TEXT: WILDERLANDS OF
  HIGH ADVENTURE™
  BARBARIANS OF
  THE WILDERLANDS 1™
  BY JAMES MISHLER
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  
  DEDICATED TO
  THE LAST CELT
  
   WILDERLANDS OF HIGH ADVENTURE 3
  WILDERLANDS OF
  HIGH ADVENTURE™
  BARBARIANS OF THE WILDERLANDS 1™
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  Author: James Mishler
  Cover & Interior Art: Peter Bradley
  Graphic Design: Peter Bradley
  Adventure Games Publishing
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  Barbarians of  the Wilderlands 1 © 2008 by Adventure Games Publishing. All Rights Reserved. Reproduction without the 
  written permission of the publisher is expressly forbidden. Adventure Games Publishing, Wilderlands of High Adventure, and respective logos are 
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  AGP00251 
   
  MSRP $4.00
  THE bARbARIAN CLASS
  Native Arms & Armor 
   
   
   
   
   
  4
  Primal Rage 
   
   
   
   
   
   
  4
  Resilience  
   
   
   
   
   
   
  4
  Savage Glory 
   
   
   
   
   
   
  4
  Sixth Sense 
   
   
   
   
   
   
  4
  Tribal Abilities 
   
   
   
   
   
   
  4
   
  Animal Handling, Armor Maker  
   
   
   
  4
   
  Battle Cry, Berserkergang, Bowyer, Canoeing, Demon Slayer,  
   
  5
   
  Fast Movement, First Aid, Horsemanship 
   
   
   
  6
   
  Horse Warrior, Jumping, Languages 
   
   
   
  6
   
  Master Armor Maker, Master Bowyer, Master Weapon Smith 
   
  6
   
  Runes, Running, Savage Horde, Savage Retainers 
   
   
  7
   
  Scale, Seamanship, Signaling, Sound Imitation,  
   
   
  7
   
  Swimming, Weapon Smith, Wilderness Abilities, Wizard Slayer 
   
  8
  Wilderness Abilities Note 
   
   
   
   
   
  8
  Versatility  
   
   
   
   
   
   
  9
  Summary and EP Chart 
   
   
   
   
   
  9
  Barbarian Equipment (Atlatl, Khopesh, Lariat) 
   
   
   
  9
  bARbARIANS OF THE WILDERLANDS
  “Urban” Barbarians 
   
   
   
   
   
   
  10
  Rural Barbarians 
   
   
   
   
   
   
  11
  Barbarian Nations of the Wilderlands 
   
   
   
   
  11
  Altanians 
   
   
   
   
   
  12
  Amazons 
   
   
   
   
   
  13
  Karakhans 
   
   
   
   
   
  14
  Karzulun 
   
   
   
   
   
  15
  Mgona 
   
   
   
   
   
  16
  Moonrakers 
   
   
   
   
   
  17
  Skandiks 
   
   
   
   
   
  18
  Tharbrians 
   
   
   
   
   
  19
  Valonar 
   
   
   
   
   
  20
  OGL
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  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  original material by E. Gary Gygax and Dave Arneson.
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  renamed in the System Reference Document. The Compendium can be found on the legal page of www.necromancergames.com.
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  based on original material by Bob Bledsaw, Bill Owen, and Bryan Hinnen.
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  Castles & Crusades: Player’s Handbook Copyright 2006, Troll Lord Games; Authors Davis Chenault and Mac Golden.
  Barbarians of the Wilderlands 1, Copyright 2008, Adventure Games Publishing; Author James Mishler.
  
  4 BARBARIANS OF THE WILDERLANDS
  BARBARIAN (Constitution)
  NATIVE ARMS & ARMOR: 
  A barbarian has a select list of around 
  a half-dozen cultural weapons in 
  which he is proficient (consult your 
  Judge for barbarian cultures that 
  may be available in your campaign 
  setting). He may choose one of these 
  weapons, with which he gains a +1 
  damage bonus; this improves to a +1 
  bonus to hit and damage at 7th level. 
  The barbarian does not, however, 
  suffer the full non-proficiency penalty 
  of other classes; he only suffers a -2 
  penalty with other weapons. 
  The barbarian is also limited in the 
  armor he may wear effectively, as he 
  is not used to or trained in the use of 
  armors not native to his culture. He 
  may wear armor he is not familiar with 
  and use his class abilities, but he suffers 
  a penalty to all ability checks equal to 
  the AC of the armor, suffers a penalty 
  to hit equal to half the AC of the 
  armor rounded up, and the AC bonus 
  of the armor is one less than normal.
  Starting at 2nd level a barbarian 
  may choose an additional weapon 
  or armor type in which to gain 
  proficiency upon gaining a new level; 
  he must use or have used this weapon 
  or wear or worn the armor during at 
  least one combat, or trained with it 
  for one week, before he becomes 
  proficient with it.
  If the barbarian advances in level 
  before he has used these slots, they 
  are not lost; they simply accumulate. 
  The barbarian can choose to “trade 
  in” three accumulated slots for an 
  additional Versatility pick (see below) 
  as opportunity permits.
  PRIMAL RAGE: A barbarian 
  has the ability to go into a battle 
  rage. This rage lasts for 3 rounds + 
  1 round per level. During this time 
  the barbarian gains a +2 bonus to 
  hit, a +2 bonus to damage, and a 
  +2 bonus to wisdom saving throws. 
  Alternatively, instead of the bonus to 
  hit and damage, the barbarian may 
  instead choose to attack twice with 
  a single weapon, suffering -1 to hit 
  with both attacks; he may make this 
  choice from round to round. During 
  the rage the barbarian also suffers 
  a -2 penalty to AC and a -2 penalty 
  on all intelligence checks and saving 
  throws. The bonuses improve to +3 
  at 8th level and +4 at 16th level; the 
  penalties never improve. 
  During the rage a barbarian 
  cannot use missile weapons, though 
  he may use thrown weapons.
  At the end of the rage the 
  barbarian is fatigued, and suffers a 
  -2 penalty to hit, deals only half of 
  rolled damage, a -2 penalty to AC, 
  and a -2 penalty to all checks and 
  saving throws. This fatigue lasts a 
  number of minutes equal to the 
  same number of rounds the rage 
  lasted, i.e., a six-round rage equals a 
  six-minute period of fatigue.
  The barbarian may rage once per 
  day at 1st level, twice per day at 4th 
  level, three times per day at 8th level, 
  four times per day at 12th level, five 
  times per day at 16th level, and six 
  times per day at 20th level.
  RESILIENCE: A barbarian’s 
  innate toughness and ability to 
  withstand pain and punishment imparts 
  a +1 bonus to all saving throws versus 
  paralysis, polymorph, petrifaction, and 
  death attacks. The bonus increases to 
  +2 at 5th level, +3 at 10th level, +4 at 
  15th level and +5 at 20th level.
  SAVAGE GLORY: Once per day 
  for 3 rounds + 1 round per level the 
  barbarian may add +1 to his AC. He 
  may use this ability only when wearing 
  his native tribal armors; it cannot be 
  used with other armor with which he 
  has gained proficiency. This ability may 
  not be used when the barbarian is in a 
  rage. At 4th level he may use this ability 
  twice per day, at 8th level three times per 
  day, and at 12th level four times per day. 
  The AC bonus increases to +2 at 6th 
  level and +3 at 10th level.
  SIXTH SENSE (Wisdom): A 
  barbarian has a sixth sense that enables 
  him to detect danger. Any time the 
  barbarian is surprised, or is ambushed, 
  especially through use of the rogue or 
  assassin’s stealth ability, through the use 
  of magic such as invisibility, or through 
  a trap, mechanical or otherwise, the 
  barbarian may make a sixth sense 
  check. The CL is equal to the level or 
  hit dice of the attacking being (with 
  modifiers as the Judge might require). 
  If the sixth sense roll succeeds, the 
  surprise is negated for the barbarian 
  (but not his allies).
  TRIBAL ABILITIES: A barbarian 
  may select three of the following tribal 
  abilities at 1st level, provided the ability 
  is native to the barbarian’s culture. The 
  abilities available depend on the locale 
  and culture from which he originates. 
  These include:
  Animal Handling (Wisdom): 
  The barbarian can handle and train 
  a specific animal type. Usually this is 
  restricted to horses and dogs, but could 
  include black bears, wolves, birds, lynxes, 
  etc., as per the Judge’s campaign.
  Armor Maker (Intelligence): 
  Most barbarians can make-work 
  repairs to their armor or even 
  manufacture simple leather or hide 
  armors; possession of this ability 
  means the barbarian is especially 
  skilled in leatherworking and  possibly 
  metalworking (to such a technological 
  
   WILDERLANDS OF HIGH ADVENTURE 5
  level as his tribe is able) and repairing 
  and making tribal armors.
  He can make and maintain any tribal 
  armors and he can also make expert 
  armors of tribal type. The barbarian 
  begins play with a single such suit of 
  expert (not double-expert) armor for 
  himself at the cost of a normal suit of 
  armor of that type.
  Expert armors require special 
  craftsmanship. Expert leather or 
  hide armors require one week per 
  point of AC bonus to manufacture, 
  metal armors require double that; 
  all provided the proper materials are 
  available. Only outcasts make such 
  armor for sale to non-tribe members 
  (if the barbarian is not an outcast 
  when he makes such a suit of armor 
  for an outsider, he will be when his 
  people find out that he did!).
  Battle Cry (Charisma): Once 
  per day the barbarian can give out a 
  fearsome battle cry to strike fear in the 
  hearts of his opponents. The CL is 
  equal to the highest level/HD enemy 
  the barbarian can see. If the battle 
  cry is successful, all enemies within 
  50 feet must make a charisma save 
  against a CL equal to the barbarian’s 
  level; if they fail, they must flee in 
  terror for one round per level of 
  the barbarian. Even if they save, any 
  opponents of fewer hit dice than the 
  barbarian suffer a -1 penalty to hit and 
  to damage until the end of the battle.
  The barbarian may take this 
  ability multiple times; each time he 
  takes it he is able to use it once more 
  per day, but never more than once in 
  the same battle.
  Berserkergang: 
  A 
  barbarian 
  with this ability may choose to allow 
  his primal rage ability to extend 
  indefinitely as a berserker rage.
  Entering 
  the 
  berserker 
  rage 
  requires 
  two 
  full 
  rounds 
  of 
  preparation, including biting of 
  shield and bellowing of war cries. 
  Once in the berserker rage, the 
  barbarian attacks the nearest living 
  being, be it friend or foe, though the 
  barbarian may make a wisdom save 
  (CL opponents slain this combat) to 
  choose to attack a nearby foe rather 
  than a nearer friend; however, the foe 
  must be reachable this round or the 
  barbarian cannot choose to make the 
  save and must attack the friend!
  During a berserker rage the 
  barbarian ignores all wounds; during 
  this time the Judge should keep track 
  of the barbarian’s hit points and not 
  even hint to the player where his hit 
  points stand. The berserk barbarian 
  continues fighting even at negative hit 
  points, unhindered, even beyond -10 
  hit points, to a total beyond -10 equal 
  to his level, only after that point does he 
  drop dead while in the rage (i.e., a 10th 
  level berserk barbarian can fight to -20 it 
  points, but drops dead at -21 or worse). 
  If the barbarian is at or beyond -10 hit 
  points when the berserker rage ends, 
  he drops dead. If between 0 and -9 hit 
  points, he simply falls unconscious.
  A berserker rage ends only after 
  there are no foes in sight and the 
  barbarian makes a wisdom save (CL as 
  above); if the save fails the barbarian 
  must attack the nearest friend (or 
  run to attack the nearest friend if 
  not in range this round)! If no allies 
  are present, he attacks animals, if no 
  animals, the nearest structure, etc.
  Once the barbarian exits the 
  berserker rage the post-rage fatigue 
  lasts for 10 minutes per round of 
  rage, rather than 1 minute per round; 
  all penalties are doubled, the barbarian 
  deals only minimal damage, and the 
  barbarian cannot run or even jog.
  Bowyer 
  (Intelligence): 
  Most 
  barbarians who use bows can get 
  by making simple bows and arrows; 
  possession of this ability means the 
  barbarian is particularly skilled at making 
  bows and arrows (Intelligence), especially 
  a unique, powerful bow specific to 
  his tribal group (one of short, short 
  composite, long, or long composite). 
  He cannot make metal arrowheads; for 
  this he requires a weapon smith, but he 
  will know if they are quality arrowheads. 
  He has enough skill at flint-knapping to 
  make stone arrowheads, but no other 
  stone implements.
  Not only can the barbarian make 
  the specific cultural bow of his tribe, 
  he can also make a bow of that type 
  personalized to the user’s strength. 
  This bow adds the user’s strength 
  bonus to its damage and increases its 
  base range by 10 feet per bonus point 
  (thus a long composite bow of this 
  type for a character with a strength 
  score of 17 would deal 1d8+2 and 
  have a range of 130/260/390). The 
  barbarian begins play with such a 
  bow for himself at the cost of a 
  normal weapon of that type.
  These 
  bows 
  require 
  special 
  craftsmanship, taking one month 
  per bonus point to make a new bow, 
  provided the proper materials are 
  available. Only outcasts make such 
  bows for sale to non-tribe members 
  (if the barbarian is not an outcast 
  when he makes such a bow for an 
  outsider, he will be when his people 
  find out that he did!)
  The barbarian can also make 
  standard expert bows, requiring two 
  weeks to make a bow or one day 
  to make a single arrow with a +1 
  damage bonus; these he can sell to 
  outsiders without incurring the wrath 
  of his people. An expert strength bow 
  requires six weeks per strength bonus.
  Canoeing (Varies): The barbarian 
  is skilled in the building (wisdom) and 
  use (dexterity) of small wooden and 
  hide canoes and boats used in rivers, 
  lakes, and sea shallows.
  Demon Slayer [This ability can only 
  be taken at 3rd level or above as a Versatility 
  pick, and only after the barbarian has had 
  
  6 BARBARIANS OF THE WILDERLANDS
  experience fighting creatures that require 
  magical weapons to hit]: The barbarian 
  possesses insight into the inhuman 
  nature of dark and fell creatures such 
  as demons, devils, undead, and other 
  monsters who are only marginally 
  part of the natural world.
  He gains the ability to hit any 
  creature that requires a +1 or better 
  magical weapon, even though he does 
  not possess a magical weapon. This 
  ability does not provide any bonus to 
  hit or to damage, merely the ability to 
  hit the creature without the requisite 
  magical aid. The barbarian can use his 
  bare hands or any other weapon.
  This ability can be taken more than 
  once; each time it is taken increases the 
  effective bonus required that he can 
  hit; i.e., two picks is +2, three is +3, and 
  so forth. Often this ability requires that 
  the barbarian be permanently tattooed 
  or scarred with strange symbols, sigils, 
  and runes during day-long rituals 
  overseen by a savage cleric or wizard 
  (Judge’s discretion).
  Fast Movement: The barbarian 
  adds +10 feet to his base movement. 
  This applies only when wearing 
  his native armor types (regardless of  
  other armors with which he may become 
  familiar) and cannot be used when 
  the barbarian is carrying a heavy load 
  or is overburdened.
  First Aid (Wisdom): With a 
  successful wisdom check, this skill 
  allows the barbarian to bind wounds 
  and set sprains or broken bones.
  The check is made individually for 
  each wound treated, with a CL equal 
  to the points of damage suffered by 
  that individual wound. If successful, 
  the wound heals 1 point of damage 
  per day, in addition to the normal 
  general healing of the character, for a 
  number of days up to the surplus of 
  the wisdom check or the total damage 
  of the wound, whichever is less.
  To use this ability the barbarian 
  must use one packet of herbs, salves, 
  unguents, and bandages per wound. 
  A pack of herbs, salves, unguents, 
  and bandages costs 10 gp; a packet 
  may be gathered by a barbarian or 
  ranger using wilderness lore against 
  a CL of 5, one check per hour-long 
  search, and requires a fire and one 
  hour of preparation to make from 
  scratch (no check needed to make 
  the unguents and salves).
  Horsemanship (Dexterity): The 
  barbarian is skilled in using his horse 
  in combat as per the C&C knight, 
  though all abilities can only be used 
  fully with unarmored light war 
  horses or steppe ponies. Attempts 
  to use these abilities with medium 
  and heavy warhorses or any horse in 
  armor are at 1/2 the barbarian’s level 
  of ability (rounded down).
  Horse Warrior: The barbarian is 
  skilled in use of his tribal weapons 
  while on horseback. He suffers only 
  a -1 penalty to hit with melee attacks 
  and a -2 penalty to hit with ranged 
  attacks rather than the usual -2/-4 
  penalties. If the barbarian also has 
  Horsemanship, both penalties are 
  eliminated entirely.
  Jumping (Strength): With this 
  ability the barbarian can jump great 
  distances. The barbarian can jump a 
  base six feet forward, two feet back, 
  or two feet up from a standing start. 
  If the barbarian is able to move freely 
  and get a running start, he can leap a 
  base of 15 feet forward or five feet 
  up. To the standing jump numbers 
  add 3” per point of the strength check 
  above the CC, and add 6” per points 
  of the strength check above the CC 
  for running jumps; subtract similar 
  amounts for every point by which the 
  strength check failed. For running jumps, 
  the maximum jump is no greater than 
  half the total running space for forward 
  jumps, and one quarter the running 
  space for upward jumps.
  Languages 
  (Intelligence): 
  A 
  barbarian normally begins play knowing 
  his native tongue and a dash of common, 
  plus any languages due to high intelligence. 
  A barbarian with this ability may make an 
  intelligence check to understand the basic 
  intent behind the most rudimentary use of 
  a foreign tongue, with a CL depending on 
  the distance of the tongue from his own and 
  the complexity of the phrase. For example, 
  he could try to understand a maiden trying 
  to ask for help or a merchant asking for two 
  coppers for a melon; long and/or complex 
  ideas cannot be understood.
  Additionally, every level (including 
  1st if this ability is chosen at 1st level) 
  the barbarian may choose one language, 
  to which he has been exposed during 
  that level or prior, and learn to speak 
  and understand it; he will always have 
  an imperfect understanding of it, and 
  will always speak it with an atrocious, 
  barbarous accent.
  Master Armor Maker [This ability 
  can only be taken at 3rd level or above as a 
  Versatility pick, and only after the barbarian 
  has taken the Armor Maker ability]: The 
  barbarian is able to make double-
  expert tribal armor. This armor 
  requires double the normal amount of 
  time to make. In addition to a +1 AC 
  bonus above its normal, the armor also 
  absorbs one point of hit point damage 
  from every attack that hits the wearer.
  Master Bowyer [This ability can only 
  be taken at 3rd level or above as a Versatility 
  pick, and only after the barbarian has taken 
  the Bowyer ability]: The barbarian is able to 
  make double-expert bows and arrows; 
  time required is one month and two 
  days, respectively. Each has a non-
  magical bonus of +1 to hit and +1 to 
  damage. A double-expert tribal bow that 
  allows the addition of strength bonuses 
  to damage requires two months per 
  point of strength bonus to construct.
  Master Weapon Smith [This ability 
  can only be taken at 3rd level or above as a 
  Versatility pick, and only after the barbarian 
  
   WILDERLANDS OF HIGH ADVENTURE 7
  has taken the weapon Smith ability]: The 
  barbarian is able to make double-
  expert weapons, time required being 
  two weeks per five pounds or portion 
  thereof. Each has a non-magical bonus 
  of +1 to hit and +1 to damage.
  Runes (Intelligence): The barbarian 
  is skilled in the use of the runes or sigils 
  used by his tribal shaman or priest. This 
  grants him no magical abilities in and of 
  itself, but it does allow him to read and 
  write any rune stones or other writing 
  using his tribal alphabet. If the tribe’s 
  runes are magical, each additional choice 
  of runes as an ability (tribal or Versatility) 
  allows the barbarian to learn how to 
  magically engrave, enchant, and activate 
  a single charged rune.
  Running (Constitution): This 
  skill enables the barbarian to move 
  at a jog (double base speed) for up 
  to three days before having to rest 
  by spending a day moving at normal 
  speed. With a successful constitution 
  check, the barbarian may resume 
  running again after the day of rest.
  Savage Horde [This ability can only 
  be taken at 9th level or above as a Versatility 
  pick]: The barbarian has gained a level of 
  fame among the members of his clan 
  and tribe, and perhaps even with other 
  barbarian peoples. He is able to gather 
  a horde of barbarian clans and tribes 
  to follow him on a path of red-handed 
  pillage, vengeance, and plunder, or even 
  long-term conquest and migration.
  The exact number of savage 
  warriors in the horde is up to the 
  Judge, but should usually be around 
  five to 10 times the level of the 
  barbarian squared, plus a number 
  of levels of sub-leaders (barbarians, 
  savage bards, feathered clerics, etc.) 
  equal to double his own level (a 
  10th level barbarian could summon 
  a horde of around 1,000 1st level 
  savage warriors along with 20 total 
  levels in leaders, none higher than 
  5th level). Numbers and abilities of 
  leaders can be adjusted as per the 
  Judge determines based on existing 
  clans and tribes and how well the 
  assumed leader gathers them to 
  his standard (there is always plenty 
  of opportunity for savage intrigue 
  among the clans and tribes).
  A number of women, children, 
  and camp followers equal to the 
  number of savage warriors and 
  leaders join the horde on its path 
  of destruction and plunder; double 
  this number in case of a long-term 
  conquest and migration or even triple 
  it, including old men and striplings, 
  when on a forced migration.
  The 
  barbarian 
  can, 
  barring 
  complete disaster, generally keep 
  the horde together for a number of 
  weeks equal to his charisma score 
  plus his level; if, during this time, the 
  horde has great success, it will remain 
  together after the initial time runs out 
  until failure strikes. How and when 
  the horde falls apart all depends on its 
  success, the perceived power of the 
  leader, the generosity of the leader to 
  his followers, and other circumstances 
  as the Judge dictates.
  Savage Retainers [This ability 
  can only be taken at 6th level or above as 
  a Versatility pick]: The barbarian gains 
  1d8 savage followers (no less than 1 + 
  the barbarian’s charisma bonus, though 
  never more than his charisma score). 
  These are all young warriors from his 
  tribe, perhaps even siblings or cousins, 
  who have heard of his prowess and 
  decided to join him on his adventures 
  for loot and glory. All begin play at 1st 
  level (all are of the savage class, though 
  if the barbarian is noted for his piety to 
  the tribe’s gods and/or his legendary 
  deeds, there might be a cleric and/or 
  bard amongst them). 
  Followers gain one level for 
  every level the barbarian gains. The 
  barbarian gains a new follower every 
  level (maximum number of followers 
  is equal to his charisma score). As 
  followers die, provided the barbarian 
  has treated them well and he has 
  otherwise been successful, they 
  will be replenished from the tribe 
  as opportunity permits, from allied 
  tribes the barbarian encounters from 
  time to time, or even from semi-
  civilized adventuring types, at the 
  Judge’s discretion. All new followers 
  begin at 1st level. The barbarian is 
  responsible for their upkeep and 
  well-being as well as for regularly 
  showering them with gifts.
  The barbarian can, of course, 
  always hire additional savage warriors 
  and barbarians to serve him, such as 
  men to fill out a raiding ship, but 
  these will be purely mercenaries; 
  his retainers follow out of love and 
  loyalty, not simple monetary gain.
  Scale (Dexterity): As per the 
  C&C ranger ability. (Possession of  this 
  ability provides a +2 bonus to the rogue’s 
  climb ability if  gained through Versatility, 
  and vice-versa).
  Seamanship 
  (Varies): 
  The 
  barbarian is skilled in the building 
  (wisdom) and the use (dexterity) of 
  medium to large ships designed to 
  sail or be rowed upon the open seas.
  Signaling (Wisdom): The barbarian 
  is capable of communicating over long 
  distances using the signaling methods of 
  his particular tribe (drums, smoke, mirror 
  flashes, etc.). He can also use this ability 
  to attempt to understand, in general, the 
  signals created by other tribes. Given one 
  day of training by another barbarian, he 
  can learn how to signal using his mentor’s 
  tribe’s signaling system.
  Sound Imitation (Charisma): 
  The barbarian with this skill can 
  mimic bird, animal or even monster 
  calls, whether to signal allies or to 
  lure or frighten creatures. Failure 
  indicates the sound is not convincing 
  or does not carry far enough for 
  the intended recipient to hear. The 
  
  8 BARBARIANS OF THE WILDERLANDS
  barbarian can even send complex 
  information to another barbarian 
  who possesses the sound imitation 
  ability, while others will simply know 
  “the orcs are here” or “time to run!” 
  based on established animal codes. 
  The barbarian knows only the sounds 
  made by animals and common 
  monsters of his native region.
  Swimming (Varies): While most 
  non-desert based barbarians have 
  enough skill at swimming enough 
  not to drown, this ability represents 
  extensive practice and true skill at 
  maneuvering in water. This skill 
  includes long-distance swimming 
  (constitution), diving (dexterity), and 
  swimming while encumbered and/or 
  in battle (strength).
  Weapon Smith (Intelligence): 
  Most barbarians can make-work 
  repairs to their weapons or even 
  manufacture 
  simple 
  weapons; 
  possession of this ability means 
  the barbarian is especially skilled in 
  metalworking (to such a technological 
  level as his tribe is able) and making 
  and maintaining tribal weapons.
  He can make weapons of tribal 
  sort, though not weapons that do 
  not require any metal, such as bows, 
  lariats, or slings. He can make spears 
  and axes and other hafted weapons. 
  He is also able to make metal pieces 
  as are needful to manufacture metal 
  tribal armors, but only those with 
  the armor making ability can actually 
  construct tribal armors.
  Not only can the barbarian make 
  and maintain his tribal weapons, he 
  can also make expert weapons of 
  tribal type. The barbarian begins 
  play with a single such weapon for 
  himself at the cost of a normal 
  weapon of that type.
  Expert weapons require special 
  craftsmanship, taking one week per 
  five pounds or portion thereof to 
  manufacture, provided the proper 
  materials are available. Only outcasts 
  make such weapons for sale to non-
  tribe members (if the barbarian is 
  not an outcast when he makes such 
  a weapon for an outsider, he will be 
  when his people find out that he did!)
  Note that if the barbarian’s tribe is 
  only capable of stone-age technology, 
  this ability is useful to make flint-
  knapped weaponry, but does not 
  provide any familiarity with metals.
  Wilderness Conceal (Dexterity): 
  As per the C&C ranger conceal ability.
  Wilderness Lore (Intelligence): 
  The barbarian can identify plants and 
  animals of his natural habitat without 
  having to make a check, and may use 
  this ability with a check on creatures 
  of other lands, to determine their 
  general type, attacks, and hit dice. 
  With a wisdom check, the barbarian 
  can also determine direction or 
  predict weather.
  Wilderness Stealth (Dexterity): 
  As per the C&C ranger move silently 
  ability. (Possession of  this ability provides a 
  +2 bonus to the rogue’s stealth (urban) ability 
  if  gained through Versatility, and vice-versa).
  Wilderness Survival (Wisdom): 
  As per the C&C ranger survival ability.
  Wilderness Tracking (Wisdom): 
  As per the C&C ranger track ability.
  Wilderness Traps (Wisdom): 
  As per the C&C ranger traps ability.
  Wizard-Slayer [This ability can 
  only be taken at 3rd level or above as 
  a Versatility pick, and only after the 
  barbarian has had experience fighting 
  wizards and other creatures that use arcane 
  spell-like abilities]: The barbarian gains 
  Spell Resistance 2. This resistance 
  increases by 2 every time the 
  barbarian chooses this ability as a 
  Versatility pick. The spell resistance 
  applies only to arcane spells cast by 
  wizards or illusionists or wizard- or 
  illusionist-based spell-like abilities, 
  not divine spells or spell-like abilities 
  of clerics or druids.
  WILDERNESS ABILITIES
  NOTE: Even if he does not 
  initially select a wilderness skill, a 
  barbarian must, at 1st level, select a 
  native terrain and climate; these are the 
  terrain and climate of the lands where 
  his native tribe resides, and with which 
  he is most familiar. Terrains include 
  seacoast, island, mountain, hill, forest, 
  plain, steppe, savanna, swamp, desert, 
  and wasteland. Climates include arctic, 
  sub-arctic, temperate, sub-tropical, 
  and tropical. 
  A barbarian’s wilderness abilities 
  are at their best when in the terrain 
  and climate from which his people 
  originate. When using his abilities 
  in an area that is of the same terrain 
  and climate as his native territory, 
  he uses his full class level on ability 
  checks, and gains an additional +1 at 
  1st to 4th, +2 at 5th to 9th, +3 at 10th to 
  14th, +4 at 15th to 19th, and +5 at 20th. 
  When using his wilderness abilities in 
  an area that has the same terrain or 
  climate, he adds only half his level, 
  rounded up. When both terrain and 
  climate are different from his native 
  terrain and climate, he adds only one 
  third his of his level to the ability 
  check, rounded down. 
  Note that “urban” terrain is 
  not native to any barbarian for the 
  purposes of his wilderness abilities, 
  and thus only the climate counts 
  when considering level bonus to 
  ability checks while in urban areas.
  VERSATILITY: At 3rd level 
  the barbarian adapts to his changing 
  environment and learns new abilities, 
  often far beyond those of his native 
  peoples and often not considered 
  “normal” knowledge for a simple 
  barbarian. He must choose one 1st 
  level class skill (limited to those 
  listed below) that he has seen 
  used by another, and seek out a 
  mentor to teach him in that skill. 
  
   WILDERLANDS OF HIGH ADVENTURE 9
  After one month of training with 
  the mentor (which includes time 
  spent adventuring), he gains the 
  use of the skill at 1st level of ability. 
  The barbarian’s ability in that skill 
  improves thereafter one level for 
  every level he gains. He generally 
  must obey all class-based limits that 
  apply to that ability. Abilities the 
  barbarian might learn include: 
  Ranger: 
  Combat 
  marauder 
  (choose one specific race of humanoids 
  or giants), delay/neutralize poison.
  Thief: Back attack, Cant, climb, 
  decipher script, hide, listen, move 
  silently, open lock, pick pocket, traps.
  Assassin: Case target, climb, 
  disguise, hide, listen, move silently, 
  sneak attack, traps.
  Barbarian: Any tribal ability not 
  already possessed.
  Monk: Stunning attack, unarmed attack.
  Wizard or Illusionist: Any one 
  cantrip, useable once per day at the 
  barbarian’s level of ability with this 
  chosen ability. [A barbarian may cast 
  cantrips while wearing his native armor, but 
  not any armor he learns to wear subsequently]
  Cleric or Druid: Any one 
  orison, useable once per day at the 
  barbarian’s level of ability with this 
  chosen ability.
  Knight: Horsemanship, inspire.
  Bard: Decipher script, exalt.
  The barbarian may learn an 
  additional ability at 6th level, 9th level, 
  12th level, 15th level, and 18th level; each 
  of these abilities is learned at 1st level 
  of skill, and improves as the barbarian 
  rises in level. Thus, at 10th level a 
  barbarian will have an additional ability 
  at 8th level of skill, one at 5th level of 
  skill, and a third at 2nd level of skill.
  PRIME ATTRIBUTE: Constitution
  HIT DIE: d12
  ALIGNMENT: Any
  WEAPONS: See Native Arms & 
  Armor, above
  ARMOR: See Native Arms & 
  Armor, above
  ABILITIES: Native arms & armor, 
  primal rage, resilience, savage glory, 
  sixth sense, tribal abilities, Versatility
  Level
  HD
  BtH
  EPP
  1
  d12
  +0
  0
  2
  d12
  +1
  3,001
  3
  d12
  +2
  6,001
  4
  d12
  +3
  12,001
  5
  d12
  +4
  24,001
  6
  d12
  +5
  50,001
  7
  d12
  +6
  100,001
  8
  d12
  +7
  200,001
  9
  d12
  +8
  450,001
  10
  d12
  +9
  800,001
  11
  +5 HP
  +10
  1,200,001
  12
  +5 HP
  +11
  1,600,001
  +1
  +400,000
  barbarian Equipment
  Atlatl: An atlatl is a dart-thrower, a 
  simple carved stick that adds significant 
  force to a thrown dart. A dart thrown 
  by an atlatl deals 1d3+1 damage and 
  has a base range of 50 feet. A simple 
  atlatl costs only 1 sp, but many are 
  fancy and carved with animals and 
  monsters, and thus more expensive.
  Khopesh: A khopesh is a broad 
  sword with a sickle-shaped blade; 
  the sharp end is usually on the outer 
  edge of the sickle, though sometimes 
  both edges are sharpened. Use of a 
  khopesh grants the wielder a +2 bonus 
  when attempting to disarm or trip an 
  opponent. It is commonly used in 
  Ghinor and the Southern Reaches.
  Lariat: A lariat is a length of 
  rope, sometimes on a pole six to 10 
  feet long; at the end of the rope is a 
  lasso, or loop, which is thrown around 
  the target and drawn taught so as to 
  capture the target, rather than harm it. 
  Use of a lariat is considered a grappling 
  attack. Large creatures without features 
  smaller than the loop of the lariat 
  cannot be attacked with a lariat.
  
  10 BARBARIANS OF THE WILDERLANDS
  Barbarians of the Wilderlands
  The barbarian class as presented 
  in the Castles & Crusades Players 
  Handbook is fine for modeling a 
  character around the simplest of 
  savage warriors, but does not really fit 
  what many consider the epitome of the 
  iconic barbarians of sword and sorcery 
  pulp fiction. The class above seeks to 
  remedy that discrepancy, offering a 
  player the ability to portray the kind of 
  barbarian experienced in classic pulp 
  fantasy without getting bogged down 
  in half a dozen multi-classing issues.
  With the addition of the optional 
  barbarian class listed above, a Judge 
  must first decide whether to adapt 
  the new class, and if so, what to do 
  with the original class as presented in 
  the C&C PHB. While all Wilderlands 
  products use the default barbarian as 
  presented in the PHB, a Judge is 
  free in her own campaign to change 
  things as she sees fit.
  The best of both worlds can be 
  made available by re-naming the default 
  PHB barbarian as a “savage warrior” 
  or even “thug” (in an urban context) 
  and the barbarian presented herein 
  as a “barbarian,” enabling a player to 
  choose which of the two classes he 
  prefers. In this case the bulk of the 
  able-bodied men of a tribe (and no 
  few women) would be simple savage 
  warriors, while only a few, leading 
  members of the tribe (and usually 
  barbarians encountered wandering 
  around the Wilderlands) would be 
  elites of the new barbarian class.
  New Rules for Savage Warriors
  Savage warriors are limited in 
  armor and weapon choices as per their 
  tribe’s native armor and weapons;
  At 1st level a savage warrior may 
  choose one tribal ability as a class ability. 
  He may choose another at 4th, 8th, and 
  12th levels (each beginning at 1st level 
  of ability). Unlike barbarian Versatility, 
  these choices can only be from abilities 
  native to the savage warrior’s tribe.
  Civilized 
  Barbarians
  The term “civilized barbarian” 
  may seem an oxymoron, but in the 
  case of dealing with members of the 
  savage warrior and barbarian classes 
  who arise among civilized peoples 
  it is a valid term. Though rarely 
  encountered, there are characters 
  and NPCs of these classes among 
  the civilized nations. 
  Most of these peoples live on the 
  fringe and arise from the lowest classes. 
  The savage warrior, for example, is 
  perfect to represent a pugnacious slave 
  gladiator who lacks advanced training 
  in weapons but possesses great natural 
  fighting talent. Similarly, the savage 
  warrior could be a dock worker, 
  physical laborer, or a guild thug in a 
  metropolis; each owes his prowess 
  and stamina to having to survive in 
  the “urban jungle” (lack of wilderness 
  skills is no loss, either, as the abilities of 
  the standard barbarian/savage warrior 
  are entirely combat focused).
  The new barbarian class can be used 
  to represent civilized men or women 
  “gone native” as scouts, hunters, or 
  woodsmen who are more at home in 
  the wilds than in the towns and cities 
  of their native home. Also, it could 
  represent a feral child or even barbarian 
  child brought in to civilization as a slave 
  or orphan, who only partially adapts to 
  the ways of the city. 
  Often such atavisms are looked 
  down upon by their native peoples 
  even more so than the civilized folk 
  might denigrate “real” barbarians. 
  The single benefit of being a “civilized” 
  barbarian is that such characters may 
  choose rogue abilities as tribal abilities 
  at 1st level (see list below).
  Thus it is possible to have a savage 
  or barbarian character from a civilized 
  culture, it merely requires an unusual 
  background (and, of course, the 
  approval of the Judge). And though 
  they may be native to the urban jungles, 
  they still never feel at home within walls 
  and upon cobble-stoned streets.
  Civilized barbarians can be created 
  by choosing to base the character on 
  one of the nearby barbarian tribes with 
  which the character has regular dealings 
  (in which case the character speaks the 
  local Common Tongue in addition to 
  the tribal tongue), or to use the details 
  below in choosing native armor and 
  weapons and “tribal” abilities.
  “Civilized” Native Arms & Armor
  Armor: Padded, leather coat, 
  leather armor, ring mail, hide, 
  studded leather, laminar leather, mail 
  shirt, scale mail; leather coif, war hat, 
  pot helm; buckler, small, medium, 
  and large wooden shields.
  Weapons: Hand/throwing axe, 
  blowpipe, brass knuckles, cleaver, club, 
  crowbill, dagger, dart, military fork, 
  spiked gauntlet, light hammer, war 
  hammer, hatchet, hook sword, hafted 
  hook, knife, light mace, heavy mace, 
  morningstar, poniard, sap, sling, spear, 
  staff, broad sword, short sword, trident.
  “Civilized” Tribal Abilities
  Animal 
  handling 
  (cat, 
  dog, 
  giant rat), armor maker, battle cry, 
  fast movement, first aid, jumping, 
  languages, signaling, sound imitation, 
  weapon maker; plus:
  Roof Runner (Varies): Possession 
  of this ability means the urban 
  barbarian is familiar with the rooftops 
  
   WILDERLANDS OF HIGH ADVENTURE 11
  of his native city, knowing the general 
  layout (intelligence), able to find his 
  way around (wisdom), and able to 
  run atop the roof (dexterity) and leap 
  from roof to roof (strength).
  Sewer Rat (Varies): Possession 
  of this ability means the urban 
  barbarian is familiar with his native 
  city’s sewer system, knowing the 
  general layout (intelligence), able 
  to find his way around (wisdom), 
  and able to move around through 
  cramped and often debris-filled 
  spaces at full speed (dexterity).
  Thief Abilities: Back attack, Cant, 
  climb, decipher script, hide, listen, 
  move silently, open lock, pick pocket, 
  traps (each counts as one tribal ability pick).
  Rural 
  barbarians
  Just as savage warriors and 
  barbarians can be found among 
  civilized folk, so too do they rise among 
  rural folk. Few peasants get advanced 
  training in weaponry and must rely on 
  their instincts and repressed rage when 
  engaged in battle; many of these, when 
  classed, are savage warriors. The same 
  can be said for common woods-folk 
  and shepherds, and among borderland 
  peoples savage warriors far outnumber 
  rangers and even fighters. 
  The rare true barbarian native 
  to the borders, however, is often a 
  legend, for better or for worse, among 
  his people. Having rejected even the 
  thin veneer of civilization cloven to 
  by the rural peoples, rural barbarians 
  are either the saviors or banes of 
  their communities, depending on 
  their history of treatment by the 
  superstitious and insular peasantry. 
  A few are feral folk, raised by wood 
  and waste, animal or beast, who only 
  have a tenuous grasp of the niceties 
  of civilization; others are those who 
  have abandoned the trappings of 
  civilized life for the life of the savage 
  reaver of the borders, little more than 
  bandits and barbaric highwaymen.
  Some are noble protectors of 
  their peoples and the sputtering torch 
  of civilization that they represent, 
  working side-by-side with rangers and 
  others to on the line between light 
  and darkness, born in and thriving in 
  the shadows in between. Often these 
  border barbarians are go-betweens 
  for their native village and the true 
  barbarians just over the hill as well as 
  bulwark against inhuman savagery of 
  orc and goblin tribes.
  There are no special rules for rural 
  barbarians; simply pick a mix of tribal 
  abilities that fit the concept of the 
  character and run with it. The list of 
  cultures below is not comprehensive, 
  but lists the cultures amidst which rural 
  barbarians are most likely to arise.
  Aelphen (Map 1)
  Chaelo (Map 5)
  Dunael (Map 5)
  Gishmesh (Map 6)
  Lenapashim (Maps 7, 10)
  Orichalan (Map 11)
  Tarshian (Maps 2, 3)
  Tharbriana (Map 5)
  Thygami (Map 4)
  barbarian 
  Nations
  The list of barbarian tribes below 
  is only a selection of the most widely 
  disbursed and commonly encountered 
  barbarian peoples. These are the true 
  barbarians, savage in culture and 
  unfriendly at best to anything that 
  smacks of civilization (though happy 
  to loot and pillage the profits thereof).
  Most barbarian nations include 
  a listing of the Earth peoples from 
  which they descend and to which 
  they remain culturally similar. Though 
  anywhere from 12 to 14 millennia have 
  passed since the arrival of humans on 
  Gaia, many of these peoples retain 
  their ancient cultures due to the 
  direct influence of their deities in the 
  perpetuation of the ancient ways. 
  While new and unique clans, tribes, 
  and even whole nations have sprung 
  forth from offshoots of these peoples 
  and from mergers thereof (notably 
  Viridians, Alryans, settled Karakhans, 
  and the Tharbrians), always the 
  old gods of Men seek to maintain 
  a conservative kernel of their old 
  following who cleave to the old ways.
  There are nine barbarian nations 
  detailed below; the primary regions in 
  which they are found in the Wilderlands 
  proper are in parenthesis:
  Altanian (Map 5, 8, 11)
  Amazon, Thirian (Map 5)
  Karakhan (Map 3, 6, 9)
  Karzulun (Maps 6, 9)
  Mgona (Maps 16, 17, 18)
  Moonraker (Map 5)
  Skandik (Map 5, 8)
  Tharbrian (Map 1, 4, 5)
  Valonar (Map 1, 2, 3)
  
  12 BARBARIANS OF THE WILDERLANDS
  Altanians
  The Altanians are primarily 
  descended from and remain in 
  many ways culturally similar to 
  Earth’s Scottish Highlanders. In days 
  utterly ancient they conquered and 
  assimilated a near-human population 
  of red-skinned peoples (themselves 
  said to be descended from a race of 
  Chaos Lords), whose major remnants 
  today are the unusual skin and hair 
  coloration Altanians exhibit.
  The Altanians have been in the 
  mountains and hills of Barbarian 
  Altanis since time immemorial, 
  though often dominated by more 
  advanced civilizations (of recent 
  millennia, first the Founders Empire, 
  then the Dragon Empire). 
  In between those times they fought, 
  traded, and raided with the Wild Men, 
  their distant cousins to the north, and 
  so the peoples descended there from 
  (notably Tharbrians and Tharbriana) have 
  much in common with the Altanians.
  Following the fall of the Dragon 
  Empire, the Altanians gained complete 
  sovereignty of the lands over which 
  they roam, though they often battled 
  with Amazons, then Skandiks, and later 
  Alryans encroaching from the north.
  Through the centuries they have 
  remained atavistically barbaric and savage, 
  preferring the wild life of the clans to 
  more “sophisticated” civilized ways.
  Range: Barbarian Altanis, southern 
  Roglaras, and northern Oricha, with 
  isolated tribes and clans found across 
  the Wilderlands and into the plains 
  north of the Infinite Desert.
  Appearance: Altanians are tall 
  and muscular, men averaging 5’10” 
  and 180 lbs and women 5’8” and 
  150 lbs, with ebon black or charcoal 
  to purplish taupe or dark brown hair 
  and gray, hazel, or blue eyes. Skin is 
  reddish-brown or brick red, ranging 
  from crimson blood red among the 
  mountain clans, through maroon, 
  reddish-brown, mahogany, and rust 
  red, to burnt orange among the 
  plains and lowlands clans.
  Religion: Altanians follow a 
  druidic faith, centered on Mother Gaia; 
  all druids of the Altanians are women. 
  Men follow the druidic ways and also 
  follow the Way of the Sword, a quasi-
  religious cult dedicated to the Lord of 
  Swords (whom sages believe to be an 
  aspect or avatar of Liegh, Nuadha, or 
  maybe Bondorr). Most Altanians are 
  Neutral or Chaotic Neutral.
  Tribal Structure: Altanians are 
  organized into small clans based on 
  animal totems, each clan further divided 
  into septs based on the lineage of a 
  heroic grandfather, great-grandfather, 
  or more distant ancestor. Septs can 
  be found across several clans, as men 
  must marry outside the clan; though he 
  keeps his own clan totem, his children 
  are of his wife’s clan. Major clans 
  include Grizzly Bear, Mountain Lion, 
  Forest Ape, Tusked Boar, Gray Wolf, 
  and Spotted Wolverine.
  The Clan Mother is elected by 
  the Council of Elders (women whose 
  children have had children), and the 
  War Chief is the most experienced 
  male warrior, as determined by 
  ritual combat. The War Chief leads 
  in battle, but all other decisions are 
  made by the Clan Mother and the 
  Tribal Council of Elders.
  Warriors are also organized in 
  warrior lodges, across clan and sept 
  boundaries. These lodges include Red 
  Lion, Amber Serpent, Blue Bear, Gray 
  Stallion, Black Eagle, White Wolf, and 
  Green Drake lodges. Warrior women 
  (rare but not unknown) have a single 
  lodge, the Ivory Swan.
  Most women stay at home, tending 
  to small gardens with their druidic 
  abilities, while the men go hunting 
  and raiding, or form mercenary bands 
  and adventure in other regions.
  Terrain/Climate: 
  Altanians 
  live across a wide variety of terrains 
  and 
  climates, 
  so 
  virtually any 
  combination is possible depending 
  on the homeland of the clan. The 
  bulk of the clans of Barbarian 
  Altanis, however, reside in temperate 
  or sub-tropical mountains and hills.
  Weapons: Battle axe, hand/
  throwing axe, two handed axe, short 
  bow, club, dirk, light hammer, war 
  hammer, knife, sling, spear, wolf spear, 
  staff, bastard sword, broad sword, long 
  sword, two-handed sword.
  Armor: Leather coat, leather 
  armor, hide, studded leather, scale mail; 
  leather coif, pot helm, and war hat; 
  small and medium wooden shields.
  Tribal 
  Abilities: 
  Animal 
  handling (black bear, dog, mountain 
  lion, wolf), armor maker, battle cry, 
  fast movement, first aid, jumping, 
  languages, running, scale, weapon 
  smith, all wilderness abilities.
  Language: 
  Altanians 
  speak 
  Altanian, a harsh, guttural tongue 
  not given well to written form (when 
  anyone even bothers).
  Names: Altanian names are 
  commonly pre-Christian Gaelic or 
  Scottish. Sept names are generally 
  male names with the prefix Mac- (e.g., 
  MacEwen, MacGowan, MacRae, etc.). 
  The spread of sept names is due to 
  clans keeping to a patronymic tradition 
  (children named after the father’s sept) 
  even though families are matrilocal 
  (live with the mother’s clan).
  
   WILDERLANDS OF HIGH ADVENTURE 13
  Amazons
  The Amazons of the Wilderlands 
  were originally descended from a mix 
  of Greeks, Cimmerians, Scythians, 
  and Thracians. From their heartland 
  between the Ament Lands and the 
  Demon Empires they spread out, 
  absorbing ethnic and cultural elements 
  from other human cultures and even 
  racial elements from other races, notably 
  elves and orcs. Each Amazon nation is 
  thus unique, with its cultural heritage 
  depending on its migration history and 
  assimilation of nearby peoples.
  The Thirian Amazon tribe described 
  here is the tribe local to the Roglaras, 
  formerly based in Ossyr Lee and today 
  centered on the ancient Tower of the 
  Markabs west by northwest of Sea Rune. 
  Other Amazon nations have different 
  characteristics, as described in the gazetteer 
  of the region in which they are found.
  Range: The Roglaras, between 
  Dearthwood and the Skandik lands. 
  [Note: In the Wilderlands of  High 
  Adventure the Tower of  the Markabs and 
  thus the home of  the Thirian Amazons 
  is not in the same hex as Sea Rune, it is 
  instead in Hex 5: 4625.]
  Appearance: Due to countless 
  generations of assimilating Skandik 
  men, Thirian Amazons are tall with 
  a light build, women averaging 5’10” 
  and 150 lbs and men 5’8” and 150 lbs, 
  with blonde, strawberry blonde, or red 
  hair and hazel, blue, or green eyes. Skin 
  is pale white with freckles, and tans 
  easily to a deep brown. Some Thirian 
  Amazons exhibit the classical Amazon 
  olive skin and raven-black curly hair. 
  Also, as the Amazons are not generally 
  concerned with their mate’s ethnicity or 
  even race, rather their martial prowess, 
  some 
  Thirian 
  Amazons 
  possess 
  Alryan, Altanian, Dunael, Tharbrian, 
  Tharbriana, or even elven blood, and 
  thus their appearance can vary greatly.
  Religion: The Thirian Amazons 
  revere a moon goddess; they refer to 
  her as “Thiria” or simply as “The Lady,” 
  but in truth the goddess is a Lawful 
  Neutral aspect of the old Orichalan 
  goddess Artemis. Thirian Amazons 
  are zealous in their worship, cleaving 
  to the goddess as the pillar of their 
  society. Their disdain for agricultural 
  labor and preference for hunting stems 
  from this, as does their preference for 
  strict disassociation from men save 
  for the needs of reproduction. Most 
  Thirian Amazons are Lawful Neutral, 
  while some are Neutral, and a few are 
  Lawful Good or Lawful Evil.
  Tribal Structure: There are no 
  clans or even families among the 
  Thirian Amazons; they constitute a 
  single unified family, with all women 
  of the same age group being “sisters.” 
  All those who have birthed at least 
  one live daughter are considered 
  “mothers,” while those who have 
  had a daughter who has become a 
  mother are considered “elders.”
  All children are raised in common 
  in a crèche; this obtains only to females, 
  as males are left exposed to the elements 
  (and, almost invariably, rescued and 
  adopted by the Palewood Elves). 
  The tribe is ruled by a queen, 
  chosen from among the most skilled 
  mothers by the vote of the elders; she 
  rules until death or until deposed by a 
  unanimous vote of the elders. Often 
  dynasties arise, the Moon Crown 
  passed from mother to daughter, 
  provided the daughter is of sufficient 
  ability and already a mother. The 
  current “heir apparent,” Princess 
  Adriella, is a talented wizard, and has 
  not yet birthed a daughter; the more 
  conservative elements of Thirian 
  society would also much prefer a 
  martial-oriented queen on the throne.
  Terrain/Climate: The lands of the 
  Thirian Amazons are temperate forest and hills.
  Weapons: 
  Composite 
  short 
  bow, club, dagger, javelin, knife, 
  light lance, poniard, sling, spear, long 
  spear, wolf spear, staff, broad sword, 
  short sword.
  Armor: Thirian Amazon barbarians 
  do not start proficient with any armor; 
  however, they possess a special ability: 
  Battle Dancer. When not wearing 
  armor and unencumbered or lightly 
  encumbered, a Thirian Amazon gains a 
  bonus to her AC equal to half her level 
  (rounded up) plus her charisma bonus. 
  While Amazons defending the tower 
  are granted the use of magical defenses, 
  adventuring Amazons are generally not 
  allowed to take such items with them.
  Tribal 
  Abilities: 
  Animal 
  handling (horse, lion), battle cry, 
  bowyer, fast movement, first aid, 
  horsemanship, languages, signaling, 
  sound imitation, weapon smith, 
  wilderness conceal, wilderness lore, 
  wilderness stealth.
  Language: All Amazons speak 
  Amazon, which is a secret tongue 
  never taught to others, especially men, 
  or even foreign women. As such, all 
  Amazons also learn at least one other 
  language regardless of intelligence, 
  generally the Common Tongue of 
  the region, which in the Roglaras is 
  Alryan, the language of the City State 
  of the Invincible Overlord.
  Names: Most Thirian Amazons 
  have pre-Christian Greek-sounding 
  names, though they are often garbled 
  or otherwise fractured. Some possess 
  Skandik names, or names from other 
  local peoples, as Amazons have always 
  adapted local names in their migrations.
  
  14 BARBARIANS OF THE WILDERLANDS
  Karakhans
  The Karakhans are primarily 
  descended from and culturally similar 
  to Earth’s Mongols and Turks with a 
  strong Chinese, Japanese, and Korean 
  and Indo-Aryan (Hindi, Sindhi, Punjabi, 
  etc.) racial and cultural influence.
  The barbarian nomadic tribes 
  favor the martial nomadic Mongolian/ 
  Turkic culture while the settled and 
  more civilized Karakhans of the 
  east favor the homogenized Chinese, 
  Japanese, Korean, and Indo-Aryan 
  culture (the settled Karakhans are also 
  renown for their arcane arts).
  Range: Glow-Worm Steppes, 
  Tarantis, and Ebony Coast, with 
  isolated 
  clans 
  wandering 
  much 
  further 
  afield 
  throughout 
  the 
  Wilderlands, notably in the Bestial 
  Barrens and Berserker Wilds west of 
  Viridistan, where they compete with 
  the native Shardan tribes; Western 
  Karak, Eastern Karak.
  Appearance: 
  Karakhans 
  are 
  short and wiry, men averaging 5’2” 
  and 120 lbs and women 4’8” and 90 
  lbs, with black or reddish-black hair 
  and brown or green eyes (usually 
  with an epicanthic fold). Skin varies 
  widely in yellows, from burnished 
  gold or amber, through saffron and 
  mustard, to gamboge and a dark, burnt 
  goldenrod.
  Religion: The settled Karakhan 
  Celestial Court pantheon is vast; 
  having absorbed the gods, demi-
  gods, and godlings of the thousands 
  of tribes the kingdom has conquered 
  over long millennia, even the 
  priests know not all the gods who 
  are members of the Court. But 
  the wandering tribes have no time 
  for such niceties, and focus their 
  worship on gods of sky, war, and 
  death, such as Chao Kung Ming, 
  Raiden, Huan-Ti, Tengri, Erlik, Lei 
  Kung, Fujin, Wen Chung, and Yama. 
  To the Karakhans, the gods are to 
  be placated and feared, not revered. 
  Most Karakhan nomads are Neutral, 
  Neutral Evil, or Lawful Evil.
  Tribal Structure: Through long 
  millennia of ties with or outright 
  domination of the Kingdom of Karak, 
  the Karakhan tribes have become highly 
  organized and stratified. Each family or 
  sept is ruled by a “Khan,” who owns 
  everything, including the lives of his 
  family members, and has the immediate 
  powers of life and death over all his 
  charges. This lesser khan in turn often 
  answers to a sept or clan khan, the 
  “Beykhan,” who similarly has complete 
  dominion over those beneath his rule, 
  and who himself sometimes answers to 
  a tribal khan, the “Khakhan.” 
  Usually, that is as high in power 
  as the Karakhan rulers go, though in 
  the past there have been other greater 
  forms of organization. When one tribe 
  conquers many, and the tribal khans owe 
  fealty to a greater khan, that khan takes 
  the title “Khagan” or “Great Khan.” 
  When the Great Khan conquers and 
  directly rules the Kingdom of Karak 
  (as has happened many times in the 30 
  millennia of the kingdom) the Emperor 
  has also been styled as “Gurkhagan” or 
  “Supreme and Universal Khan.”
  When the tribes are united under 
  one strong leader, the Karakhans are 
  nearly unstoppable; when as today 
  they are divided into many warring 
  tribes and clans, they are usually little 
  more than a nuisance to most cities.
  Each warrior of the family commands 
  his wife or wives, concubines, children, and 
  slaves with impunity (however, as highly 
  abusive warriors usually wake up with 
  their throats slit, they usually show at least 
  a minimal respect for their wives). Young 
  boys and slaves tend to flocks of sheep and 
  herds of cattle, while the men go raiding for 
  days or even weeks at a time.
  Terrain/Climate: Almost all Karakhan 
  tribes wander sub-arctic, temperate, or sub-
  tropical plains and steppes.
  Weapons: Bolas, composite short 
  bow, cat-o-nine-tails, club, dagger, knife, 
  light lance, lariat, scimitar, great scimitar, 
  spear, wolf spear, tulwar, whip.
  Armor: Padded, leather coat, 
  leather armor, hide, studded leather, 
  scale mail; leather coif, leather war 
  hat; buckler.
  Tribal 
  Abilities: 
  Animal 
  handling (horse), armor maker, 
  bowyer, 
  horsemanship, 
  horse 
  warrior, jumping, signaling, weapon 
  smith, wilderness lore, wilderness 
  survival, wilderness tracking
  Language: Karakhans speak 
  Horse-Born Karakhan, a dialect of 
  the great common tongue of the 
  Kingdom of Karak. It is considered 
  of low class by the current dynasty. 
  Though it has no script of its own, 
  it can readily be written using any of 
  the three writing forms of Karak.
  Names: Names are generally 
  Mongolian or Turkic, with a smattering 
  of Chinese, Korean, and Japanese 
  names. Names from other cultures 
  are also rarely used, as warriors often 
  give the names of valiant opponents 
  to their own sons. Patronymics are 
  unknown, save in the case of the sept, 
  clan, and tribal names; such names are 
  as often based on history, geography, 
  or whim of the sept or clan as on the 
  names of founding ancestors.
  If there is any doubt in a sept, clan, 
  or tribe due to multiple individuals with 
  the same name, Karakhans happily 
  collect epithets as readily as they collect 
  the heads of their enemies.
  
   WILDERLANDS OF HIGH ADVENTURE 15
  Karzulun
  The Karzulun are descended from a 
  homogenous admixture of Earth’s Indo-
  Aryan Pashtuns and Semitic Arabs, with 
  moderate assimilation of Mongolian, 
  Turkic, and other Indo-Aryan bloodlines 
  through Karakhan and Gishmesh 
  conquest and raids. Culturally they 
  strongly resemble their Pashtun cousins 
  with a veneer of Arabic culture, though 
  linguistically their tongue is a thorough 
  mix of Pashto and Arabic.
  The Karzulun have been in these 
  homelands for thousands of years, but 
  were originally from lands far to the 
  south and east. During the War of the 
  Pious and Philosophers their homeland 
  was destroyed, and the survivors fled 
  north and west, founding the modern 
  Karzulun clans in lands that had been 
  depopulated during the long war. Though 
  they would deny it vehemently, the 
  Gishmesh are descended from mixed 
  clans of Karakhans and Karzulun, while 
  the Paldorians were similarly descended 
  from mixed clans of Karzulun and 
  colonists of southern (primarily Indo-
  Aryan) Karakhans abandoned in the west 
  long centuries ago during one of the many 
  contractions of the Kingdom of Karak.
  Range: Tarantis, Ebony Coast; 
  Western 
  Karak, 
  especially 
  the 
  debatable lands between Neupokrantil 
  and Tarantis, and north from Populva 
  into the Takhla Govin.
  Appearance: Karzulun are tall 
  and lean with a wiry strength, men 
  averaging 5’10” and 160 lbs and 
  women 5’6” and 130 lbs, with black 
  or dark brown hair and brown, hazel, 
  green, or blue eyes. Skin is naturally 
  pale or light taupe, ochre, or sandy 
  brown, while clans with strong 
  Karakhan assimilation have coppery-
  colored skin and almond-shaped 
  eyes (these clans are often raided by 
  Karakhans and Tarantines for female 
  slaves, as the women of these clans 
  are often very beautiful and fetch a 
  high price in the slave market).
  Religion: Most Karzulun worship 
  their ancestors; though nomadic, each 
  clan has its own cemetery where the 
  ashes of their ancestors are interred and 
  to which semi-annual pilgrimages are 
  required. Most clans also have a patron 
  deity or demon; the most common 
  deities among the clans are Zahaak 
  (a local Chaotic Evil dragon godling), 
  Jedadad Bird, Erlik, Kali, Agni, and 
  Yama. Most of the clans that followed 
  Good-aligned faiths were wiped out 
  or fled to Tarantis or Populva (and 
  there assimilated) during the Reign of 
  the Plague Kings (clerics dedicated to 
  Erlik) centuries ago. Most Karzulun are 
  Chaotic Evil or Chaotic Neutral.
  Tribal Structure: The Karzulun 
  are divided into many, many clans, 
  most little larger than two three to five 
  families. Each clan is related to a wider 
  group of clans, the whole related to a 
  wider group, and so on, until all the 
  Karzulun fall into one related group. 
  The Karzulun feud among them selves 
  or fight each other in an ever-shifting 
  series of alliances based on honor, 
  ancestry, and religion. Each clan is 
  led by a “Shaikh” (elder). A shaikh 
  who rules several clans is known as an 
  “Amir,” while an amir who commands 
  the fealty of several amirs and multiple 
  shaikhs is a “Sultan.”
  At times, under charismatic leaders 
  and/or during times when the whole 
  Karzulun people are threatened, the 
  whole of the Karzulun can be united 
  under the banner of a single leader. 
  Such is one of the rare occasions today, 
  under the leadership of Sultan Hasan 
  ben Sober, the Lion of Karzul (pg. 
  XX). In the last 10 years he has united 
  the clans under his banner, with the 
  goal of either conquering Tarantis or 
  destroying it (he hasn’t decided yet).
  Terrain/Climate: The Karzulun 
  tribes are native to temperate and 
  sub-tropical plains, hills, mountains, 
  and wastelands.
  Weapons: Short bow, club, 
  dagger, dirk, hook sword, katar, 
  knife, light lance, heavy mace, large 
  mace, light mace, scimitar, great 
  scimitar, spear, wolf spear, tulwar.
  Armor: Padded, leather coat, 
  leather armor, hide, studded leather; 
  leather coif, leather war hat, pot 
  helm; buckler, small, medium, and 
  large wooden shields.
  Tribal Abilities: Animal handling 
  (camel, 
  dog, 
  horse), 
  battle 
  cry, 
  berserkergang, fast movement, first aid, 
  horsemanship, jumping, running, scale, 
  sound imitation, all wilderness abilities.
  Language: The Karzulun speak 
  Karzulun, a guttural tongue distantly 
  related to Persian and Pashto with 
  many Arabic, Turkish, and Mongolian 
  loan words. Several times in their 
  history, during more civilized eras, 
  the Karzulun have adopted various 
  writing forms, but today the Karzulun 
  are an illiterate people, and the strange 
  scribbling on weathered stones of 
  their lands hold no meaning to them, 
  save perhaps as taboo.
  Names: Names are typically 
  Arabic, with some Pashtun remnants. 
  Sons and daughters are proud to 
  delineate their lineage through their 
  forefathers, with “ibn” meaning “son 
  of,” “bint” meaning “daughter of,” 
  and among the Karzulun, “ben” 
  taking on the meaning of “of the 
  line of,” relating to a distant and 
  usually heroic ancestor. Thus, Ali ibn 
  Hasan ibn Mahmoud ben Sober is 
  “Ali son of Hasan son of Mahmoud 
  of the line of Sober.”
  
  16 BARBARIANS OF THE WILDERLANDS
  Mgona
  The Mgona are primarily descended 
  from Earth’s Bantus (especially the 
  southern Nguni, from which Earth’s 
  Zulus are descended) with a strong 
  Aztec influence from assimilating 
  many Tlanitlan over the last two and 
  a half thousand years. Also notable is 
  the strong influence of the Amazons, 
  who were originally neighbors of the 
  Mgona; in Mgona culture, women are 
  generally socially equal to men, and are 
  even socially superior in some clans. 
  Some tribes also have a Ghinorian 
  influence, and thus have a slightly 
  Egyptian-style culture. Being nomads, 
  the Mgona have adapted and adopted 
  to circumstances as the need arose 
  upon their endless wanderings.
  The Mgona arose in the jungle-girt 
  savannahs of Ghinor, late arrivals to 
  the Wilderlands, and spread wide and 
  far across the south during the height 
  of the pre-Enneadim Ghinorian 
  Empire (which fell during the War 
  of the Pious and Philosophers to 
  an alliance of titans and elves, the 
  ancestors of the modern Enneadim). 
  In the chaos that followed the Mgona 
  took up a nomadic lifestyle that most 
  have retained ever since.
  Range: Southern Lenap, Tlan, 
  the Ament Lands, Ghinor, the 
  Southern Reaches; some few clans 
  took to the sea, and can be found on 
  the islands of the Sea of Five Winds; 
  the Demon Empire.
  Appearance: Mgona are tall and 
  muscular, men averaging 6’2” and 
  200 lbs and women 5’8” and 150 lbs, 
  with black hair and brown, copper, 
  or amber eyes. Skin is black or dark 
  brown, ranging from ebon black 
  through chocolate brown to a dark 
  coppery red (especially among clans 
  with strong Tlanitlan bloodlines).
  Religion: The Mgona revere 
  their ancestors, the most valiant 
  of whom they believe are reborn, 
  usually as serpents, lizard men, or 
  even the great thunder lizards of 
  the savannas. Other ancestral spirits 
  unite with a Great Ancestral Spirit, 
  such as the Smith, or the Warrior, or 
  the Mother, and become aspects of 
  the Great Spirit. The ancestral spirits 
  are protected and led by Dakangi, 
  a.k.a. Father Snake, the legendary 
  father of the Mgona and lizardfolk. 
  Most clans and tribes have secondary 
  hero-gods or godlings; there are also 
  clans who have fallen from the Old 
  Ways and now worship other gods of 
  the Ghinorian (Egyptian) pantheon, 
  Demon Gods, or the Temple of the 
  Dawn Star (Lucifer). Most Mgona 
  are Neutral, Chaotic Neutral, Chaotic 
  Good, or Chaotic Evil.
  Tribal Structure: The Mgona 
  are divided into more than 20 major 
  tribes (each of several clans) and 
  dozens of independent clans (many 
  of these forming regularly, being 
  absorbed back into major tribes, or 
  disappearing in the wilds). Each clan 
  is led by an “Inkostli” (chief), while 
  each tribe is ruled by a “Kosikhutlu” 
  (great chief). Rarely do the Mgona 
  become more highly organized than 
  the tribal level; usually in such cases it 
  is a great priest who unites the tribes, 
  rather than a chieftain; such unity has 
  not been seen in centuries.
  Each 
  clan 
  depends 
  on 
  its 
  herds of cattle, a very large breed; 
  effectively 
  domesticated 
  aurochs. 
  Each clan’s herds possess specific 
  colors and patterns; this is reflected 
  in the warrior’s hide shields, which 
  are universally made from the hide 
  of the cows of their cattle. Other 
  clan’s cattle are rarely added to the 
  herd; during inter-clan warfare, most 
  enemy cattle are eaten by the Mgona 
  steeds, a raptor breed of thunder-
  lizard (a somewhat larger relation 
  of Deinonychus if smaller cousin of 
  Utahraptor). Mgona elite warriors ride 
  their raptors as scouts and guards, 
  while herdsmen follow with the cattle, 
  and in the middle of all are the great 
  Terrain/Climate: The Mgona 
  wander in sub-tropical and tropical 
  plains, 
  savannah, 
  hills, 
  forests, 
  deserts, and wastes. Some clans 
  reside on islands.
  Weapons: Atlatl, short bow, 
  club, dagger, dart, javelin, khopesh, 
  knife, light lance, light mace, heavy 
  mace, morningstar, sling, spear, long 
  spear, wolf spear, short sword.
  Armor: Padded, leather coat, 
  leather armor, hide, studded leather, 
  laminar leather, (thunder lizard) scale 
  mail, cuir bouille; buckler, small, 
  medium, and large hide shields. 
  Clans with strong Tlanitlan influence 
  wear animal-shaped leather helmets 
  (equivalent to a leather coif to a 
  cuir bouille bacinet, depending on 
  complexity and materials).
  Tribal Abilities: Animal handling 
  (cattle, giant lizard, raptor steed), 
  armor maker, fast movement, first 
  aid, horsemanship (raptor steed), 
  horse warrior (raptor steed), jumping, 
  running, signaling, weapon smith, 
  all wilderness abilities. Substitute 
  seamanship 
  and 
  swimming 
  for 
  animal-oriented 
  abilities 
  for 
  the 
  island-based clans.
  Language: The Mgona speak 
  Mgona, based on Nguni Bantu with 
  a strong admixture of Nahuatl (the 
  language spoken by Aztecs).
  Names: Names are of Nguni 
  Bantu origin, with the addition of Aztec 
  elements often in strange and unusual 
  combinations, such as Itzlachaka, 
  Thulinche, Tlepingo, Nandequetzal, 
  Dinotliswayo, Nkostlikona, etc.
  
   WILDERLANDS OF HIGH ADVENTURE 17
  Moonrakers
  The Moonrakers are descended 
  from a mix of various peoples of 
  ancient Earth, primarily Gaels, Gauls, 
  and Greeks, with a touch of dragon 
  blood 
  through 
  their 
  Orichalan 
  ancestors. Their modern culture has no 
  Earth equivalent; it is most reminiscent 
  of that of the Picts of Robert E. 
  Howard, though even several stages 
  further down the ranks of civilization.
  Moonrakers are one of the 
  few major barbarian nations that 
  are descended from once-civilized 
  people, being the savage remnants of 
  peoples of the once mighty northern 
  Orichalan Dragon Empire. Their 
  heyday is long passed into history, 
  as 
  the 
  Tharbrians, 
  Tharbriana, 
  and Altanians usurped their lands, 
  relegating them to the less fertile 
  mountains, hills, and moors. They 
  are, as a people, dying, and those 
  who are not adapting to the changing 
  circumstances of the world often 
  fight back with all the hatred and evil 
  their dark gods can muster.
  Civilized folk and even barbarians 
  such as the Tharbrians consider the 
  Moonrakers to generally be little more 
  than two-legged beasts, classifying 
  them as a step above cavemen (being 
  able to work metal), somewhere on 
  the level of the orcs and goblins.
  Range: 
  Northern 
  Roglaras, 
  particularly 
  the 
  Moonraker 
  Moorlands, Majestic Mountains and 
  the northern hills, the Stillring Vale, 
  Warwik Peninsula, Swarthlad Plain, 
  and Severn Tors.
  Appearance: Moonrakers are 
  tall and lean, men averaging 6’0” and 
  180 lbs and women 5’6” and 140 lbs, 
  with purplish-black hair and gray, 
  amber, or purple eyes. Skin is purple, 
  ranging from light lavender, through 
  fuchsia, mauve, and violet, to a deep 
  indigo. Some exhibit blue, red, and 
  purple scales along the shoulders, 
  upper chest, forearms, and the back 
  of the hand. Once or perhaps thrice 
  in a generation a Moonraker is born 
  with horns, a draconic tail, and/or 
  dragon-like eyes, a throwback to their 
  Orichalan Dragon Lord bloodlines.
  Following the Orc Wars, a great 
  number of half-orc outcastes of the 
  Stillring Vale joined up with various 
  indiscriminate bands of Moonrakers, 
  and so some bands today consist of 
  little more than half-orcs. These have 
  a very dark purple to black cast to their 
  skin, baldness, sharp fanged teeth, 
  long nose, deep-set eyes, prognathous 
  jaw, and other orcish traits.
  Religion: The heart of Moonraker 
  faith is Hecate Dragon-Queen, daughter 
  and successor of Tethys Dragon-
  Mother and patron of the northern 
  Dragon Lord City States (and their 
  savage descendents). The Moonrakers 
  also revere gods of the moon, nature 
  spirits, monstrous demi-gods (mostly 
  children of Hecate), as well as ancient 
  heroes of the Dragon Empire. 
  Some clans, notably those allied 
  with the dwarves of Thunderhold or 
  the Tharbriana of the Stillring Vale, 
  have abandoned the old faith in favor 
  of new deities, including Athena, 
  Hephaestus, Odin, the Tharbriana 
  gods, druidism, or a combination 
  thereof. 
  Most 
  Moonrakers 
  are 
  Neutral, Neutral Evil, or Chaotic 
  Neutral, while those who follow 
  the new faiths are generally Neutral, 
  Chaotic Neutral, or Chaotic Good.
  Tribal Structure: Today little 
  organization remains among the 
  Moonrakers above the level of the 
  extended family or band. Clan lineages 
  are maintained between the bands, 
  though the bands rarely interact beyond 
  exchanging brides and maintaining the 
  old legends through common festivals. 
  Each band is led by the most powerful 
  cleric or druid, who leads in times of 
  peace and war.
  Bands tend to be nomadic, 
  though few have horses; most carry 
  everything they own on their backs. 
  The band follows the best hunting or 
  easiest raiding, wandering from place 
  to place without concern as to who 
  claims what lands. If threatened by a 
  greater force, they simply flee or hide; 
  they are very good at hiding. The only 
  duties that they cleave to zealously 
  are to tending ancient religious sites, 
  often ruins of old Dragon Empire 
  cities, towns, citadels, or temples. 
  These are their preferred campsites, 
  in fact, as they feel safest when close 
  to the glories of their ancestors.
  Terrain/Climate: Moonrakers 
  live in temperate mountains, hills, 
  and forest.
  Weapons: Hand/throwing axe, 
  blowpipe, short bow, cleaver, club, 
  dagger, dirk, hatchet, hook sword, hafted 
  hook, knife, sling, spear, wolf spear, staff.
  Armor: Padded, leather coat, 
  leather armor, hide; small and 
  medium wooden shields.
  Tribal 
  Abilities: 
  Canoeing, 
  fast movement, first aid, jumping, 
  running, scale, signaling, sound 
  imitation, 
  swimming, 
  and 
  all 
  wilderness abilities. Due to their 
  great zeal in following their gods, a 
  Moonraker may also choose orisons 
  as tribal abilities at 1st level, gaining 
  the use of two orisons per pick.
  Language: Moonrakers speak 
  a distinct dialect of Orichalan, 
  almost unintelligible to their civilized 
  southern brethren or even to the more 
  closely related Roglo River Folk.
  Names: Moonraker names are 
  usually fractured Greek or Celtic 
  names, often with a foul epithet 
  based on physical characteristics.
  
  18 BARBARIANS OF THE WILDERLANDS
  Skandiks
  The Skandiks are primarily descended 
  from and culturally similar to the Valonar 
  (see below), with strong bloodline 
  (though not cultural) influences from 
  Altanians, Tharbrians, and Tharbriana. 
  Due to historical events, Skandik 
  culture is more along the lines of early 
  Anglo-Saxon culture than pure Norse, 
  though the viking tradition remains very 
  strong. Some Skandiks have a touch or 
  more of elven blood, from concubines 
  taken from the Palewood elves and the 
  Palewood half-elven population.
  The Skandiks broke off from 
  the Valonar in the early to mid-23rd 
  century when a group of raiders 
  from mixed tribes raided south from 
  Valonaria. They sailed and raided 
  far and wide, though they settled in 
  numbers only along the eastern coast 
  of the Pazidan Peninsula. There they 
  fought the Thirian Amazons and 
  the Altanians, eventually taking the 
  Amazon capital of Ossyr Lee and 
  driving the Amazons inland.
  These settlers were led by Skandi 
  Greywulf, and so came to be known 
  as Skandiks in his honor. In the two 
  millennia since the Skandiks have had 
  their ups and downs; for some time 
  before the Orc Wars of the late 40th 
  century they had begun to evolve a 
  more civilized and urban culture, but 
  then the double-whammy of the orcs 
  and then the Gnoll Migrations of the 
  43rd century set back all their advances. 
  Since then they have returned (under 
  the influence of their gods) to a more 
  savage form of their culture, save in 
  the capital at Ossary, where the rulers 
  keep trying to foist civilization on a 
  less-than-willing populous.
  Range: The Roglaras, Barbarian 
  Altanis, Isles of the Dawn and other 
  isles of the Winedark Sea, as well as small 
  enclaves along all coasts of the Wilderlands 
  and even into Western Karak.
  Appearance: Skandiks are tall with a 
  medium build, men averaging 5’10” and 
  170 lbs and women 5’6” and 140 lbs, with 
  strawberry blonde or red hair and hazel, 
  blue, or green eyes. Skin is pale white 
  to beige, fallow, or zinnwaldite brown, 
  and tans easily to a deep brown. As the 
  Skandiks take slave concubines, children 
  of slaves (usually thralls, sometimes 
  freemen) may exhibit nearly any skin, hair, 
  or eye color, and are thus immediately 
  recognized as of lower caste.
  Religion: Skandiks revere the 
  Aesir and Vanir almost equally, with the 
  primary deities being Odin and Thor 
  for men and Freya for women. Though 
  to call it reverence is misleading, as to 
  most Skandiks (save especially for the 
  Thor fanatics of Sea Rune), the gods 
  are to be placated or bribed rather than 
  loved and worshiped. Some Skandiks 
  have abandoned the Old Faith and 
  turned to druidism, or to foreign gods. 
  Many of the Skandiks of the semi-
  civilized Skandik capital of Ossary 
  have turned to worship of the dark 
  gods of the Aesir and Vanir, notably 
  Loki, Hel, and Fenris Wolf (rural 
  Skandik loyalists claiming it is the stink 
  of civilization that took their cousins 
  down the path of fire and death). Rural 
  Skandiks tend to be Neutral, Chaotic 
  Neutral, or Chaotic Good, while the 
  Skandiks of Ossary tend to be Chaotic 
  Neutral or Chaotic Evil.
  Tribal Structure: Clans are based 
  on ownership of a longship; most 
  clans own three to nine longships, 
  spread out among several villages 
  and hamlets along the coast. The clan 
  chief rules as captain of the best ship, 
  with his earls (sub-captains) reporting 
  only to him. During the summer 
  raiding season most carls (able-bodied 
  men) are out a-viking, raiding other 
  lands to bring back treasure and 
  grains, as agriculture is considered the 
  labor of thralls (slaves).
  Each clan chief appoints one clan 
  elder per ship to report to the local 
  “Jarl” (governor appointed by the 
  Skandik Warlord), who rules from 
  the largest village in the jarldom. 
  Most decisions are made by the jarl 
  in conjunction with this council of 
  elders (who all, of course, consult 
  with their clan chief).
  Terrain/Climate: 
  Most 
  Skandiks are native to temperate 
  seacoast, island, or forest lands.
  Weapons: Battle axe, bearded 
  axe, hand/throwing axe, short bow, 
  club, light crossbow, dagger, light 
  hammer, war hammer, hatchet, 
  knife, heavy mace, large mace, light 
  mace, maul, sling, spear, long spear, 
  wolf spear, staff, broad sword, short 
  sword, two-handed sword.
  Armor: Padded, leather coat, 
  leather armor, ring mail, mail shirt, 
  scale mail, cuir bouille, mail hauberk, 
  half plate; leather coif, pot helm, 
  Skandik (Norman) helm; small and 
  medium wooden shields.
  Tribal Abilities: Armor maker, 
  berserkergang, canoeing, first aid, 
  jumping, languages, runes, scale, 
  seamanship, 
  swimming, 
  weapon 
  smith, wilderness lore.
  Language: Skandik, once closely 
  related to Valonar, but now quite 
  distinct due to loan words from 
  Altanian and a dozen other tongues 
  from across the Winedark Sea. Skandik 
  is written using Futhorc runes.
  Names: Pre-Christian Anglo-
  Saxon and Norse. Some use family 
  names, though most use their 
  father’s name followed by “Son” 
  or “Daughter” or an epithet when 
  distinction is necessary.
  
   WILDERLANDS OF HIGH ADVENTURE 19
  Tharbrians
  The Tharbrians are primarily 
  descended 
  from 
  and 
  culturally 
  similar to Earth’s Celts, adapted to 
  a horse-based nomadic culture. They 
  are descended from the Wild Men, 
  a truly savage people that ranged 
  from the Starrcrag Mountains in the 
  west to the Winedark Sea in the east 
  (north of the Shardans in the west 
  and the Altanians in the east).
  The original Wild Men descend from 
  the peoples of a long-lost kingdom 
  that was part of the Founders Empire, 
  which fell during the War of the Pious 
  and Philosophers. These people were, in 
  turn, descended from an utterly ancient 
  migration of Valonar from the north 
  (distant cousins of the modern Aelphen). 
  Following the fall of the Founders Empire 
  and the death of 95% of the population 
  of that lost kingdom at the end of the 
  War almost 69 centuries ago, the survivors 
  were invaded by the barbaric Altanians 
  from the south and east.
  When the Viridians invaded 4000 
  years ago, most of the Wild Men clans 
  were absorbed into the Empire; their 
  descendants are today the Common 
  Viridians. Others, especially those of 
  mixed Wild Men/Altanian heritage, 
  continued to fight, and were driven 
  over the Sharryn River and onto the 
  Plains of Lethe. There they adapted 
  a horse-based nomadic culture and 
  continue to this day in savage glory.
  Range: Plains of the Elephas, 
  Viridistan, the Roglaras, and the Desert 
  Lands, with isolated clans wandering 
  much further afield throughout the 
  Wilderlands; the northern plains of the 
  Infinite Desert and the Giant Lands.
  Appearance: 
  Tharbrians 
  are 
  short and wiry with lean muscles, men 
  averaging 5’7” and 160 lbs and women 
  5’5” and 130 lbs, with tawny brown, 
  strawberry blonde, red, or raven black 
  hair, and blue or green eyes. Skin is 
  naturally pale or milky white, turned 
  a ruddy tan at an early age due to life 
  on the plains. As the Tharbrians take 
  slave concubines, children of slaves 
  may exhibit nearly any skin, hair, or 
  eye color; once a slave concubine 
  births a live child, she become a full 
  (though usually junior) wife, and all 
  her children are freemen.
  Religion: Tharbrians revere an 
  eclectic mix of the Celtic gods, especially 
  Epona, Belenus, Donn, Goibhniu, Lugh, 
  and Morrighan. They rarely turn from 
  this circle, and almost never from the 
  general gods of the Celtic pantheon; the 
  propensity for their settled and splintered 
  cousins to do so (save the Tharbriana) 
  is one of many points of contention 
  between the disparate tribes. Most priests 
  of the Tharbrians are druids, though a 
  few are clerics. Bards feature prominently 
  in Tharbrian religion, as it is they who 
  maintain the oral traditions and histories 
  of the clans and their ancient heroes.
  Tribal Structure: The Tharbrian 
  clans are led by a “Tríath” (chief), 
  who rules through the respect of 
  the other warriors of the clan. While 
  he makes decisions, these are usually 
  carried out by his chosen successor, 
  the “Tànaiste” (heir), chosen from 
  among his brothers, nephews, or 
  cousins (never his sons). The chief 
  decides where the clan sets up camp, 
  how long they remain, and where 
  they go when they break camp. He 
  also decides when and where to raid, 
  when to ally with another clan, when 
  to fight a vendetta, metes out justice 
  within the clan, and all other details 
  of rule. Clans are also divided into 
  septs, sub-clan bloodlines across clan 
  lines where ties have been maintained 
  between otherwise disparate families.
  Tharbrian clans tend to remain 
  small, as they are always on the move. It 
  is only when the clans gather for a great 
  raid (as has happened all too often in the 
  history of the Wilderlands), that more 
  than three to five clans gather in one 
  place. This large gathering of clans is 
  never referred to as a tribe by Tharbrians; 
  it is instead a “Feachdh,” or host, gathered 
  for a specific journey and time.
  Terrain/Climate: The main 
  body of Tharbrian clans range 
  across steppes and plains from the 
  sub-arctic through temperate lands.
  Weapons: Atlatl, bolas, short 
  composite bow, club, dagger, dart, dirk, 
  knife, lariat, light lance, poniard, saber 
  (heavy scimitar, 1d8 damage, 6 lbs., EV 
  3, 20 gp), scimitar, sling, spear, long 
  spear, wolf spear, staff, short sword.
  Armor: Padded, leather coat, 
  leather armor, ring mail, hide, studded 
  leather, laminar leather, mail shirt, mail 
  hauberk; leather coif, pot helm, Skandik 
  (Norman) helm, chain mail coif; buckler, 
  small, and medium wooden shield.
  Tribal Abilities: Animal handling 
  (horse), armor maker, battle cry, 
  bowyer, fast movement, first aid, 
  horsemanship, horse warrior, signaling, 
  sound imitation, swimming, weapon 
  smith, and all wilderness abilities. 
  Language: 
  Tharbrians 
  speak 
  Tharbrian, a tongue descended primarily 
  from Altanian. It is closely related to 
  Tharbriana, the tongue of many rural 
  folk of the northern Pazidan.
  Names: 
  Tharbrian 
  names 
  are Gaelic, often (but not always) 
  fractured and slurred; Bharan not 
  Baran, Fearghus not Fergus, etc. 
  Sept and clan names are generally 
  male names with the prefix Mak- or 
  Ua’- (e.g., MakEoghan, Ua’Gannon, 
  MakMurrah, MakNabh, Ua’Niall etc.).
  
  20 BARBARIANS OF THE WILDERLANDS
  Valonar
  The 
  Valonar 
  are 
  primarily 
  descended 
  from 
  and 
  culturally 
  similar to Earth’s Scandinavians of 
  the Viking and Varangian eras.
  The Norse gods have long 
  maintained an interest in the Valonar 
  peoples, keeping their culture frozen 
  in time from the glory days of Earth’s 
  dark ages, from whence the ancestors 
  of 
  the 
  Valonar 
  were 
  plucked 
  when monotheism expanded into 
  Scandinavia. Even during the age of 
  the Founders Empire the ancestors 
  of the modern Valonar remained 
  backward and barbaric, protected 
  by their powerful priests and the 
  presence of the gods themselves. 
  They were a major factor in the 
  success of the Pious during the War 
  of the Pious and Philosophers, with 
  many demi-gods fighting side-by-
  side with their followers.
  Though kingdoms rise and fall, and 
  various tribes (such as the Avalonians 
  and Skandiks) break off from the core 
  Valonar tribes, the Valonar heartland 
  proudly remains savagely atavistic. 
  Nothing save the death of the entire 
  pantheon could change that.
  Range: Valon, eastern Elephas, 
  western Tarsh, northern Roglaras; 
  Valonaria.
  Appearance: Valonar are tall and 
  muscular, men averaging 6’0” and 200 
  lbs and women 5’8” and 160 lbs, with 
  red, blonde, or platinum (especially 
  Sverkka) hair and blue, green, and 
  purple (Sverkka) eyes. Skin is pale or 
  creamy white, pinkish-white, bone 
  white or purplish-white (Sverkka), 
  or bluish-white (clans with strong 
  Avalonian ties). As the Valonar take 
  slave concubines, children of slaves 
  (usually thralls, sometimes freemen) 
  may exhibit nearly any skin, hair, or 
  eye color, and are thus immediately 
  recognized as of lower caste.
  Religion: The Valonar zealously 
  worship the Norse gods, favoring the 
  Aesir over the Vanir, their favorites 
  being Thor, Odin, and Aegir. Women 
  usually revere Frigga, or more rarely 
  Freya, while Sif is the favorite of 
  sword-wielding warrior women. All 
  curse by Hel (teats), Loki (tongue), 
  Surtur (beard), Thrym (frozen balls), 
  or Fenris Wolf. Some are open to the 
  worship of other deities, especially 
  those who have settled far from 
  home (where the Aesir are considered 
  strongest). Most Valonar are Chaotic 
  Neutral or Chaotic Good.
  Tribal Structure: The Valonar of 
  the Wilderlands are divided into three 
  major tribes: the Markka, Norkka, and 
  Sverkka, each divided into sub-tribes and 
  clans. Other major tribes roam the savage 
  lands of Valonaria, far to the north.
  The generally red-haired and blue-
  eyed Markka clans are most common 
  in the northernmost regions of the 
  Wilderlands. Most Markka clans 
  wander the lands between the Finmaer 
  Thicket and the Greatflood River of 
  the Elephas, especially in the Forest of 
  Valdoren of Valon and the Forbidden 
  Forest of the Elephas. They fear the 
  Wilderland Mountains, believing it to 
  be the home of giants and evil dwarves. 
  Markka ships usually have a wolf, bear, 
  or lynx head at the prow.
  The usually blonde-haired and 
  hazel-eyed Norkka are native to the 
  northern coasts, often cohabiting with 
  more civilized Avalonians, though they 
  are often encountered as pirates and 
  reavers anywhere along the shores and 
  rivers of the region and far beyond 
  (where they compete with their 
  Skandik cousins upon the Winedark 
  Sea). Norkka ships usually have a turtle, 
  shark, or sea-lion head at the prow.
  The invariably platinum-haired and 
  purple-eyed Sverkka are native to the 
  Isles of Pokrantil, where they practice 
  their strange sorceries and summon 
  magical entities to do their bidding. 
  Some say their blood is tainted with 
  that of the Orichalan Dragon Lords 
  of old. Few Sverkka go a-viking; when 
  they do, usually it is a younger noble 
  with a ship full of Markka and Norkka 
  outcasts. Sverkka ships invariably have 
  a dragon’s head at the prow.
  Terrain/Climate: Sub-arctic or 
  temperate forest, hills, and plains; 
  almost all tribes have some access to 
  the seacoast.
  Weapons: Battle axe, hand/
  throwing axe, two handed axe, short 
  bow, club, dagger, knife, sling, spear, 
  wolf spear, staff, broad sword, two-
  handed sword.
  Armor: Leather coat, leather 
  armor, ring mail, hide, studded 
  leather, and chain shirt; leather coif, 
  pot helm, and spangenhelm (i.e., 
  “normal helm”); small, medium, and 
  large wooden shields.
  Tribal Abilities: Animal handling 
  (dog, hawk, lynx, wolf), armor maker, 
  berserkergang, canoeing, fast movement, 
  jumping, runes, running, seamanship, 
  swimming, and weapon smith.
  Special: Markka have access to all 
  the wilderness skills, and the Norkka gain 
  seamanship as a free fourth tribal skill at 1st 
  level, while Sverkka have access to wizard 
  and illusionist cantrips as tribal abilities; they 
  can choose cantrips in place of a tribal skill 
  at 1st level, two per tribal skill, and may 
  choose two cantrips or one 1st level spell per 
  Versatility choice at later levels.
  Language: Valonar, a harsh 
  dialect related to Avalonian and 
  Skandik.
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/C&C Wilderlands/Wilderlands Barbarians of the Wilderlands 1 (C&C).pdf