Uthgardt Tribes and History in Toril | World Anvil
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Uthgardt Tribes and History

  • Forgotten Realms - The Silver Marches 3.5
  • AD&D: Forgotten Realms: The Savage Frontier

History

  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 opinions on its exact ancestry, but none of these tales agree 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 succceeded in 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 tributes 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 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 tradition of burial that has endured to this day.  

Uthgardt 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 to 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 surround 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.  

Tribes

 

Black Lion Tribe

Ancestor Mound: Beorunna's Well   Ritual Enemy: the tundra barbarians (tribes beyond the Spine of the World).   The black lion is long gone from the north, yet the tribe that bears its name lives on. Chief Alaric's badge of office is said to be a cape made of black lion skin (those who claim to have seen it recall only a mangy scrap of dirty black fur).   Nestled in the wide valley that separates the North from the glacier beyond is the small village of Beorunna's Well (mostly small huts, long houses and a few tents), which stands a respectful distance from the watery pit that is its name-sake. Here, the complacent Black Lions have forsaken tradition to become farmers and herders. Hunters still roam the wilds, but the tribe no longer depends upon them for survival. Agricultural success lets them trade with others for their needs.   In forsaking their barbarian traditions, they have also cast aside their tribal totem. Most folk of Beorunna's Well worship the Tyr alliance of Tyr, Torm, Ilmater and Helm.   Although this tribe retains its beast totem name, its members no longer revere the Black Lion or Uthgar. Abandoning their former wander lifestyle, the Black Lions constructed a permanent settlement near Beorunna's Well. Likewise, they have turned away from raiding and hunting as their primary means of support and towards a combination of agriculture, herding, hunting, and gathering. Tribal clerics now serve Helm, Ilmater, Torm, and Tyr. One cleric of the tribe (Patreveni Onehand) still serves Uthgar, but his pleas and warnings to his fellow tribespeople fall on deaf ears. They have had enough of constant warfare, and they long for a less violent and destructive way of life.   Most of the other Uthgardt tribes, particularly the Red Tigers, are contemptuous of the Black Lions' decision to abandon tradition. The tribe's rationale for undergoing this marked change is explained by their chieftain, Andar Heartwood: "War with the orc king is coming. Every day it grows nearer. When it finally arrives, it will sweep everything before it, like the waters of the spring flood. The Black Lions, too, will perish unless we plan for our future."   To this end, the Black Lions have started to trade with other folk, especially Quaervarr and Sundabar. Where once the sight of Black Lions walking the streets of a trading city would be considered rare at best, now it is merely uncommon. Thus far the tribe's economy is small, but agricultural and herding success have allowed it to grow rapidly. It is the chieftain's secret hope - shared with no one thus far - that he may be able to prevail upon the signatories of the Silver Marches to accept the Black Lions as a new member, giving the tribe powerful allies when the orc horde attacks.  

Blackraven Tribe

Ancestor Mound: Ravenrock   Ritual Enemies: Griffon tribe and foreign merchants and clerics   Of all the Uthgardt, the Blackraven are the most conservative, holding tightly to the old ways and reacting violently to the new. Pureheartman and his assistant, Wulphgehar, are the only shamans tolerated by the tribe. As far as the caravans who ply the north are concerned, the Blackravens are the worst of the tribes. Blackraven warriors are renowned as bandits, gaining this reputation because they prey on those whom they despise the most foreigners, especially merchants and missionary clerics. They seek to destroy that which may threaten their way of life. The tribe is aided in their quest by their totem, the gigantic ravens of Ravenrock. The raiders sit astride massive ravens, swooping down out of the sky to rob and terrorize caravans. The Blackravens have little respect for tribes who dwell in towns (particularly the Thunderbeast and Griffon tribes), since those tribes have adopted foreign ways. In return, they are enemies of those tribes. The Thunderbeast chieftain offers a bounty for the destruction of the Blackravens' eggs.   Because their raiding spoils are tainted with foreign influence (including gold, jewelry, weapons, fabric, etc.), these items are sacrificed to the Blackraven and secreted away in Blackraven shrine, near the Ravenrock ancestor mound. The Blackravens protect their shrine closely and do not welcome foreign intrusion. Woe betide the person who is caught searching for (let alone robbing) the tribe's treasure-laden shrine.  

Blue Bear Tribe

Ancestor Mound: Stone Stand   Ritual Enemy: Civilized farmers   This tribe is evil, a pawn of Hellgate Keep. The Uthgardt tribes stand united in their enmity towards the infamous Blue Bear tribe. No longer a mere spirit, the blue bear totem has become demonlike due to the tribe's association with the evil within Hellgate Keep. Likewise, the tribesfolk have degenerated and become brutal, possibly even more savage than orcs.   Tanta Hagara is not human; she is an annis, a haglike giantess from Hellgate Keep. She seeks Grandfather Tree, the tribe's lost ancestor mound. She has a unique way of dealing with the tribe's captives... she eats them.  

Elk Tribe

Ancestor Mound: Flintrock   Ritual Enemy: "The ancient ones" (any old ruin, tomb, or evidence of ancient civilization qualifies).   The Elk tribe's normal range includes the Evermoors, the plains east of the Dessarin and the Dessarin and lower Surbrin river valleys. Of all the tribes, they are the most arrogant, surly and self-indulging. Considered by many to be little more than bandits, they often raid other tribal settlements for food, women, and sport. They have loose ties with the rulers of Luskan but are unwelcome elsewhere. The Cheiftan is regarded by most as a vulgar thug. Under his rule, clerics of the Talos alliance have gained a strong hold on the tribe.  

Great Worm Tribe

Ancestor Mound: Great Worm Cavern   Ritual Enemy: Evil creatures   The most notable feature of this tribe is its chief shaman, Elrem the Wise. Imagine a gigantic, bat-winged snake with the head of a red dragon and you will have a picture of this tribe's mythical totem and its elder shaman. Unlike most other tribal shamans, Elrem is not human. He is a great worm, possibly the only great worm in existence (though tribal legend states that he was once human and may be one of Uthgar's sons). Elrem sleeps year round in the depths of Great Worm Cavern, waking once each year at the Runemeet to prophesy of the future, based on his dream travels.   Through Elrem's guidance, the tribe has chosen evil creatures (orcs, giants, creatures of Hellgate Keep, etc.) as ritual enemies.  

Grey Wolf Tribe

Ancestor Mound: Ravenrock   Ritual Enemy: The orcs of Gauntlgrym   Though they are not the most numerous or the most powerful, this is the most feared of the Uthgardt tribes. Long ago, the tribe adopted human refugees from the lost city of Gauntlgrym. The evil that had possessed the city caused the tribe to be cursed with lycanthropy. Any tribesman who possesses Greywolf blood becomes a wolf under the light of the moon (although those who are adopted by other tribes slowly lose the curse). On moonlit nights, the entire tribe roams the wilderness in search of prey.   During Runemeet, the the Cheiftan tribe tolerates the Grey Wolves at their shared ancestor mound of Ravenrock - so long as the moon is not full.  

Griffon Tribe

Ancestor Mound: Shining White   Ritual Enemy: The cities of the North   The Cheiftan is a popular man of great charisma, and even greater ambition. Since assuming leadership, he has pushed his people towards greater accomplishments, making the Griffons foremost among the tribes in power, skill, and learning. His great goal is the conquest and possession of one of the northern cities. To this end, he has declared ritual war on the cities. Unallied clans seeking either plunder or the benefits offered by cities have joined the Griffons, swelling their ranks.   Even so, Griffon's Nest, the primary tribal encampment, rivals some of the smaller northern cities. Without realizing it, Kralgar may accomplish his goal within his lifetime as Griffon's Nest slowly changes from camp to city.   While the tribe wages incessant warfare against the cities, they welcome contact with outsiders, considering all as potential allies in their quest.  

Red Tiger Tribe

Ancestor Mound: Beorunna's Well   Ritual Enemy: Blue Bear tribe   Like their totem beast (which is also called the snow cat, since its fur changes color in winter), this tribe is wild and solitary. They hunt in very small family groups and roam widely, primarily in the Cold Wood. They are wary of all strangers and would sooner avoid contact with things or folk which they do not know. The tribe has few shamans and no shrines other than Beorunna's Well. The men of the Red Tiger tribe are strictly hunters, leaving gathering and trading to the women, elderly and children. The Red Tigers believe that the true test of a hunter is the ability to bring down prey unaided. Often, their only weapons are "tiger claws," short wooden handles embedded with three sharp stone daggers. The hunter holds these so the daggers project between the fingers like claws.   The Red Tigers are loyal to the Thunderbeasts, who won their respect during a Runemeet Runehunt by bringing back a leucrotta, slain with only a pair of tiger claws.  

The Sky Pony Tribe

Ancestor Mound: One Stone   Members of this Tribe seem to be constantly on the move, riding their shaggy mountain-bred horses from their ancestor mound at One Stone (in the eaves of the eastern Moonwood) westward across the North as far as Icewind Dale. A few legendary warriors of this tribe acquire pegasus mounts; a common quest for a true Sky Pony hero is to seek out such a mount. Unlike most of the other Uthgardt barbarians, the Sky Ponies perceieve their beast totem as a manifestation not of Uthgar, but rather his frequent ally Tempus. This does not seem to anger Uthgar, perhaps because the Lord of Battles has never espoused a dogma in which Uthgar could not see merit. As a sign of its devotion to the deity, the Sky Pony tribe makes war on the orcs of the North whenever possible, often tracking them high into the mountains in order to destroy their homes and erase their threat to the southern lands.  

Thunderbeast Tribe

Ancestor Mound: Morgur's Mound   Ritual Enemy: Wolves   The Town of Grunwald on the edge of the High Forest is home to this most civilized of the tribes. The tribe takes its name from the apatosaurus (brontosaurus), which in ancient times roamed here. Tribal shamans claim that thunderbeasts still dwell in the High Forest. The clan's hearth at Morgur's Mound is surmounted by an apatosaurus skeleton. It said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense.   In addition to the Beast Cult shamans, the Thunderbeast tribe in Grunwald has grown civilized enough to tolerate priests of other religions, primarily the druids of Silvanus, and the clerics of the Tyr alliance.  

Tree Ghost Tribe

Ancestor Mound: Grandfather Tree   Ritual Enemy: Evil undead creatures   The Tree Ghosts are wanderers who search for Grandfather Tree, their lost and abandoned ancestor mound. At Runemeet, they worship at whichever ancestor mound is most convenient before resuming their wandering again.   Unlike the other Uthgardt tribes, the Tree Ghosts totem is not a beast. The Tree Ghost is a woodland spirit, similar in some respects to an elemental, but drawing life, energy and intelligence from the forest and giving back its energy to the forest as a caretaker and guardian. Supposedly, each forest has a Tree Ghost whose power depends on the size of that forest. The elves disclaim the existence of such beings, but the Tree Ghost tribe stands firm in its belief in their tribal totem and are able to draw on the spirit's power.   The Tree Ghosts are cordial to foreigners, but will not ask for outsiders' help in their holy quest for their ancestor mound. Although as a rule the barbarians hold the civilized folk of the north in disdain, the Tree Ghost warriors owe allegiance to High Lady Alustriel of Silverymoon and would die to a man for her.

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