Mercenary Barbarian Profession in Alcirya | World Anvil

Mercenary Barbarian

​These barbarians have left their native lands to fight for others in a distant realm, in exchange for money, land, or simply for a chance to escape their former lives. They find themselves in a strange region that considers itself more cultured than they, yet looks to them for protection and might. Many Mercenary Barbarians are also captured tribesman that are pressed into service for a master in Appollonia. They are forced to take an oath to their new master and, because of their stringent morality, bound to honor it. ​  
Role
​Most of the Alciryan peoples who employ mercenary barbarians consider them at best a necessary evil and at worst a cause for civil insurrection. When barbarians interact with those who are not of the same homeland, all reaction checks are made with a 2-point penalty to the dice, and the highest reaction is “indifferent,” never “friendly.” Barbarians may clean up their dress and carry shining swords, but nothing can cover their hideous mangling of language and their seemingly ill-bred manners. Having served in war alongside others does not improve their reputation. Unlike Mamluks, mercenary barbarians don’t tend to pull together as a common group. In part this is because they come from so many different backgrounds. However, even those originating the same area may be rivals. This lack of kinship does not mean that mercenaries cannot band together and fight as an effective unit; a job is a job. Given a choice, however, the typical mercenary barbarian prefers to fight alone or with a handful of trusted friends. Barbarian mercenaries who are PCs are considered to have been hired for a brief (and uneventful) time, then cut loose (either after losing a battle, or more often because they were assigned some garrison duty and then not paid). The overriding motto that a mercenary barbarian develops is this: be sure to get half the first month’s pay up front. ​
 
Distinctive Appearance
None
 
Special Benefits
​If a barbarian attempts a “hostile” or “threatening” he or she gains a 2-point bonus to dice rolls on the Encounter Reaction chart. This bonus stems from the reputation of mercenary barbarians as savage, ill-tempered brutes. The advantage is lost if a civilized (non-barbarian) person speaks for a barbarian at the mercenary barbarian’s request. ​
 
Special Hindrances
​If a barbarian attempts a “friendly” or “indifferent” approach he or she suffers a 2- point penalty to dice rolls for the Encounter Reaction chart. (A bad reputation is the cause.) This hindrance is negated if a civilized (non-barbarian) character speaks on behalf of the barbarian. ​
Class
Barbarian​
 
Attribute Requirements
None
 
Barred Beliefs
None
 
Race Requirement
None
 
Bonus Weapon Proficiencies
Short sword, spear​
 
Required Weapon Proficiencies
In gathering together barbarian tribes for service, nations try to standardize the weaponry, concentrating on the cheap and easily handled weapons of mass destruction. As a result, all mercenary barbarians are initially proficient in the short sword and spear. A third slot is taken for a weapon natural to the barbarian’s home territory: a club for hills, a jambiya for plains, and a short bow for jungle. The last initial slot is filled with whatever best suits the character. ​
 
Recommended Weapon Proficiencies
None
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
Survival (in same type as character’s homeland), Language (Modern)
 
Recommended Non-Weapon Proficiencies
Agriculture, Direction Sense, Fire Building, Fishing, Haggling, Weaving, Animal Lore, Endurance, Gaming, Hunting, Mountaineering (for hill tribes), Running (for plains tribes), Bowyer (for jungle tribes), Herbalism, Jumping, Set Snares
 
Barred Non-Weapon Proficiencies
​Etiquette, heraldry, singing. If opportunities arise, barbarians may acquire these proficiencies later in the game. However, a barbarian recently on his or her own (i.e., a newly created character) has had little chance to pick up such graces ​
 
Equipment
Initially, mercenary barbarians may purchase only one of these armor types: hide, padded, or scale. After the first adventure, barbarians have an unlimited selection of armor, subject to availability (and their ability to pay). Mercenary barbarians may purchase any type of weapon. ​
 
Wealth Options
​Mercenary barbarians tend to be well armed but cash poor. The mercenary barbarian receives 5d4 x 10 gp in starting moneys, but must spend all but 1 to 6 gp on equipment. Gold that is not spent on equipment may not be lent to other players, and is lost. ​
 
Homeland Terrain
Hills, Jungle, Plains
 
Economic System
​None​

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