Uthgardt Barbarians in Not Forgotten Realms | World Anvil

Uthgardt Barbarians

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Когда я только покинула свою страну и напра¬вилась на север, я обнаружила отряд Утгардтских кочевников на тропе, часть племени Лося, во главе с воительницей по имени Гирт. Это была напряжен¬ная встреча.   Я думаю, что единственной причиной, по кото¬рой я не была убита на месте, было то что я была эльфом, путешествующим в одиночку. Я думаю, что они боялись, что я могу оказаться волшебни¬цей. Утгардтцы ненавидят всю магию, кроме своих шаманов и любого зачарованного оружия и брони, которые они могут найти, но волшебник готовый бродить в дебрях в одиночку может оказаться очень могущественным. Пересекая травянистую равнину, мы могли видеть друг друга на некотором расстоянии. И так как я не ударила их издалека молнией, они решили миролюбиво приблизиться.   Тем не менее, они остановились в пределах полета стрелы и, казалось, спорили о том, не подстрелить ли меня.   Я терпеливо ожидала, пока та, кто, казалось, была их вожаком обратилась ко мне с сильным акцентом на Общей речи. Я ответила на приветствие на Бот- хии, их древнем языке, из-за чего они стали спорить вновь. Наконец она спешилась и подошла ко мне, ее имя было Гирт. Как я была тогда рада, что нашла время, выучить язык от ученого друга из Эверески!   Не ожидая пока она потребует, я предложила Гирт прекрасный кинжал из Эверески, а также свое ожерелье. Для ее отряда я преподнесла ме¬шочек безделушек, что я припасла специально для такого случая. Обрадовавшись своим подаркам и уверившись что я не волшебница, Гирт и я присе¬ли поговорить. Я попросилась провести ночь у ее костра, и Гирт освободила для меня место. Это была моя первая, но не последняя, встреча с Гирт, не было это и моей последней встречей с утгардтцами. Я благодарна Гирт, ставшей мне другом, за то что она многому обучила меня о своем народе, ибо это позволило мне и многим моим попутчикам увидеть Утгардт и выжить, чтобы рассказать об этом.   На протяжении многих лет, я заслуживала уваже¬ние Гирт и, по-моему, мы стали друзьями, я также узнала ее трех сыновей. И хотя Гирт умерла не¬сколько десятилетий назад, я до сих пор навещаю ее детей, с которыми я играла, когда они еще были детьми. Теперь у них есть свои дети, и все они на¬зывают меня тетушка.   За время, проведённое вместе с Гирт и ее род-ственниками, народ Лося многое рассказал мне об укладе жизни своего племени - их взгляды на мир и на собственное место в нем, их традиции и законы, по которым они живут. Сталкиваясь в моих путеше¬ствиях с другими племенами Утгардта, я пришла к выводу, что многое из того, что истинно для племе¬ни Лося, верно и для других утгардтцев. Несмотря на то, что они принадлежат к разрозненным, на пер¬вый взгляд, группам и почитают различные тотемы, Утгардтцы имеют много общего. Ниже изложено то, что мне удалось узнать о народе, называющем себя «детьми Утгара».   Несмотря на то, что каждый Утгардтец принадле¬жит к определённому племени, это скорее формаль¬ное определение, чем связанное между собой населе¬ние. По моему опыту, сбор всего племени является редкостью, кроме особо крупных событий (таких как объявление нового вождя или некоторые религиозные собрания). Вместо этого, Утгардтцы склонны путешествовать бандами, группами сопле¬менников числом от дюжины до сотни, но обычно несколько десятков. Эти банды обычно состоят из нескольких семей, с патриархом или матроной во главе. Во многом, этот народ схож с кочевниками Тель’Куэссир, как минимум тем, что решения прини¬маются по соглашению глав семей, а споры реша¬ются так: кто не согласен с решением большинства, может отправляться своим путём, создавая новую банду или присоединяясь к другой.   Утгардтцы распространены по всему Северу, и редко уходят южнее Высокого Леса. У народа Ут- гардта нет столиц или государств, к которым они принадлежали бы; вместо этого у каждого племени есть наследственный курган, который считается священным местом. Гирт говорила, что священная земля племени Лося называется Кремневая Скала, что где-то на Вечных Болотах. Она, естественно, не предлагала отвести меня туда, а я никогда не был столь глуп, чтобы просить об этом. По большинству, Утгардтцы - народ, занимающийся охотой для вы-живания, предпочитая крупных стадных животных, таких как лоси, яки и олени. Молодые мужчины и женщины ищут возможности создать себе имя иногда строят свою репутацию добывая опасных хищников и огромных зверей: медведей, больших кошек, кабанов и даже монстров типа вивернов, медвесов и смещенного зверя.   Некоторые племена хорошо применяют своё охотничье мастерство для ещё одного дела, кото¬рым славятся Утгардтцы: налёты. Как правило, Утгардтцы устраивают грабежи лишь в отдалённых районах - в том смысле, что чем ближе потенциаль¬ная цель к цивилизации, тем у неё меньше шансов быть ограбленной. Налётчики предпочитают грабить караваны зажиточных купцов и дилижансы знати, которые с большей вероятностью перевозят высо¬кокачественную еду, алкоголь и ювелирные укра¬шения, которые Утгардтцы носят, как украшения и которыми после торгуют между собой. По большей части, Утгардтцы не пользуются монетами, так что путникам, надеющиеся купить себе безопасный проход, советую предлагать что-то другое.   Утгардтцы не различают границ государств и про¬чих связей цивилизации, которые связуют фермера и купца, проезжающего по дороге мимо его дома. Для них, каждое общение с нами - не утгардтцами - это всякий раз в новинку. Потому, банда утгардт- цев, которая устроила налёт осенью может прибыть с торгом уже зимой. Они понимают концепцию принадлежности к большей группе, и того, что эти группы могут враждовать. В конце концов, каждое племя утгардтцев имеет своих кровных врагов среди других Утгардтских племён. В прочем, когда я попробовала объяснить им, как я и эльф из Эвере- ски были связанны с народом Глубоководья или Сильверимуна, Гирт лишь рассмеялась.   Она не видела таких городов, потому я могла смело сказать, что знала людей с луны. Когда же я упомянула Яртар и Красную Лиственницу, места в которых, я точно знала, банда Гирт бывала, она рассмеялась ещё сильнее. Для неё, я была слиш¬ком велика, слишком «сильна», как она выразилась, чтобы иметь какую-то связь с местами, которые она рассматривала в качестве добычи.           Варвары Утгардтцы это черноволосый и голубоглазый рослый, крепкий, кровожадный народ с нечеловеческими склонностями.   Они говорят на собственном языке (называется Ботии), в котором нет алфавита. Каждое племя состоит из нескольких широко расселенных кланов, в каждом из которых есть свой вождь и племенной шаман. Вожди каждого племени выбирают одного и назначают его главой племени, облачая властью, которая сравнима с королем.   Варвары Утгардтцы ненавидят окров больше, чем любых других врагов. Даже враждующие племена объединятся против неистовой орды орков. Утгардтцы относятся к гигантам со схожим презрением, легенды о варварах содержат множество историй о том как злые гиганты убивали их предков и угрожали восхождению Утгара на божественный престол.   Для большинства Утгардтских племен единственная постоянная вещь в их истории - это расположение их родового кургана. Большинство священных мест утгардтцев существует с глубокой древности, но жизнь почитающих эти места племен едва ли стояла на месте.   Если банда утгардтцев вышла к вашему костру, я посоветую вам следующее. Во-первых, сделайте всё возможное, чтобы скрыть любые следы магии и заклинаний. Далее покажите им свою гостепри¬имность и пригласите их погреться. Если у вас есть ювелирные изделия или украшенное оружие, предложите их в дар тому, кто выглядит их лиде¬ром. Спросите о том, как идёт их охота и дайте им возможность похвастаться. Будьте благодарны, но не подобострастны. Скажите им о том, что вы слы¬шали о мастерстве утгардтцев - об их охотничьем умении и, главное, их силе - но припишите эти исто¬рии другому племени. Сильнейший из банды будет настаивать, чтобы вы дали ему шанс доказать, что он лучше того, о чём вы слышали, и чтобы после вы уже рассказывали истории именно о его племени.   Вы или один из ваших компаньонов может со¬гласиться помериться силой или сойтись с ним на кулаках - способ, которым банда обычно измеряет удаль. Впрочем, это не столь важно - проиграете вы или одержите верх. Просто продемонстрировав же¬лание состязаться, вы уже заслужите определённую меру уважения. Если вы одержите верх в состяза¬нии, будьте любезны, и выразите благодарность за то, что вы наконец-то нашли кого-то достаточно великого, чтобы проверить себя с ним. Если же вы проиграете, будьте скромны, изобразите скорбь и отдайте лучшую часть своей трапезы победителю.   Эти советы будут работать не всегда, конечно. Некоторые банды не так легко задобрить, в частно¬сти если они охотятся непосредственно за вами или людьми вроде вас. Всегда помните, что это гордый и сильный народ с горячей любовью к простым радостям. Постарайтесь походить на них и, возмож¬но, вы подружитесь. Если же покажете страх или презрение, скорее всего, они ответят вам насилием.   НАРОД УТГАРА   Утгардтцы ведут свою родословную от могучего героя Утгара, несравненного воина. На протяжении времени, что я провёл в их племени, Гирт свободно рассказывала истории об Утгаре, пересказываемые их народом. Сага рассказывает о древности, когда люди Севера жили в страхе и изоляции. Великие духи блуждали по лесам Севера, не давая людям объединиться и восстать против них. В это тяжкое время появился Утгар, который вызвал великих ду¬хов одного за другим и, превзойдя каждого из них, подчинил их себе. Каждый из подчинённых духов воплотился в один из тотемов группы людей, что следовали и почитали Утгара. Так появились на свет племена Утгардта и были названы они по имени духа их тотема.   Места побед Утгара отмечены до сих пор вели¬кими родовыми курганами Утгардта. Говорят, что каждый из них был создан на останках духа тотема племени и соплеменников, которые погибли, помо¬гая Утгару победить то существо.   Племя считает территорию вокруг кургана своей на лиги вокруг, объявляя эти земли своими охотни¬чьими угодьями и местами, где они могут стать ла¬герем. Грубо говоря, Утгардтские банды отдельных племён уходят на две-три недели пути от родового кургана племени, хотя их налётчики могут уходить значительно дальше. Эти святыни разбросаны по всему Северу, но почти всегда, точное местоположе¬ние такого места известно лишь нескольким людям, кроме представителей соответствующего племени.   Почти все изначальные племена Утгардта дей¬ствуют сейчас на Севере. Даже племя, считающееся утерянным или уничтоженным, может быть где-то представлено небольшой группой людей, утверждаю¬щих, что они наследники одного из древних племён, но такие люди, кем бы и где бы они ни были, не многочисленны и часто их претензии ложны.   Утгардтцы относятся к своим ритуалам и табу очень серьёзно. Большинство табу и традиций ме¬няются от племени к племени, но есть одна общая для всех Утгардтских племён деталь: магия, кроме магии их шаманов, заклинания оружия или доспе¬хов - запрещена.   Жрецы Утгара почитают их бога-предка и также взывают к именам их тотемов-заступников перед Отцом Племён. Их характер прост: силу вознагра¬ждают ещё большей силой, а когда сила подводит - это потому, что человек не достоин.   Принимая во внимание недавнее возрождение племени Синего Медведя, может быть неправильным считать какое- либо из племён Утгардта по настоящему вымершим. Не смотря на это, некоторые племена известны лишь своей прежней репутацией, а не нынешними достижениями.  
These proud, fierce barbarians of the North are descended from Illuskan seafarers driven inland and Netherese survivors from Runlatha. No evidence exists that all the Uthgardt barbarians were related to the Netherese, but a few links remain—a tendency toward black hair in some families, or a few ceremonial words that resemble Netherese phrases, and the like. Of all the Uthgardt tribes, the Tree Ghost tribe has the most Netherese blood, while the Red Tigers have the least.
                The Uthgardt are a group of tall, black-haired and blue-eyed humans who have lived in the North for many generations. Each tribe has its own opinion on its exact ancestry, but none of these tales agrees with the others. Loremasters speculate that, given the members' similar characteristics, they must stem from common progenitors, most likely a mix of Illuskans, Netherese, and perhaps one or two other more primitive and savage tribes that once roamed the high country of the North. Most of the tribes are semi-nomadic, wandering through various stretches of the North while spending the harshest winter months in one place, most often a winter camp. A few tribes have broken with this tradition and established permanent settlements. With the exception of the Black Lions and the Griffons, the Uthgardt survive by hunting, gathering, and raiding across the territory.   While each tribe has its distinct characteristics and idioms, all venerate one of the beast totems of Uthgar. The barbarians believe that they take their name from Uthgar Gardolfsson, a famed warrior of Ruathym who became known for his triumphs on the field of battle. Yearning for greater challenges, Uthgar Gardolfsson set out to conquer the now-lost civilization of Illusk. While Uthgar succeeded n pillaging Illusk, the other civilized folk of the Sword Coast hastily mustered an army to counter the Northlander's invasion. These forces attacked his camp and destroyed his ships. Cut off from the sea, Uthgar and his followers retreated inland; the Illuskans did not follow, content to believe that monsters would devour the barbarians in the frozen wilderness.   Despite the hardships they faced, Uthgar and a sizable portion of his army survived. The barbarians sustained themselves by raiding settlements in the northern interior. He gained new followers from among the folk of the region he raided. Some were impressed with his battle prowess; others simply preferred to join that which could not be easily defeated. Eventually his forces grew so large and powerful that he was able to exact tribute from many of the northern communities, and most would pay rather than face the fury of his barbarian horde. Uthgar and the last of his Ruathym followers grew wealthy on the coins and goods they extracted by threat of force.   As evidenced by the descendants of his great army, Uthgar was a strong traditionalist and possessed of a streak of savage nobility. He considered the villages and hamlets that paid him tribute to be under his personal protection, and it was this notion of feudal obligation that would eventually kill him. During the later years of his life, an orc horde swept down out of the spine of the World. Uthgar and his horde met the creatures in a battle still remembered in the tribes' oral histories and war chants. Uthgar and many other warriors died in the battle, but they stemmed the tide of advancing orcs so effectively that few remained to flee back into their mountains.   Uthgar's followers buried their fallen chieftain, along with an honor guard of seven others who died on the battlefield. They piled the ground high above his body and covered the mound with stones to protect it from foraging beasts and hungry crows, and then placed a single gigantic stone atop the completed mound. The location of this sacred spot is believed to be what is now known as Morgur's Mound; it marks not only the resting place of their founder but the start of a traditional of burial that has endured to this day.   Tribes of the Silver Marches   Ten distinct tribes of Uthgardt barbarians remain in Faerûn, but only four - the Black Lion tribe, the Gray Wolf tribe, the Red Tiger tribe, and the Sky Pony tribe - actually dwell within the Silver Marches. The other six are scattered throughout the High Forest, the Savage Frontier, and the Sword Coast North. This section details the four tribes dwelling in the Marches proper, as~ well as the Black Ravens, another tribe that characters are likely to meet while traveling in the area.   Uthgardt Characters   Naturally, the Uthgardt tribes are the homelands of many barbarians, fighters, and rangers. Rogues specialized in scouting and stealth skills are also found among the barbarian tribes of the North. While most of the Uthgardt tribes are no friends to the civilized settlers of the Silver Marches or the folk of the cities, the better tribes - Sky Pony, Elk, and Black Lion - are not necessarily their enemies, either. As long as the frontier stays where it is and advances no farther into lands roamed by the Uthgardt, these barbarians are likely to reserve their hatred for the humanoids and monsters of the Spine of the World, hunting them down any time they venture out of their mountain fastnesses.   An Uthgardt can easily discern the tribal affiliation of another Uthgardt with a few moments of conversation, or a somewhat longer period of observation at close range, by noting details of dress and equipment, scarring patterns or hairstyle, and mannerisms of speech. Uthgardt characters can attempt to conceal their tribal affiliation (a Disguise check would be appropriate), but this is galling to most tribesfolk. For non-Uthgardt characters, determining the tribe of a particular Uthgardt barbarian requires a Knowledge (geography) check against DC 15.   Ancestor Mounds   These huge earth-and-stone mounds are the holiest of sites to the Uthgardt. The mounds are the tribes' sacred burial grounds, and it is here that they inter, the bodies of their greatest chieftains, most heroic warriors, and most venerated spiritual leaders. Most tribes also believe that the bones of their founders rest beneath their respective ancestor mounds, and it is this belief that makes the sites the center of Uthgardt spiritual life. Many of the tribes return their ancestor mounds at specific times of the year in order to celebrate their holy days. Some make their winter camps near these sites, so that they may enjoy the protection of their ancestors during the most trying and dangerous time of the year.   All the ancestor mounds are constructed in a similar manner. Two outer rings built from rocks surround a single, larger altar mound. Both the outer rings and the central mound function as cairns, and the tribes bury the bodies of their honored dead beneath each. The outer cairn rings are for the mighty warriors who merit burial at an ancestor mound by virtue of valorous deeds. The altar mound is reserved for the great chieftains and clerics of the tribe. Normally, only tribal clerics know the exact location of the remains interred within the mounds, and this knowledge is guarded jealously. The burial rites themselves vary from tribe to tribe. Among the Black Lions, for example, the entire tribe participates in the burial service, while among the Red Tigers, only the clerics may perform the sacred burial rites after the rest of the tribe has paid its final respects to the dead.   Most folk living in the Silver Marches give the ancestor mounds a wide berth. Tales and legends concerning the grisly fate of those who foolishly attempted to violate an ancestor mound serve to heighten the aura of mystery and danger that surrounds these sites. It is commonly believed that vengeful spirits and ghostly forces guard the mounds against would-be intruders or tomb robbers. In truth, the only guards at an ancestor mound are those placed there by the tribe. In some tribes, such as the Red Tigers and the Black Ravens, defending the ancestor mound against possible defilers is an honor.   THE UTHGARDT TRIBES   Most of the human barbarians in the vicinity of the Dessarin Valley belong to the various Uthgardt tribes. They take their name from Uthgar, a great hero-chief who conquered much of the North many centuries ago before ascending to godhood. Each tribe venerates its own particular totem animal and protects its own sacred sites, known as ancestral mounds. Some Uthgardt are relatively settled and trade with the civilized folk of the area, while others are aggressive raiders who pillage any caravan or homestead they come across.   The major tribes in the vicinity of the Dessarin Valley include the Elk, Gray Wolf, Griffon, and Tree Ghost.   The Gray Wolf and Griffon tribesfolk are known as fierce warriors, but they rarely wander as far south as the Sumber Hills. The Tree Ghosts are a reclusive band that roams the High Forest; the barbarians are sometimes seen in the vales between the Sumber Hills and the edge of the forest, but they are among the more peaceful tribes and rarely trouble settlers or travelers in this area.   Uthgardt of the Elk tribe regard most of the Dessarin Valley as their territory. Small bands of Elk warriors roam the Westwood, the Sumber Hills, and the hilly land around the Dessarin and Surbrin rivers. Because they are relatively few in number, the Elk barbarians stay well away from the cities and towns in the area. However, they often attack weakly defended caravans on remote trails that are far from help. The tribesfolk generally don’t harass poor working folk such as homesteaders and shepherds, although they sometimes steal sheep or other livestock if the opportunity presents itself.   or pastures nearby. Most homesteaders are human or halfling commoners. They gladly welcome travelers (especially adventurers who look like they’re trying to chase away outlaws and monsters) and are eager for news. Homesteaders can usually point the way to the nearest town or neighboring homesteads (there is usually another homestead within one or two hexes).   Reason to Visit. If the characters speak with homesteaders in the area east of the Sumber Hills, they learn that raiders in brown cloaks sacked a few farms and dragged off their inhabitants. (These captives are currently held in the slave pens beneath Sacred Stone Monastery.) In addition, three homesteads—Anderil Farm, Dellmon Ranch, and Nettlebee Ranch—are featured in side treks and shown on the regional map.       dispositions. Few Uthgardt are willing to trade with civilized folk. Most are vicious raiders who pillage and destroy any caravan or homestead they come across.   Uthgardt barbarians take their name from Uthgar Gardolfsson, a great hero-chief who battled giants and conquered much of the North before ascending to god- hood. In addition to revering Uthgar, each tribe vener-ates a totem animal spirit after which the tribe is named.   Numerous Uthgardt tribes have been vanquished over the years, and at least one tribe previously thought to be extinct has returned in force. There are currently eleven known Uthgardt tribes scattered throughout the North. Each tribe claims a vast tract of wilderness as its hunting grounds-territory that often overlaps with the hunting grounds of other Uthgardt tribes as well as land claimed by civilized races, ores, dragons, goblinoids, and other monsters. Encounters with Uthgardt barbar¬ians can occur almost anywhere in the Savage Frontier.   Uthgardt speak their own language (called Bothii), which has no alphabet. Each tribe is made up of sev¬eral widely scattered clans, each with its own chieftain and tribal shaman. The chieftains of a particular tribe choose one among them to become the great chief of the tribe, with power comparable to a monarch.   Uthgardt barbarians bury their dead under cairns and earthen mounds. These burial sites are scattered throughout the North in out-of-the-way places. Each Uthgardt tribe also has a single spirit mound that is sa-cred to its people. A spirit mound is where members of the tribe gather to revere Uthgar, honor their ancestors, make sacrifices to their totem animal spirit, and choose a new great chief when the old one dies. The Uthgardt believe that their ancestors trapped their totem spirits under these mounds so that they and their descendants could commune with the spirits and gain their power,   Uthgardt barbarians fear magic so much that they will attempt to kill and dismember spellcasters they meet. Tribal shamans are not attacked because their power comes from the spirits of their dead ancestors. (See ap¬pendix C for more information on Uthgardt shamans.)   Uthgardt hunt and forage for food. With one notable exception among the tribes, they don't build houses or permanent settlements, preferring a nomadic lifestyle.   Of all their enemies, Uthgardt barbarians hate ores most of all. Even rival tribes will unite against a ram-paging ore horde. The Uthgardt treat giants with similar contempt-the legends of the barbarians are replete with tales of how evil giants slew their ancestors and threatened Uthgar's rise to godhood.                                       Tribe symbols       The dogma of the Uthgardt religion varies slightly from tribe to tribe as each beast cult emphasizes different barbaric virtues. The clerics of these tribes, along with those who take Uthgar as a patron deity, must abide by the somewhat broader alignment guidelines of the beast totems who mediate between Uthgar and his people. Any alignment that fits the guideline for a beast totem is suitable for a cleric of Uthgar of that totem. The names of these tribes, along with their corresponding totems and alignments, are as follows:   Black Lion – chaotic good   Black Raven – chaotic evil   Blue Bear – chaotic evil   Elk – chaotic neutral   Gray Wolf – chaotic neutral   Great Worm – chaotic good   Griffon – neutral   Red Tiger – chaotic neutral   Sky Pony – chaotic neutral   Tree Ghost – neutral good   Thunderbeast – chaotic neutral   The Uthgard barbarians are a black-haired, blue-eyed people divided into eleven great clans. Some wander the North as nomads, while others live in permanent settlements. They are related the Northlanders of Ruathym and speak a dialect of Illuskan. The Uthgardt have little love for southerners and civilized-folk.   The Uthgardt generally revere Uthgar as their chief deity. Each tribe has a totem beast representing the aspect of Uthgar it reveres most, an ancestral mound that holds the tribe's sacred magic and spirits, and an ancient ritual enemy that the rangers choose as a special enemy. All the Uthgardt tribes hate orcs to the extent that they even ally with non-Uthgardt against them. No Uthgardt barbarian tribe will knowingly cut down a living tree.   Black Lion Tribe: The Black Lions have betrayed Uthgardt traditions and settled near the sacred site of Beorunna's Well. Most folk of the Black Lion tribe have given up worship of Uthgar and now worship Helm, Ilmater, Torm, and Tyr. Ancestor Mound: Beorunna's Well. Ritual Enemy: Tundra barbarians.   Black Raven Tribe: The most tradition-bound tribe, the Black Raven fly into battle (most often against caravans) riding giant ravens. Ancestor Mound: Raven Rock. Ritual Enemy: Griffon tribe, foreign merchants and clerics.   Elk Tribe: The Elk tribe wanders the Evermoors and the land near the Dessarin river. They're little more than bandits. Many have given up worship of Uthgar in favor of Talos. Ancestor Mound: Flintrock. Ritual Enemy: A dead northern civilization.   Gray Wolf Tribe: Members of the Gray Wolf Tribe are lycanthropes, turning into wolves under the full moon. Tribesfolk who leave and join other tribes lose the curse after they have spent a year as initiates into a different Uthgardt tribe's totem. Ancestor Mound: Raven Rock. Ritual Enemy: Orcs.   Great Worm Tribe: Several years ago, adventurers slew a benevolent draconic creature that had ruled the Great Worm Tribe. The tribe has maintained its balance thanks to good leadership and the fact that the Worm still seems to be looking out for them, as proven by the magic armor made of its body that appeared outside the sleeping tents of the tribe's two leaders. Ancestor Mound: Great Worm Cavern. Ritual Enemy: Evil creatures.   Griffon Tribe: See the Griffon's Nest. Ancestor Mound: Shining White. Ritual Enemy: Northern cities.   Red Tiger Tribe: This small tribe of hunters based near Beorunna's Well prides itself on hunting only with three-clawed stone daggers called "claws" as weapons. Ancestor Mound: Beorunna's Well. Ritual Enemy: Blue Bear Tribe (now deceased).   Sky Pony Tribe: The most active of the Uthgardt tribes, fanatically devoted to Uthgar's ally Tempus. Ancestor Mound: One Stone. Ritual Enemy: Orcs.   Thunderbeast Tribe: The most civilized of the tribes, living (though not farming) near the High Forest The clan's totem beast is a giant dinosaur. Ancestor Mound: Morgur's Mound. Ritual Enemy: Wolves.   Tree Ghost Tribe: After a tumultuous few years of conflict, the Tree Ghosts have declared themselves to be the protectors of Grandfather Tree. So far they have had no argument from other High Forest dwellers who respect the tree. Ancestor Mound: Grandfather Tree. Ritual Enemy: Evil undead creatures.   ================================   The Uthgardt Barbarians   "Blood flowed like spring melt water from Uthgar's wounds as he stood before his sons on the massive skull of Gurt, the lord of the pale giants. With voice unweakened, he spoke of his gift.   "'Mighty Tempus declares that I may no longer walk among you. I will not go without leaving you a final gift. You know that I have fought the beast gods and taken from each a part of their    strength, which I in turn give to you.   "'Teach the children these secrets. If they devote themselves to the beast gods, then they may call upon the beasts' power.'   "And so speaking, Uthgar mounted his sky pony and joined his father Beorunna in the war halls of Tempus."   The Uthgardt barbarians (named for Uthgar, their legendary founder) con¬form closely to the barbarian character class defined in Unearthed Arcana, and gain that class's benefits.   The Uthgardt are a black-haired and blue-eyed people — large, hardy folk descended from a mixture of Northmen fugitives, Netherese refugees, and a few savage tribes, including the Beorunni (folk of Beorunna who live by raiding, hunting, gathering, and farming.   The Uthgardt are divided into 10 tribes (at the present). Sometimes there are more, sometimes less. The tribes are named for the beast totems which Uthgar conquered —Black Lion, Thun- derbeast, Red Tiger, Blue Bear, Great Worm, Sky Pony, Tree Ghost, Black¬raven, Griffon, and Grey Wolf. Although civilization has come to the north in waves throughout history, much of the land is wild and untamed, the unbounded home of the Uthgardt. Their tribal lands extend north into the Spine of the World, south as far as The Stone Bridge, east to the Cold Wood, and west to Neverwinter Wood. They avoid cities, the High Forest and the lands around Hellgate Keep.   Although some tribes have embraced agriculture and fixed habitations, the Uthgardt have few stable villages. Most tribes wander the wilderness in small clan or family groups and live within a few weeks' travel of their ancestor mounds, their holiest of holy grounds.   Uthgardt Attitudes   Tradition is the centerpole of Uthgardt life. Yet it is blind devotion to tradition that keeps them savages. Strength is everything and civilization is a weak¬   ness not to be tolerated. Among the Uthgardt, men are warriors and hunters, and women tend to food gath¬ering and family needs. They have no written language and little art beyond geometric carvings and clothing deco¬ration. Their religions and philosophies focus on war, plunder, and survival in a harsh land.   They are superstitious, with a para¬noiac dislike of magic. To reveal oneself as a magic-user to an Uthgardt warrior is to ask him to kill you.   The Uthgardt barbarians have little to do with city folk, other than to treat them as prey. Lone traveler or large caravan, both are ripe fruit for plunder (still, some Uthgardt have made benefi¬cial "civilized" alliances).   Though the Uthgardt prey on civi¬lized folk and frequently fight among themselves, they are quick to unite, even with non-Uthgardt, against their common ancestral enemy: the orcs.   Clothing and Appearances   Most Uthgardt show the strong Netherese bloodlines in their dark hair and fair skin, like the folk of Silvery- moon and Sundabar. From Northmen ancestors come mighty physique and blue eyes. The barbarians dress in fringed leathers and furs. They love bright colors, gaudy jewelry, and orna¬mental decoration —everything they own is embellished with complicated designs and geometric patterns inter¬woven with designs representing their tribal totems and other beasts. The men of the tribe tattoo their cheeks with simple images of their totem, and the women are the showcase for their war¬riors' victories, wearing captured booty proudly.   Tribal Weapons and Proficiencies   In addition to the hand axe, knife, and spear, the Uthgardt favor the battle axe, atlatl and javelin, and the long bow. The most common Uthgardt armor is leath¬er and shield (AC 7). Some warriors pos¬   sess studded leather and shield (AC 6). A tribal chieftain may possess chain- mail and shield (AC 4). In most cases, the shield is a spiked buckler (which can be used as a weapon).   The Uthgardt possess all the primary skills known by barbarians (survival, first aid, outdoor craft, and tracking) and know the following tertiary skills: long distance signalling, running, and snare building.   Religion in the Tribes   Within the Uthgardt, all deities are allied to a central religion focusing on beast totems. Each tribe has its own totem. All other deities, including adopted "foreign" gods, are secondary and subservient to the beast gods. This includes Tempus (the Uthgardt war god) and Chauntea (the earth goddess, although she is worshipped exclusively by tribal women). Uthgardt legend tells that Tempus is the father of Uthgar, founder of the tribes (while other leg¬ends claim Uthgar's descendency from Beorunna). Chauntea is worshipped as the "grandmother," whose daughters (fathered by Uthgar after he ascended unto the halls of Tempus) are the wives of the beast gods.   These nonbeast gods are represented among the tribes by shamans of lesser power (rarely above 4th level). Chaun- tea's clerics are always women.   "Southern" gods are occasionally found in tribal strongholds, tolerated only because they or their clerics pro¬vide something valuable to the tribe.   Beast Totem Cults   The Uthgardt barbarian tribes each worship one of the beasts whose powers were taken by Uthgar. The totem cult encompasses the worship of the tribe's ancestors, including Uthgar, his sons, and long-dead chieftains and shamans.   Tribal shamans (tribal spell-casters of limited power —see DMG p. 40) are the magical power within the tribes.   Shamans have the same hit dice as    human clerics. They dress in barbarian garb, but their clothing is decorated with magical symbols and relics forti¬fied with holy power and prayer. When a shaman dies, his relics are buried with him in his ancestor mound.   Sacred Bundle The holiest of these relics is the shaman's sacred bundle, an enchanted leather satchel containing spell components and objects too holy for others to see. These objects have been gained by the shaman at the request of his ancestral spirits. Each sacred bundle is protected by a guard¬ian spirit (see summon ancestor below) who appears from the bag if it is opened by anyone other than its owner.   Spells and Powers In addition to their normal magical spells, the Uthgardt sha¬mans have two special abilities — one a power and the other a spell.   Beast Power   Level: (usable once per day)   Range: 0" (Touch)   Duration: 1 turn/level of caster Area of Effect: One person Components: V,S,M Casting Time: 6 segments Saving Throw: None   Explanation/Description: A shaman may call upon the tribe's beast power once per day. Beast power is a special ability the effects of which are different for each totem cult. In essence, it allows the shaman to wield a special ability unique to his totem. The power may be personally used by the shaman, or its effects may be granted to another devoted follower of the totem.   Although not a spell, this power requires that the shaman possess a sacred bundle and a holy symbol (usu¬ally a carving symbolizing the totem beast). The individual power effects are given in the Uthgardt tribe descrip¬tions.     Summon Ancestor Level: 3   Range: 1"/level of caster Duration: 2 rounds/level of caster Area of Effect: One spirit Components: V,S,M Casting Time: 4 rounds Saving Throw: None   Explanation/Description: When a sha¬man casts this spell upon his tribe's ancestor mound, it causes an ancestor to come forth, drawn back as a spirit, a ghost-like creature of neutral align¬ment. The spirit takes form as a trans¬parent being, a combination of totem beast and primitive human. To select the type of spirit summoned, the DM rolls 1d20 and matches the result against the table below.   When the spirit appears, the sum- moner must make a Wisdom Ability Check to control it; otherwise the spirit becomes an uncontrolled ghost and immediately attacks all living beings around it. The number following the type of spirit is a modifier that is added to the shaman's 1d20 roll during the Ability Check. However, even an uncon¬trolled spirit may not travel more than 50 feet from the ancestor mound.   A controlled spirit may perform the following functions for a shaman: attack a foe (as a ghost), guard the ancestor mound for a year (until freed again at the next Runemeet), tell the shaman ancient secrets, initiate a new shaman (only ancestral shaman spirits may do this), or raise dead (as the 5th level clerical spell). This last power can only be performed by spirits whose name is followed by an "R." In payment for the last power, the spirit drains 1d4 experience levels from the person being raised and may demand (at the DM's discretion) an annual tribute of riches to be buried in or near its tomb.   The spell requires a sacred bundle, a relic of the desired ancestor (though another may appear) and a small bon¬fire.     Spirit Summoning Table   If a specific "normal" ancestor is sum¬moned, roll 1d20. If the result is 15 or less, the desired spirit comes and the control roll modifier is -5.   d20 Ancestor Modifier   I- 5 Recently dead shaman - 2   6-10 Recently dead chieftain -3   II- 13 Long dead shaman +1 (R)   14-16 Long dead chieftain -   17 Ancient shaman +5 (R)   18-19 Ancient chieftain +4 (R)   20 Special (see below)   Special Spirits   d20 Special Spirit 1-12 Beast power   incarnation* +8 (R)   13-16 Son of Uthgar +12 (R)   17-19 Uthgar +15 (R)   20 Beast god * * +17 (R)   * This is the ghostly form of the beast totem. It can remain for a number of days equal to the level of the shaman. Unlike an ancestor spirit, it may leave the vicinity of the mound. Each day it can bestow the tribe's beast power on a number of followers equal to the summoner's level, minus the number of days it has remained on the prime plane.   * * The beast gods are wild deities. If   summoned, one usually possesses the summoner (or someone nearby) and then decides what to do with its newfound physical form. The pos¬sessed body becomes a 20th level barbarian (for hit points and attack rolls) with the spells and abilities of a 20th level druid. The avatar of the beast god can assume the beast form or use the tribe's beast power at will.   The Runemeet   The Uthgardt religion is close to nature and is tied to the change of the seasons. The holiest time of year occurs during the autumnal equinox during the    month of Eleint (coincides with the fes¬tival of Higharvestide). At this time, all tribal clans converge on the tribe's ancestral mound for the annual Rune- meet. These huge earthworks mounds, often shaped like the totem beasts, are sacred burial grounds, where only the greatest shamans and chiefs are interred. Here the Uthgardt worship their gods, set tribal policy, perform marriages, celebrate births, formalize adoptions, and mourn deaths.   During the Runemeet, youths desir¬ing to be adults and warriors of all ages participate in the ritual of the Rune¬hunt, in which those involved seek vic¬tory over one the tribe's ritual enemies — usually orcs.   The Uthgardt Tribes   Taken as a whole, the separate tribes form the Uthgardt people, yet they have individual distinctions that divide them and quash any possibility of unity as a people. This diversity is expressed as cultural variances, devotion to their unique totems, and tribal goals.   Each tribe has an ancestor mound where they worship their totems (and other gods) each fall during the Rune- meet. Several share mounds with other tribes, while some mounds are lost or abandoned.   Each tribe is ruled by a chieftain, who may also style himself as king. The chieftains are barbarian class fighters, usually of 8th to 13th level.   Chief shamans are the most powerful in their tribe, usually 7th level or better and normally accompany the chieftain. Other shamans of lesser or even equal power exist within each tribe.   The ritual enemy is a foe whom young barbarians must challenge and overcome in order to become adults. It is also the focus of ritual hunts during the annual Runemeet. Orcs are the common ritual foe of all Uthgardt, but each tribe has its own personal enemy.   As described previously, the beast power is a magical ability possessed only by tribal shamans.

 
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