individual circumstances and personalities notwithstanding. This mixing has prevented their relatively small group 50 to 200 from familial complications. But it has not diversified their physical appearance, which is dark thick hair, deep black to light grey eyes, and pale skin. They have little facial hair, and their stature is sleight compared to the other human groups on the continent, save the desert kin. </p><p></p><p>To outsiders, these wilders are often thought to be cursed. A very dangerous stigma in my campaign. One group, the northfolk, who live with the dwarves, has accepted them. They do not believe the wilders to be cursed. The dwarves are still hesitant, but they do allow them to live in their community, albeit under a watchful eye. While living there, they have shown a penchant for reading, a status the dwarves have always been noted for. This has caused some dwarves to think twice about their cursed visitors.</p><p></p><p>Anyone who plays a wilder has incredible sprinting speed, a boon for resist challenges, and is able to shrug off damage as if it didn't happen.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8476093, member: 6901101"] I use the term [I]wilders[/I] in my campaign to denote the barbarian. Their culture emanates from the land they come from - a northern tundra/wilderness where they follow herds of caribou and forage. Their technology, while cleverly pragmatic, is inferior to the kingdoms which they have little contact with. They have no written language, and currency is barter. The tundra/forest they inhabit is large and bowled in, with a small (2000' - 5500') mountain range running through its eastern side before reaching the sea. The western side has large mountains (foothills start at 3000') that prevent any reasonable travel. It also stops the herds they track. While they do have occasional gatherings with their neighboring wilders, they tend to be remote and soloistic. The gatherings are only during the summer solstice and are pensive. They exchange ideas, but mostly use the time to try and barter. During this time, some of the younger wilders take on a mate. Both males and females can declare a mate, in which the group barters for the mate, and upon agreement, the person removes themselves from their group and enters the new group. It is a cultural norm and not thought of as negative. For the most part, the new group treats the traded individual as part of the group almost immediately, individual circumstances and personalities notwithstanding. This mixing has prevented their relatively small group 50 to 200 from familial complications. But it has not diversified their physical appearance, which is dark thick hair, deep black to light grey eyes, and pale skin. They have little facial hair, and their stature is sleight compared to the other human groups on the continent, save the desert kin. To outsiders, these wilders are often thought to be cursed. A very dangerous stigma in my campaign. One group, the northfolk, who live with the dwarves, has accepted them. They do not believe the wilders to be cursed. The dwarves are still hesitant, but they do allow them to live in their community, albeit under a watchful eye. While living there, they have shown a penchant for reading, a status the dwarves have always been noted for. This has caused some dwarves to think twice about their cursed visitors. Anyone who plays a wilder has incredible sprinting speed, a boon for resist challenges, and is able to shrug off damage as if it didn't happen. [/QUOTE]
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