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  WILDERLANDS OF
  HIGH ADVENTURE™
  PLAYER’S GUIDE #1
  THARBRIAN HORSE-LORDS™
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  BY JAMES MISHLER
  Tharbrians are renown throughout Viridistan, the Roglaras, 
  and beyond as atavistic and savage horse nomads. They roam 
  the north-western plains of the Wilderlands with impunity, 
  recognizing no lord or master. They have brought down 
  empires and extirpated whole civilizations. Herein you shall 
  discover the secrets and truths about Tharbrian history and 
  society, and details on their abilities and culture.
  HISTORY
  In ancient times a mix of Saxons, Gauls, Iberians, and 
  Ligurians settled in the lands of the modern Roglaras 
  and Viridistan. Their tribes and petty kingdoms were 
  absorbed by the Founders Empire in ancient days, and 
  when that realm was destroyed in the War of the Pious and 
  Philosophers, the few survivors were reduced to stone-age 
  savagery, and became known to history as the Wild Men.
  The Wild Men ranged from the Starrcrag Mountains 
  in the west to the Winedark Sea in the east, north of the 
  Nereus Firth and south of the Plains of Lethe. Over the 
  centuries that followed, scores of Altanian clans migrated 
  into the lands of the Wild Men, until the regions known 
  today as Roglaras and Viridistan became a patchwork of 
  Wild Man, Altanian, and mixed tribes, clans, and bands.
  When the Viridians invaded four millennia ago, most 
  of the Wild Men clans were absorbed into the Empire; 
  their descendants are today the Common Viridians. 
  Others, especially those of Altanian and mixed Wild 
  Men/Altanian heritage, continued to fight, and after the 
  Battle of  Freeman Fields in 101 (known in Tharbrian 
  lore as the Anakhain Teer Dhukhaisz Khailldh or 
  “Disaster of the Lost Homeland”) were driven north of 
  the Sharryn River and onto the Plains of Lethe. There 
  they adapted a horse-based nomadic culture.
  Since then, the Tharbrians have ranged far and wide, 
  following the wind on generations-long migrations. From 
  time to time, as populations merge and mingle and grow, 
  and as leaders rise to the challenge of history, unions of 
  several to scores of clans migrate into and raid, plunder, 
  pillage, and even settle in the civilized lands of the south 
  and east. In the lands of Viridistan and the Roglaras, there 
  are four major Tharbrian raids of great historical import:
  1333 BCCC: The First Great Invasion of the Northern 
  Horsemen, known in Tharbrian legends as Anakhain 
  Agh’Bhendhegrodh (“Disaster at Bendigroth”) ends in the 
  Battle of the Plain of Skulls, as nomads unfamiliar with 
  the terrain were caught between two Imperial Vasthosts.
  1759/60 BCCC: The Second Great Invasion, known 
  to Tharbrians as the Feakhadh Mhor Ua’Ghannon, 
  extirpates Viridian and Dragon Empire settlements along 
  the North Shore of the Roglaras. The Tharbrians are 
  
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  defeated by the dwarves of the Majestic Fastness, and 
  return west through the Silverwood Valley and across 
  the Plateau of Bendigroth, the settlements of which are 
  thoroughly looted if not exterminated.
  2097 BCCC: The Third Great Invasion, known to 
  Tharbrian bards as Anakhain Agh’Shareenn (“Disaster 
  at the Sharryn”) a huge horde of upwards of 60,000 
  Tharbrians, ravages the western lands of the Green 
  Emperor, but is routed at the Battle of  Glint Valley 
  by three Imperial Vasthosts. The bulk of the survivors 
  flee north, while several thousand flee south. The few 
  survivors of the southern route settle in the northern 
  dunes and oases of the Great Desert; these are the 
  ancestors of the Tharbarres, today the peaceful allies of 
  the Mycretians of the Holy Cities.
  2817 BCCC: The Fourth Great Invasion, known 
  to Tharbrians as the Feakhadh Mhor Ua’Niall, was 
  the largest, dwarfing even the invasion of 2097. This 
  host destroyed five Imperial Vasthosts at the Battle of  
  Havocia, virtually extirpating Imperial power in the 
  Roglaras and throughout much of Viridistan proper! The 
  founding of the City State of the Invincible Overlord was 
  a direct outgrowth of this invasion, as even five centuries 
  later the Tharbrians still ran wild and roughshod over the 
  lands of the Roglaras. Too, it permanently changed the 
  make-up of the population of the Roglaras, as while many 
  Tharbrians continued their nomadic ways, and either 
  wandered the plains of the Roglaras with their herds or 
  returned north and west, many remained, and adapted to 
  the sedentary way of life. These took local women to wife; 
  Altanians, Orichalans, and even Amazons, and eventually 
  became a people apart from their nomad cousins, known 
  as Tharbriana rather than Tharbrians.
  While there have been other invasions since, including the 
  infamous disaster that ended in the Battle of Utscur Bog 
  (Anakhain Agh’Uidskhoor, the “Disaster at the Utscur”) 
  most groups that pass through or raid in the southern lands 
  are small, at best a dozen clans, usually only a handful.
  But this simple history hardly takes into account the 
  great, extensive clan histories known to Tharbrian bards 
  and druids. Many clans trace their heritage back thousands 
  of years, some even long before the Anakhain Teer 
  Dhukhaisz Khailldh. While Tharbrian bragging about 
  “the one that got away” can lead to great fish tales of lost 
  fish larger than the lake they were supposedly caught in, 
  most Tharbrian clan histories are accurate, at least as can 
  be maintained through long generations of song.
  ENVIRONMENT/RANGE
  The main body of Tharbrian clans range across steppes and 
  plains from the sub-arctic through temperate lands. Tharbrian 
  clans live upon the 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 tend to be 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 concubines from the 
  settled peoples they raid, children of slaves may exhibit 
  nearly any skin, hair, or eye color; once a concubine births 
  a live child, she become a full (though usually junior) wife, 
  and all her children are freemen.
  PERSONALITY
  To outsiders, Tharbrians are taciturn, savage barbarians 
  who take great joy in slaying, looting, raping, arson, and 
  the razing of anything that smacks of urban or even rural 
  “civilization,” decadent or otherwise (for the Tharbrians 
  consider all “civilization” to be decadent and depraved).
  Among themselves, Tharbrians are a joyful people, who take 
  great pride in their families and herds. They love to tell stories 
  and sing and dance, they enjoy physical sports, and they master 
  games of mental skill, such as chess. The same stoic warriors 
  who slay farmers, ravish the farmers’ wives, and enslave the 
  farmers’ children love their own wives and adore their own 
  children, smile and laugh at jokes, weep at the tales of terrible 
  tragedies told by the bards, and revere the gods.
  Tharbrians tend to be honest among each other, and never 
  bother to lie to others (except in tactical military situations, of 
  course), as they’d just as soon slay an outsider as talk to him.
  Tharbrians hate enclosed spaces, and most refuse to sleep 
  within stone walls, even of ruins. Most Tharbrians, when given 
  half a chance, raze any permanent structures they encounter, 
  even simple chicken coops and shacks. Many loathe the very 
  idea of going underground in a dungeon, as underground 
  is where the Father of Demons, Donn, lives (of course, 
  adventuring Tharbrians deal with this pretty well, usually).
  Of course, most Tharbrians are not so simple as to 
  fall within the above limitations. Some Tharbrians love 
  to lie; others are horribly sadistic, especially to their 
  
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  own clans folk; some have even adopted “civilized” 
  ways wholeheartedly. Others, especially those in clans 
  corrupted by Donn, are grim and hateful and evil event to 
  other Tharbrians. As with all humans, every Tharbrian is 
  an individual, selecting or rejecting Tharbrian traditions, 
  beliefs, and ways on an individual basis.
  ETHNIC/RACIAL
  AFFINITIES
  Tharbrians as a rule don’t like anyone who isn’t 
  Tharbrian… this extends to other human cultures as well 
  as demihumans and most especially, humanoids.
  Of their human brethren, Tharbrians get along fairly well 
  with Altanians and Tharbriana, when they are not raiding 
  each other; Tharbrians prefer to take women from Altanian 
  and Tharbriana as concubines. Dunael, Skandiks, and Valonar 
  are respected for their warrior traditions, but are considered 
  serious competition; their women are also considered worthy 
  concubines. Shardans are considered decadent poseurs who 
  once upon a time shared many of the same beliefs and ways, 
  but are now merely stooges for the Viridians. Tharbrian 
  clans with a strong Sword Woman/Warrior Woman tradition 
  generally have good relations with Amazons.
  Cavemen, Elphan, and Thygami are considered 
  primitive sub-humans, classified by most Tharbrians as 
  humanoids among orcs and goblins rather than true 
  men.  Aelphen and Chaelo are little more than peasants, 
  suitable to be raided, but with women ugly and too weak 
  to be considered for concubines. Alryans, Smyrians, and 
  Tharbarres are despised for being weak city and town 
  folk, while Antillians and Viridians are loathed for their 
  decadent and depraved “civilized” ways. Antillian and 
  Viridian women are taken as concubines only of they are 
  very beautiful and have a decent stamina. Smyrian women 
  are valued for their beauty, and because their sons and 
  daughters adapt well to nomadic life.
  Tharbrians know little about and care less for most 
  demihumans. Dwarves are considered worthy warriors and 
  better smiths, but their living underground is considered 
  unnatural, and many associate them with Donn; numerous 
  bad experiences with the Eagol dwarves have cemented 
  this belief among western clans especially. Elves are 
  considered flighty and weak, decadent though they may 
  live in forests and glade. Elven women, however, are often 
  beautiful and fey, and are the only non-humans ever taken 
  as concubines; a very few Tharbrians, then, can claim half-
  elven ancestry. Gnomes and halflings are usually lumped in 
  with the dwarves; the nomads can’t be bothered to suss out 
  the difference between the small, burrowing races, though 
  they know that they can steal the best cheeses and pipeweed 
  from the “beardless dwarves,” and the “big-nosed dwarves” 
  usually command fearsome powers of illusion.
  Humanoids are loathed with a passion usually reserved 
  for Viridians and other decadent and depraved civilized 
  peoples. While the Tharbrians can respect the martial 
  prowess of orcs and especially hobgoblins, their 
  cannibalism, demon- and devil-worship, and depraved 
  societies earn them nothing but scorn from the Horse-
  Lords. Too, as many humanoid clans and tribes compete 
  with the Tharbrians for loot and living space, even had 
  they a less depraved culture, at best the humanoids would 
  be viewed as worthy competition. As it stands, kobolds, 
  goblins, orcs, hobgoblins, and bugbears are considered 
  little more than rabid beasts, to be slaughtered and put 
  down whenever opportunity permits.
  CULTURE
  Tharbrian culture is focused on the horse — the horse 
  provides Tharbrians with the freedom to roam the great 
  open plains and steppes. Without the horse, Tharbrians 
  would be tied to the land, like any of the pitiful “civilized” 
  races who must scratch at the dirt and bow before brazen 
  idols to try to make a living.
  Of course, “freedom” is relative — the warriors are free, 
  and their wives and children have a great deal of freedom, 
  even within Tharbrian traditions. Tharbrians are also 
  free from most superstitions, and free from dominating 
  hereditary lords and kings, priests and wizards. But then, 
  of course, they also keep slaves and concubines, and the 
  only freedom they offer their enemies is freedom from 
  their lives and treasure! So the “freedoms” the Tharbrians 
  believe in are their own…
  CAMP LIFE
  A Tharbrian camp is a mobile hamlet or village. At the 
  center, usually upon a hill, stands the largest yurt in the 
  camp, the yurt of the clan chief. Around this yurt stand 
  the yurts of the chief’s family and other nobles, then the 
  bards, great warriors, warriors, and then lesser families. 
  The yurts of the druids are usually at a slight distance 
  from the main camp, near a prominent spring, tree, or 
  other natural geographical location. The wagons circle 
  the main camp like a wall, with only two major openings: 
  one toward the herds, the other in the opposite and most 
  open direction. Preferably at least one flank is protected 
  
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  by a river or other natural barrier; rivers are preferred, as 
  they make it easy to get water and fish.
  The herds are usually kept in a nearby grassy valley, dale, 
  or dingle, where they can be better protected from raiders 
  and monsters. The camp effectively acts as a cork for this 
  area; if there is another way in, a small camp of young 
  warriors is placed there to guard the weak spot.
  Striplings and maidens are usually sent to tend to 
  the herds during the day; experienced warriors guard 
  the herds by night. Most warriors are either hunting 
  or on raids by day. Usually only a small guard, the clan 
  smith, old men, and wounded warriors remain in camp. 
  Womenfolk and children keep to the camp, the women 
  preparing food, nursing babies, preserving food, weaving 
  felt, tending the wounded and ill, managing the work of 
  the slaves, or performing any one of hundreds of other 
  needful things to keep the clan alive. Junior wives and 
  maidens not sent to tend the herds are sent out to gather 
  fruits, vegetables, nuts, roots, berries, greens, wild grains, 
  eggs, and with their slings and lines, to bring down birds 
  and fowl and hook fish.
  In the morning the camp is a beehive of activity, as each 
  of the clan folk goes their own ways. All is quiet during 
  the day, as everyone eats trail foods while out and about 
  on their duties; usually dried fruits and nuts, jerked beef, 
  or whatever they can gather or hunt on the fly. In the 
  late afternoon, the hunters, raiders, and gathers return to 
  camp for the evening dinner, usually a stew with greens, 
  perhaps with roasted fish or meat if the hunters and 
  gatherers were lucky, washed down with spring water or 
  watered wine. Dinner is followed by songs and stories 
  told around the fires by the bards; in summer, many sleep 
  where they lay outside, while in winter, dinner is usually 
  served in the yurts, as is the entertainment that follows, 
  with all snuggled deep in their blankets for warmth.
  WANDERING
  Central to the Tharbrian lifestyle is the eternal migration 
  each clan takes across the Wilderland and beyond. The clan 
  follows the wind or their nose, rumors of good raids or 
  green grasses, as the clan chief sees fit. A clan can be packed 
  and ready to move with an hour’s notice; all equipment and 
  tools are designed for easy and quick stowing aboard the 
  clan’s huge wagons, and with horse-whispering bards and 
  druids, it is easy to round up the horses and herds.
  A clan follows its chosen path, moving every several 
  days or weeks as is needful based on grass and game. A 
  clan on the move is literally a whole village or even town, 
  travelling with everything they own in wagons, surrounded 
  by warriors in the fore, aft, and to flanks, horses and cattle 
  in a great milling mass between wagon and warriors, and 
  defended at the center by stripling warriors and wives and 
  daughters with bow and dirk.
  Scouts are usually a day or three ahead of the column. 
  When a hamlet is spotted, the scouts check it out, and 
  several return to the main body to report. Pity the 
  farmers of the lone hamlet or even village, when a clan of 
  Tharbrians is on the move! Within a day of discovery, a 
  poorly-guarded and even times a well-guarded settlement 
  is usually turned to ash, its men slain or enslaved, its 
  women forced into concubinage, and the children 
  enslaved or adopted by savage nomads.
  RAIDS AND FEAKHADH
  Even when settled for a time, Tharbrians are always 
  thinking about raiding nearby settlements or other 
  non-Tharbrian tribes. Simple raids are usually planned 
  several days in advance, and generally only consist of  a 
  portion of  the warriors of  the clan, lest disaster strike 
  and the clan camp be left defenseless. Raiders always 
  carry minimal equipment with them; such as is needed 
  is left with the baggage train at a distance from the 
  target. The baggage train is guarded by striplings and 
  lesser warriors, and in addition to pack horses includes 
  a remuda of  extra riding horses for the warriors on 
  the raid in case of  losses or tired steeds. These raids 
  are usually less deadly serious than a migration raid; 
  the objective is usually loot, especially cattle, horses, 
  or other animals, and often grains and other harvested 
  foods, rather than destruction of  an obstacle. Still, it 
  matters little to a victim of  a raid if  he is slain in deadly 
  serious raid or a simple smash-and-grab!
  The true, massive raids and migrations that make history 
  are known as Feakhadh; this is the name of the group (the 
  massing of hundreds of clans) and what it does (ravage, 
  pillage, plunder, maim, and all that stuff). A Feakhadh camp 
  covers tens to hundreds of square miles, and is effectively 
  always on the move, as men and animals strip the land 
  of everything edible and slaughter all resistance in their 
  wake. Even Vasthosts of crack troops broke at the sight 
  of a Feakhadh, knowing that even the women and children 
  could fight as well as a trained soldier, and were likely better 
  fed and better armed! Most Viridian soldiers that faced the 
  advance of a Feakhadh died with arrows or lances in their 
  backs, as they fled from the oncoming horde.
  
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  LOOT AND PILLAGE
  The general rule of the division of spoils among the 
  Tharbrians is that you keep what you kill. A warrior gets to 
  keep the personal goods of any man he personally slew. Goods 
  found in homes, temples, castles, or on the bodies of dead who 
  were slain by the arrows or blades of more than one man are 
  collected in two equal piles; one is divided equally among the 
  warriors and the widows of any warriors slain during the battle, 
  and the other half is given at the discretion of the clan chief, for 
  the support of widows and orphans, for the upkeep of the clan 
  in general, and for giving as gifts to the most valiant warriors.
  MERCENARIES
  Young Tharbrian warriors, especially those from clans 
  with too many warriors and not enough women, horses, 
  and/or cattle, often go into the wider world in groups to 
  serve as mercenaries. This gives them combat experience and 
  earns them coin and loot to take back to their clan, usually 
  including a concubine or two to be his first wives. Tharbrian 
  mercenaries generally have one rule: never serve Viridians 
  or Antillians. Other than that they will take almost anyone’s 
  coin, and will even fight against Tharbrians in service to their 
  employer. Tharbrians are very loyal mercenaries, provided 
  they are treated with respect and honor and are paid on time; 
  treat them poorly or fail to pay them, and they turn quickly.
  Of course, most of these mercenaries are also advance scouts 
  for eventual Tharbrian migration and raiding opportunities!
  BLOOD BROTHERS
  Even with their dislike if not outright hatred for other 
  peoples keeps them from making allies in general, on a one-
  to-one basis most Tharbrians judge others by their actions, 
  rather than by their color or race. If encountered in combat, 
  of course, generally the only way to impress a Tharbrian is to 
  die with honor after a valiant struggle — in such cases he’ll 
  be sure to take your head! Under less violent circumstances, 
  if treated honestly and honorably, a Tharbrian might even 
  get to like a non-Tharbrian, or even befriend him after a time. 
  If they fight side by side and share danger and adventure 
  together, a Tharbrian will even offer the opportunity to make 
  his friend a blood-brother (or sister), son of the same father 
  and mothers, and a member of the clan.
  Such a decision is not taken lightly, and only after months 
  if not years of friendship, though great heroism and valiant 
  actions might speed the process dramatically. A blood-brother 
  is automatically accepted by the clan as a member of the clan, 
  with all rights and privileges, as well as all the responsibilities 
  and requirements, of any other clan member.
  CHIEFTAINS AND WARRIORS
  A clan is ruled by a chief, but a clan chief is ruled 
  by his clan, or so the saying goes. A chief leads only 
  with the agreement of his warriors; if the chief makes 
  poor decisions on a regular basis, takes on decadent or 
  depraved hobbies, or fails at too many raids, he can be 
  removed by a council of all the warriors of a clan, though 
  is requires a two-thirds majority that includes the vote of 
  either the heir or the most respected warrior of the clan. 
  A chief is informed of the council by the heir or lead 
  warrior taking to him an arrow dripping with stallion’s 
  blood, which is then broken in tow and cast at his feet. 
  This summons him to the council, where he first hears the 
  grievances of the warriors, then is given an opportunity to 
  defend his actions. The vote is then taken; an overthrown 
  chief usually leaves the clan to go into exile with his wives 
  and closest followers. Sometimes the chief tries to fight 
  against the vote; in such cases, he and his followers usually 
  die, and any survivors are treated as traitors, stripped of 
  their warrior status, and drawn and quartered.
  But most chiefs are careful to never, ever let problems 
  in the clan get to that point. Most chiefs are dedicated to 
  their clan and its warriors, treats them and their wives and 
  children with great respect and honor, and showers them 
  with gifts of jewelry, weapons, armor, horses, and slaves.
  CLAN FEUDS
  All Tharbrians are supposed to treat one another as 
  brothers and sisters, all members of one big family. Of 
  course, everyone knows that families do not always get along! 
  And so, even though every day on the plains is a struggle 
  to survive, even though there are enemies all around, at 
  times Tharbrian clans feud with one another. Feuds must 
  be announced publicly; usually, when discussions break 
  down, one final dispatch is sent to the enemy chief, a blood-
  dripping arrow, as per noted in the ouster of a chief as above, 
  broken in the same fashion and cast at the chief’s feet. The 
  feud begins at sunset three days thereafter.
  Feuds are rarely serious battles; instead they consist of 
  cattle raids, where one clan steals another clan’s cattle. Horses 
  are sacrosanct by Tharbrian law. Instead, from cattle, a feud 
  increases in intensity to the slaying slaves or the stealing 
  one another’s women. Stolen women are always unmarried 
  women, and the women are never raped, save in the case of 
  corrupted clans. Instead, the stolen woman is made a servant 
  of sorts, not a true slave (as Tharbrians never enslave one 
  another), but not a free woman, either; she is usually given 
  the worst duties and chores a junior-most wife or oldest 
  
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  daughter might expect to perform. Again, by Tharbrian law, 
  children are sacrosanct, and never kidnapped.
  From there, things can get nasty, including actual blood 
  spilling. Usually before it reaches that point, the clan bards 
  and druids try to settle the clan differences, exchange 
  the hostages, and work out an amicable settlement. 
  Sometimes, though, it is the bards and druids that are 
  egging on the warriors in the feud!
  Unfortunately, such feuds are often self-correcting, as 
  the weakened clans become less capable of fighting off 
  attacks from monsters, humanoids, other non-Tharbrian 
  nomads, and even civilized peoples. The feud either comes 
  to an amicable (if perhaps, underneath, simmering) end 
  or one or both clans are extirpated by outside forces.
  LAWS AND TRADITIONS
  All crimes are judged by the clan chief; if a crime is 
  between clans, the clan chiefs must decide on guilt or 
  innocence together, and must agree on the punishment. If 
  the crime is cross-clan between clans travelling together, 
  the whole council decides.
  The heir, clan bards, and druids are always consulted 
  by the clan chief, and in a way serve as both jury and 
  litigation tricksters, for they are steeped in the knowledge 
  of clan laws and precedents. Though their determinations 
  carry weight, more or less depending on the will and faith 
  of the clan chief, the chief’s word is final.
  GUILT AND INNOCENCE
  Guilt and innocence is generally determined by adding 
  together the relative social values of the accused, the 
  victim, witnesses, jurists, and the clan chief or chiefs, in 
  the case of a trial determined by a council of chiefs.
  The SL of the accused is always used as the base value for 
  innocence; multiply it as per witnesses, below. Similarly, too, 
  the SL of the victim is determined by her SL, as per witnesses 
  below, and is used as the base toward guilt. If the clan was the 
  victim, such as through endangerment or treason, the clan 
  chief counts as the victim, with his SL multiplied by 50!
  Witnesses may be called; these must be actual witnesses 
  of the crime, and are not character witnesses. Each has 
  relative value according to their SL and Social Caste. 
  General caste witnesses count as per their SL, Military 
  caste witnesses count triple their SL, Gentry caste 
  witnesses count five times their SL, and Noble caste 
  witnesses count as 10 times their SL.
  To this is added the judgment of the bards and druids 
  attending the chief; these each count as 10 times their SL, 
  rather than the regular five times, as is accorded to Gentry. 
  Similarly, the view of the heir is valued at 20 times his SL 
  (i.e., usually SL Noble 9, thus worth 180 points toward 
  guilt or innocence). If a bard or druid must exclude 
  himself from the deliberations of the chief’s legal council 
  because he is a witness, his SL is merely valued at five 
  times normal, as a witness.
  Finally, to the total for guilt or innocence is added the 
  opinion of the clan chief, at 50 times his SL (Noble 10 
  or better). If the trial is being determined by a council 
  of chiefs, the high chief’s value is 100 times his SL, the 
  others count merely for 50 times his SL.
  After all these values are added together, halve the value 
  that is wrong, and double the value that is right; i.e., if the 
  accused is truly guilty, double the guilt value, and halve 
  the innocence value, and the reverse in the case where the 
  accused is innocent. The higher value prevails, true or no, 
  and so the accused will be judges by the chief.
  Punishments usually consist of fines (paid in coin or 
  more usually, over time in kind), temporary banishment, 
  permanent banishment, or death. 
  Fines are usually 1 gp per SL for General caste, 5 gp per 
  SL for Military caste, and 10 GP per SL for Gentry and 
  Noble caste. This is in addition to any recompense for 
  actual loss and punitive fines as a multiplier of the loss. 
  Unlike in civilized lands, where the fines usually go to the 
  local lord, the entire amount of a fine goes to the victim.
  Banishment is often as good as death, as a man or 
  woman alone on the plains is monster bait. The banished 
  can take any of their personal equipment and goods; even 
  their family and friends may join them, but then they, too, 
  are banished. To return during the period of banishment 
  is to invite death by any warrior who sees the outlaw; 
  while tradition dictates that no one is to specifically go 
  and hunt the banished, sometimes it happens.
  Death is beheading for a warrior, live burial or burning 
  in a wicker man for a noble, bard, or druid, and drawing 
  and quartering for anyone else. Punishment is carried 
  out immediately. In the case of the death of a warrior, 
  his personal goods, including his horses, yurt, weapons, 
  armor, equipment, treasure, slaves, and concubines, are 
  forfeit to the victim, or to the chief if the clan was the 
  victim. His wives and children are sent back to their father 
  or brothers; in the case of wives who were concubines 
  
  7
  and their children, the chief “sells” the woman and her 
  children to the highest bidder among the warriors of the 
  clan who wish to take her as a wife and adopt her children; 
  the treasure gained thereby also goes to the victim.
  Assault: Fighting other clansmen outside of ritual duels 
  is considered a crime, as is beating a woman or a child. 
  The fines are usually commensurate with the level of the 
  attack and the station of the criminal (richer and more 
  powerful must pay greater fines).
  Blasphemy: Blasphemy is not considered a crime; it is 
  merely considered stupid to insult the gods. Blaspheme 
  enough and the clan druids are entitled to withhold 
  their healing and other assistance as they wish; even the 
  clan chief cannot gainsay them this, though he might 
  complain to the high druid. Of course, “blaspheming” in 
  a corrupted clan might get one sacrificed to Donn…
  Endangerment: This can vary greatly, depending on 
  the nature of the act. Examples include:
  • Setting fires outside of fire pits, especially during 
  dry season, is considered the equal of treason, as 
  all might die in a grass fire.
  • Wasting food, even when it is your own, might 
  earn fines or banishment, or even death if it was 
  all the clans’ food! Same goes for wasting water.
  • Fleeing during combat might be worthy of a fine, 
  banishment, or death; the punishment is worse the 
  weaker the threat and the more experienced the coward.
  • Revealing clan secrets, especially to “civilized” folk, 
  is worth at least banishment in the best of cases; 
  doing so during a raid is considered treason.
  • Disobeying the clan chief or raid leader during 
  a raid is worthy of a fine at least, banishment if 
  disobedience caused problems, death if death of 
  a fellow clansman resulted.
  Flight: Any accused criminal that flees before the chief 
  ahs a chance to judge him is considered guilty by default, and 
  to have taken upon him self the punishment of permanent 
  banishment. If he returns, he can be slain out of hand, 
  even if the original charge was the smallest crime.
  Fraud: Cheating is considered as per theft, see below. 
  Added to this is a punishment for lying, as it is considered 
  beneath a Tharbrian to lie to a fellow clansman, as such is 
  the way of the decadent civilized folk.
  Homosexuality: Male homosexuality is considered 
  a horrible crime among the Tharbrians; those proven 
  of it are banished, wearing only rags, after having their 
  sword-hand thumb cut off, as they are not considered 
  worthy of wielding a weapon. A man forcing himself on 
  another man or boy is considered rape, even if the victim 
  is a slave. As is usual with such things, there is a double 
  standard when it comes to lesbianism. Such is considered 
  normal between a Sword Woman and her wives, and 
  among unmarried women; it is considered in poor taste 
  between a married woman and any other, unless her 
  husband approves. In such cases, the husband is entitled 
  to divorce his wife and send her back to her father or 
  brothers at the worst, though most husbands who dislike 
  the practice usually punish their wife with additional 
  chores and isolation. A woman who forces herself on 
  another woman, even a slave, is considered a rapist.
  Murder: Murder is defined as the intentional slaying of 
  a clansman, woman, or child outside ritual combat; as no 
  woman (other than a Sword Woman, see below) or child 
  can be challenged to ritual combat, any slaying of such is 
  considered murder. Slaying another’s slave is not considered 
  murder; it is considered theft, though in the case of a favored 
  concubine, the slayer might be challenged to a duel as well.
  Rape: Rape is usually considered a crime by Tharbrians 
  only when committed against a Tharbrian clanswoman, 
  even of another Tharbrian clan (including enemy clans). 
  Rape of non-clanswomen taken as slaves in raids is a 
  common thing. Rape of a clanswoman by a clan member 
  is considered one of the highest crimes, and results in 
  death for the rapist; no official stigma is ever placed on 
  the victim, though many may consider her weak for not 
  slaying her assailant before he could rape her (usually these 
  folk decide to teach her how to better defend herself).
  Slander: Slander against a warrior or his family is usually 
  answered by a challenge to a ritual duel. In the case where 
  the slander victim is inexperienced and his cause is just, 
  a more skillful member of his family, friends, or even the 
  clan in general usually offers to take his place.
  Theft: Theft is a crime only when it is perpetrated against 
  another Tharbrian; stealing from non-Tharbrians is not 
  considered theft, it is merely what the fools deserve! Raiding 
  civilized folk and other non-Tharbrian nomads (and in some 
  cases, even enemy Tharbrian clans) is simply a way of life.
  Stealing from an allied non-Tharbrian, such as a merchant 
  who regularly trades with a clan, is considered foolish at 
  least; such is usually punishable with return of the goods or 
  
  8
  recompense, extra work, and fines, perhaps even temporary 
  banishment, if the chief is angry enough.
  Stealing from other Tharbrians is punishable by fines; 
  return of the goods or recompense, plus a fine equal to 
  five to 20 times value of the original item (more for nobles 
  and warriors, as they should set an example for the clan). 
  If the fine cannot be paid, banishment, permanent or 
  temporary, is assigned, depending on the severity of the 
  theft. Fines can be paid over time, but slacking in payment 
  or inability to complete payment results in banishment.
  Treason: Treason is purposefully taking any action that weakens 
  or grossly endangers the clan, and is punishable by death.
  RITUAL DUEL
  Any warrior accused or convicted of a crime may call 
  for a ritual duel. This is performed before the warriors, 
  bards, and druids of the clan. Combat begins on 
  horseback within an area 160 feet by 80 feet, marked off 
  by poles with flags, with warriors posted to watch if either 
  combatant leaves the field. If a combatant leaves the 
  marked area, he is considered to have yielded and lost.
  Prior to the duel, the clan druids perform a ritual calling upon 
  the gods to witness the duel and guarantee a just result. If the 
  accused/convicted is actually innocent, he gains a bonus to hit, 
  to damage, and to AC equal to the difference in level between 
  him and his opponent, if he is of a lower level; if he is of a 
  higher level than his opponent, he gains a bonus equal to half 
  the level of his opponent, rounded down. If he is truly guilty, 
  he loses his entire class-based BtH, his Specialization bonus (if 
  any), any miscellaneous weapon bonuses he may possess, and 
  any Strength and Dexterity bonuses he may possess; also, his 
  weapons deal only minimal damage.
  The ritual also ensures that no magic can affect the combat; 
  no magic cast into the area to affect the duel functions, and 
  any such magic already in effect on either combatant before 
  they enter the area goes dormant until the end of the 
  duel. Magic weapons that enter the area have their magical 
  properties subdued while in the area (though they retain any 
  expert or master-work bonuses they possess).
  While this does not absolutely guarantee a just result, it 
  certainly tips the balance in its favor…
  Ritual duels are to the death, or until one of the duelists 
  yield. To attack a duelist who has yielded is considered 
  great blasphemy at least, and the clan druids withhold 
  their services until the blasphemer atones; if the duelist 
  kills the man who yielded, it is considered murder.
  If the accused loses, he is convicted by his loss; if 
  he wins, he is considered innocent. Most accused and 
  convicted warriors do not ask for a ritual duel unless they 
  are to be banished or put to death for their crimes.
  Ritual duels may also be fought over points of honor; all 
  the above applies, with the winner being adjudged to be in 
  the right, and the lower either dishonorable or a liar.
  RELIGION
  Tharbrians revere an eclectic mix of  the Celtic 
  gods, especially Belenus (N, Sun and Wind, Horse-
  Father), Epona (N, Earth and Grass, Horse-Mother), 
  Goibhniu (N, Metal and Smith Craft), Lugh (N, 
  Excellence and Skill), Morrighan (N, War and 
  Battle), and Donn (CE, Demons and Death). 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 (and 
  must operate in the druidic clan traditions if  they wish 
  to remain with their clan). Bards feature prominently 
  in Tharbrian religion, as it is they who primarily 
  maintain the oral traditions and histories of  the clans 
  and their ancient heroes.
  Tharbrian religion is simple, especially by the decadent 
  and depraved “civilized” standards of the Viridians. There 
  are no major, weekly rituals to attend, nor regular sacrifices 
  to make. The power of the druids in the clan is based not 
  on fear of their power or of their ability to intercede with 
  the gods, but on mutual benefit. Tharbrians do not fear 
  magic as superstitious village peasants do; they recognize 
  it as a danger, but believe it is surmountable as any other 
  challenge. And as for the gods, well, Tharbrians believe that 
  the relation between a man or woman and the gods is a 
  personal thing; druids are there merely to provide advice, 
  not to direct, and have no power over Tharbrian souls.
  As a result, druids must work to earn their keep just 
  like every other warrior and woman of the clans. Most 
  get by with spell-casting services, but some, especially 
  younger and less-experience druids, join in on raids with 
  the warriors, and are counted as such by their comrades in 
  arms. Similarly, bards must hunt and raid like any warrior. 
  Wealthy warriors and noble families often assist both 
  bards and druids, but in return they gain favor with song-
  meisters and spell-casters.
  
  9
  Among traditional Tharbrian clans, human sacrifice is 
  forbidden; some who have fallen from the old ways, or been 
  corrupted by Donn, however, participate in human sacrifice.
  Sacrifices of white bulls are provided to Belenus in the 
  spring and black bulls to Epona in autumn, in thanks for 
  providing sun and wind, earth and grass. These sacrifices 
  are provided by the clan chief.
  Goibhniu and Lugh require no sacrifices other than the 
  performance of excellence in smith-craft and other skills; 
  smiths dedicate their labors to Goibhniu, while leather 
  workers and other craftsmen dedicate their work to 
  Lugh. Often this takes the form of decorating an expert 
  or master-work item with swords or stars, and if the 
  craftsman can write, runes or letters for G and L.
  Morrighan requires the heads of enemies; this is why 
  Tharbrians have earned a reputation as “head-hunters,” as 
  most warriors take the heads of enemies to offer to the 
  Queen of Crows. These are piled as offerings, and so it is not 
  unusual to see piles of heads and skulls in Tharbrian territories. 
  Warriors often keep the heads of valiant and puissant enemies; 
  the druids of the clan enchant these, using the “native magic” 
  of the slain to further the goals of the victorious warrior and 
  his clan. The yurts of the druids are often surrounded by 
  heads, especially while on raid, hanging from the side or upon 
  stakes or in piles around the yurt. Warriors often wear crow’s 
  feathers, that “Morrighan’s sons” recognize them as one of 
  their own and not seek to slay them.
  As for Donn, he is not so much revered as placated. 
  Once upon a time he was far less inimical to mortals, and 
  better revered; but then he was corrupted, and is less an 
  ally. Though he is the Shadow, and considered Father of 
  Demons, this is because it is he who takes the souls of 
  the dishonorable dead and feeds them to demons; he 
  is also the gatekeeper of the Shadowlands. Most clans 
  merely perform the requisite rituals to summon him 
  and bind him to take the soul of the honorable dead on 
  to the Otherworld as is his duty. If these rituals are not 
  performed, the soul might be lost, or even taken by Donn 
  and done with as he pleases, fed to demons or made a 
  slave in his manor in the Shadowlands (to which every 
  civilized depravity is accorded by the druids).
  Clans and druids corrupted by Donn offer him human 
  sacrifices. These take many forms, the most common 
  being live burial, burning in a wicker man, and death by 
  torture. Corrupted druids are also often sorcerers, using 
  the blood and life force of their victims to summon and 
  control demons.
  Common blessings:
  “May Lord and Lady, Sun and Wind, Earth and Grass 
  be with you!”
   “May the fires of Goibhniu’s Forge warm your heart 
  and soul!”
  “May Goibhniu’s Stone sharpen your steel!”
  “May Lugh smile upon you!”
  “May Lugh’s Stars light your way!”
   “May the Sons of Morrighan wend away from you this 
  day!”
  “May the Shadow darken your bier another day!”
  Common curses:
  “Sun and Wind!”
  “By the Balls of Belenus!”
  “May the sky fall upon your head!”
  “Earth and Grass!”
  “By the Transcendent Teats of Epona!”
  “May the Earth swallow you whole!”
  “May the Grass wither at your feet, and the Wind die in 
  your face!”
  “May the Mallet of Goibhniu fall upon your toes!”
  “May Lugh’s laugh follow you all your days!”
  “Queen of Crows!”
  “May Morrighan’s Sons smile upon you!”
  “May Morrighan’s Sons pluck your eyes!”
  “May you drown in Morrighan’s Milk!”
  “May Donn’s Doom fall upon you!”
  “Shadow take you, and to the bellies of demons with you!”
  “Father of Demons!”
  “May your mares birth monsters and your stallions’ 
  balls fall off!”
  DRUID BENEFITS
  A Tharbrian druid who selects one of the above deities 
  as his patron gains the following benefits.
  Epona or Belenus: the druid may choose to take the 
  
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  form of a horse (a large creature) as her totem shape at 
  6th level. At 12th level, when the druid uses her “large” 
  form and chooses to take the shape of a horse, she 
  instead takes the form of a pegasus (among the Altanians 
  and Tharbriana, if a druidess is of Neutral Good 
  alignment and a virgin, she can instead take on the form 
  of a unicorn, however, as among the clans, druids are 
  expected to have families and many children, no known 
  Tharbrian druidesses can take on this form).
  Goibhniu: the druid may use heat metal (though not the 
  reverse) as a 1st level spell, and may instantly swap out any 
  memorized 2nd level spell for heat metal (again, not the reverse).
  Lugh: the druid may use charm person or animal as a 1st 
  level spell, and may instantly swap out any memorized 2nd 
  level spell for charm person or animal.
  Morrighan: the druid may use summon swarm (crows) as a 
  1st level spell, and may instantly swap out any memorized 
  2nd level spell for summon swarm (crows).
  Note: Any Tharbrian druid may use summon swarm to 
  summon crows specifically, but only a druid dedicated to 
  Morrighan gains the extra benefits.
  Donn: the druid may use the 2nd level clerical spell speak 
  with dead as a 2nd level druid spell. The heads and skulls of 
  enemies kept by the druids are sufficient for the material 
  needs of this spell.
  Donn (Corrupted): the druid may perform human 
  sacrifices to summon and control demons. The druid can 
  perform a 10 minute ritual to summon a demon, as per 
  the 8th level summon planar ally spell. Each HD of demon 
  summoned requires the druid have “banked” 10 levels of 
  human sacrifices (0-level humans count as 1⁄2 level); the 
  druid instinctively knows how many levels he has banked. 
  The demon requires a final human sacrifice, above 
  and beyond those needed for summoning, during the 
  summoning ritual; if this specific sacrifice is of a virgin 
  woman, the demon manifests with maximum hit points. 
  Note that this ability is in addition to any other benefits 
  the druid might gain from also being a sorcerer!
  DEATH
  Once upon a time, the Tharbrians all interred their dead 
  in barrows; today most clans burn their dead upon a pyre, 
  as barrows have gained an unfortunate association with 
  Donn and his demons.
  Old barrows can still be found throughout the lands 
  crossed by the Tharbrian clans. These are often haunted 
  by the dead, as skeletons, zombies, or worse, or are now 
  converted into shrines for corrupted Tharbrian clans 
  who follow Donn. The dead were buried with grave 
  goods, including weapons, armor, and various treasures 
  won through raid and trade. Unlike other, more savage 
  barbarians, Tharbrians did not generally send slaves to the 
  Shadowlands with their masters, though the corrupted clans 
  that follow Donn today make up for this ancient lack, with 
  scores if not hundreds of slaves and captives slain during 
  funeral ceremonies of great chiefs, bards, and druids.
  The typical Tharbrian funeral, however, is quite simple. 
  While bards sing songs of the warrior’s valiant deeds, or 
  general clan songs in the case of a woman or child, the 
  body of the deceased is washed, then wrapped in linens 
  and furs and placed upon a stone bier piled high with wood 
  and drenched in oil. The deceased’s warrior sons (or father 
  and brothers, if he has no warrior sons) then touch burning 
  brands to the bier, and the body is burned while the druids 
  intone prayers. The flesh of a bull, cow, yearling, or calf 
  as appropriate to warrior, mother, youth, or child, is also 
  burnt at the same time by the druids. Finally, the ashes of 
  the deceased are spread to the four winds.
  The prayers of the druids are to call Donn to guide 
  the soul of the deceased through the Shadowlands to the 
  Otherworld, where the gods live upon infinite plains under 
  an eternal sun, cooled by sweet winds that stir the tall, ever-
  green grasses. There the deceased continues on much as in 
  life, though every hunt is bountiful, and there is no need to 
  go on raids, unless the warrior seeks action and adventure.
  The burned flesh of cattle is used as an offering to 
  propitiate Donn and his demons, so that they consume 
  the spirit of the flesh rather than the soul of the deceased. 
  Of course, if the deceased is not welcome by the gods, 
  there is nothing any offering of the druids can do, and the 
  soul is consumed by the Shadow’s demons, or otherwise 
  used and abused by Donn.
  TADHLUM
  Any Tharbrian druid can create a tadhlum, or “brain 
  ball,” from the brain of an enemy. This requires one 
  month per level of the enemy (though the druid need not 
  concentrate on the process, he may still only have one 
  tadhlum developing at once; mostly the brain is soaking 
  in lime, and must be tended to once per month during the 
  New Moon (Luna)). The druid knows when the process is 
  complete; in the end, the brain is shrunken to a hard stone 
  the size of a sling stone. Against any blood relation of the 
  
  11
  enemy whose brain formed the tadhlum, the stone has 
  magical bonus to hit equal to the level of the deceased, 
  and deals a number of d6 in damage equal to the level 
  of the deceased. Against any other foe it is simply a +1 
  magical sling stone. Hit or miss, once used, the magic is 
  lost, and cannot be regained.
  FEY AND ELEMENTALS
  Fey and elementals are considered minor gods and 
  goddesses of their respective areas of control, and are 
  accorded appropriate honors and sacrifices as determined 
  by the bards, druids, and tradition (as well as by the power 
  and whims of the fey and elementals, of course).
  MENHIRS, MONOLITHS, AND STANDING STONES
  Tharbrian druids as a rule do not build standing stones, 
  though they know often how to use those found in the 
  local area, or at least know enough about them to stay 
  away from the dangerous ones. 
  WIZARDS AND ILLUSIONISTS
  Wizards and illusionists are not unknown to Tharbrians, 
  but they almost never arise from among the clans, and 
  the few who do quickly leave the nomadic life to join 
  their civilized brethren. Wizardry is not considered evil, 
  as such, but as most wizards and illusionists are from 
  civilized lands, they are considered suspect at least until 
  they prove otherwise.
  SOCIAL STRUCTURE
  A Tharbrian clan is led by a Treeadh (“Chief,” SL Noble 
  10), 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 Taanaiszdh 
  (“Heir,” SL Noble 9), a blooded warrior chosen from 
  among his brothers, nephews, or cousins (never from 
  among his sons). A clan chief is usually a 9th to 12th level 
  Barbarian, Fighter, Knight, or Ranger; the heir is usually 
  1 to 3 levels below the chief. Both chief and heir must be 
  approved by a council of all the warriors through simple 
  majority; though most prefer to have a wider approval, 
  lest disgruntled warriors take their families to other clans 
  (this is one way that septs are formed).
  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 pursue a feud with another clan, metes 
  out justice within the clan, and all other details of rule. 
  When several clans travel together, the clan chiefs form 
  a council to decide what the clans will do as a group. All 
  clan chiefs have an equal vote, though the chairman of 
  the council, the Ardh-Treeadh (“High Chief,” SL Noble 
  12 to 15, depending on the size of the gathering) manages 
  the council meetings and breaks any ties. Any clan chief 
  is free to leave with his clan at any time before a decision 
  is made, but those who remain after a decision of the 
  council must follow the decision, or they and their clan 
  lose honor in the sight of the other clans.
  The leader of a Feakhadh is known as the Khapell 
  Teearnah, or “Lord of Horses” (SL Noble 15 to 18), 
  while the leader of a Feakhadh Mhor is a Khapell Ardh-
  Teearnah, or “High Lord of Horses” (SL Noble 18 
  to 20). Tharbrians never, ever use the term Rhi, which 
  means “King,” as the Tharbrians have no kings.
  The clan chief’s family is considered noble, as are a 
  handful of other families who in recent generations had 
  warriors serve honorably as chieftains. The clan chief’s 
  brothers and blooded nephews are considered the equal 
  of SL Noble 8, while his blooded sons, cousins, and more 
  distant male relations are considered SL Noble 7. His 
  chief wife is considered SL Noble 7, and his other wives 
  are SL Noble 6. Other junior brothers, nephews, sons, 
  and cousins are considered SL Noble 5. Family elders of 
  other noble lines, especially sept elders, are considered 
  equal to SL Noble 7, while other blooded males and chief 
  wives of elders are considered SL Noble 6; others of 
  these families are considered SL Noble 5.
  Official clan bards and druids are considered Gentry; any 
  bard and druid classed Tharbrians that are not considered 
  part of the official clan bard and clan druid traditions are 
  warriors or otherwise. The highest-SL clan bard in a clan 
  is the Ardh-Bardh Na’Klann (“High Bard of the Clan”), 
  the highest-SL clan druid in a clan is the Ardh-Druidh 
  Na’Klann (“High Druid of the Clan”). They begin as SL 
  Gentry 4 at 1st level. Whenever they gain a class level, 
  they may challenge a higher-SL bard or druid; bards to 
  a challenge of songs and tales, druids to a challenge of 
  magic. If the challenging bard gains the greatest applause 
  from the clan, he rises an SL and the loser drops an SL; 
  otherwise, the challenger cannot challenge again until he 
  gains another class level. The druid challenge is won when 
  one competitor falls unconscious or gives up; the results 
  are similar. The only limitations to the challenge are that 
  a son may never challenge his father, as no son may ever 
  follow directly in his father’s footsteps, and the High Bard 
  and High Druid of the clan must be male.
  
  12
  Family members of a clan bard and clan druid are 
  considered under their normal SL based on their other 
  status; in general, these gain a minor point of precedence 
  against equals, due to their association with the clan bards 
  or clan druids.
  High Bards and High Druids of a clan are usually 5th to 
  8th level, and of commensurate SL. Each has one to six 
  assistants and apprentices of 1st to 4th level.
  Theoretically, the lowest rank for a bard or druid is SL 
  Gentry 1; the upper limit to SL for a bard or druid among 
  the clans is SL Gentry 20. One of each exists, the Bardh 
  Mhor Na’Tharbrians (“Great Bard of the Tharbrians”) 
  and Druidh Mhor Na’Tharbrians (Great Druid of the 
  Tharbrians). Each travels with a number of followers 
  equal to clan, each effectively chief of their own clan, 
  though their “clan” does not count as a clan.
  A stripling (untested warrior) is equal to SL Military 2, 
  and is 1st level. A blooded warrior is equal to SL Military 
  5, and is usually 1st or 2nd level. A warrior who has led 
  at least one raid is equal to SL Military 7, and is usually 
  at least 2nd or 3rd level. A warrior who has been chosen 
  by the clan chief to lead at least three raids is equal to 
  SL Military 10, and is usually 3rd to 5th level. The chief 
  warrior of the clan other than the clan chief and heir is 
  equal to SL Military 12, and can be anywhere from 5th 
  to 12th level (the clan chief and heir are not always the 
  highest-level warriors of the clan).
  Adult male Tharbrians, who, from cowardice or physical 
  impediment do not become a blooded warrior, are usually 
  driven from the clan. If, however, they have a useful craft 
  or other skill, they are allowed to remain, but are equal 
  to SL General 3. Though there is no law against their 
  marrying, few clanswomen would even consider marrying 
  a coward, and usually they have to buy a slave or find a 
  wife outside the clans.
  The clan chief’s wife’s council members, if not Noble, 
  are equal to SL General 6, while her personal assistant 
  is SL General 7. Other non-Noble mothers of the clan 
  are considered SL General 5. Unmarried females who 
  have attained puberty are considered SL General 3, while 
  married women who have not yet had a child are SL 
  General 4. Most women are 1st level Barbarians, Bards, 
  Fighters, or Rangers.
  Sword Women are counted as per warriors in all ways.
  Children are considered SL General 2. Slaves are 
  considered SL General 1, except for concubines, which 
  are SL General 2 until they birth a child (and are then SL 
  General 5). Most slaves are 0-level humans, as Tharbrians 
  sell off recalcitrant slaves (i.e., those with levels enough to 
  be trouble).
  ORGANIZATION
  Clans usually number 30 to 300 warriors, though very 
  few clans can claim more than 200 warriors. A clan also 
  includes a number of free women or concubines equal 
  to 190 to 210% of the warriors, and children equal to 
  100 to 150% of the warriors. There will also be 10 to 
  80 slaves (mostly men, but also ugly or shrewish women 
  unclaimed as concubines). The clan has a number of 
  horses equal to 400 to 700% of the number of warriors, 
  including mares and young; double that number of 
  cattle, plus 10 to 100 goats, llamas, camels, sheep, and 
  other miscellaneous animals. Tharbrians do not keep 
  chickens or pigs, as they do not travel well. 
  There will also be a total of  one wain per warrior, 
  though some wains are shared by two or more warriors, 
  and some warriors have two or more wains. These 
  great wagons are huge, the largest dwarfing Conestoga 
  wagons, veritable houses upon 10-foot tall wheels, 
  with large canvas awnings. The nomads do not live 
  in the wagons; they are used only for transport, and 
  are usually stacked to the rafters with loot, equipment, 
  yurts, wallets of  food, carpets, barrels of  water, 
  weapons, pipes of  wine, women, children, and slaves. 
  The wagons are drawn by oxen, as Tharbrians would 
  never waste a horse on such drudgery; the extra horses 
  make up a reserve for the warriors to ride.
  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 Feakhadh, or host, gathered for 
  a specific journey and time. Most hosts consist of perhaps 
  a dozen or several score clans; the age when hundreds of 
  clans gathered for a Feakhadh Mhor is long since passed. 
  Septs are sub-clan bloodlines across clan lines where 
  ties have been maintained between otherwise disparate 
  families. The MakInnisz sept of Clan Ua’Ghannon, for 
  example, is related to Clan MakInnisz but rides with 
  Clan Ua’Ghannon. Most clans have one to three septs 
  riding with them (80% chance per 100 warriors). A 
  sept consists of 1d6 warriors and their attendant wives, 
  children, slaves, wains, and animals.
  
  13
  GENDER AND
  FAMILY RELATIONS
  Though to the outside world the Tharbrians may seem 
  to be a male-dominated society, this is far from the truth! 
  Women effectively rule inside the camp; the chief’s 
  wife (Madhair Na’Klann, the “Mother of the Clan”) 
  and her council of wives make all decisions about food 
  distribution, camp organization, and deployment of the 
  labor of the clan’s common slaves.
  When the men are out raiding, tending to the cattle, 
  or hunting, the women defend the camp, and Tharbrian 
  women are taught well in the ways of defense! All 
  Tharbrian women carry at least one dirk and usually 
  several knives, and each has her own bow and at least a 
  full quiver of arrows. Many have their own armor, and 
  some their own scimitar and saber. And unlike most 
  civilized societies, most clanswomen have at least one 
  level in Barbarian, Bard, Fighter, or Ranger!
  Tharbrians are polygamous; many warriors have two or 
  more wives. Often this is a result of the death of a friend 
  when no other worthy warriors are available to marry the 
  widow; sometimes this is the result of the taking or purchase 
  of a concubine, who becomes a wife upon the birth of her 
  first child. Other times a warrior simply takes a second wife 
  from among the clanswomen. Most warriors try to avoid 
  taking more wives than they can afford to care for; hungry 
  and complaining wives is a sign of a poor warrior.
  The first wife is always the most senior wife, though 
  a later wife who bears more sons often gains favor. The 
  worst jobs and chores that cannot be assigned to a child 
  are usually assigned to the junior-most wife or concubines, 
  though no wife is allowed to be lazy! Children usually are 
  raised en masse, with all the wives and concubines looking 
  after them as though they were their own, as to favor any 
  of your husband’s children, even your own, over another 
  is considered an insult to your husband.
  Still, some clanswomen find polygamy, the restriction of 
  inheritance, the chieftaincy, the clan bard, and the clan druid 
  to males to be restrictive, and so decide to declare themselves 
  a Bhean Kleeomh, a “Sword Woman,” the equal of a man. 
  One who has declared such is not a true Bhean Kleeomh until 
  she slays her first warrior in a raid (never in defense of the 
  clan, as all women do that!) Until then she is a provisionary 
  warrior, equal to a stripling, and can back out without any 
  stain on her honor. Once she has slain an enemy warrior on 
  a raid, she is a true Sword Woman, and has all the rights of 
  a warrior. She is counted as among her mother’s sons, rather 
  than her daughters, and so can inherit and even rise to the 
  position of chief, clan bard, or clan druid.
  Sword Women take wives, not necessarily as lovers 
  (though this is not frowned upon), but rather, as helpers to 
  keep her yurt, tend to her children, and manager her slaves. 
  A Sword Woman can bear children herself (though almost 
  never by a warrior of her own clan); the Sword Woman’s 
  primary wife is considered to be their mother, and the 
  Sword Woman their father and they inherit accordingly. A 
  Sword Woman’s wives can also bear the children of various 
  non-clan males, with the permission of their husband, 
  though more often they adopt children taken in raids.
  Note: The Sword Woman tradition grew out of 
  assimilation of Amazon clans during the long centuries 
  of migration across the Roglaras and beyond. Some clans 
  do not recognize the tradition, and find it unnatural. 
  Other clans embrace it wholly; these often use the old 
  Amazon term for their Sword Women, Gheenaikha 
  Polemistuhs, or “Warrior Woman.” In these clans, 
  the Warrior Women are common, and often attain 
  chieftaincy, where they are known as the Prigkhipiszah 
  Polemistuhs, or “Warrior Princess” and a female heir is 
  known as a Taanaiszdhissah, or “Heiress.”
  Children are considered the great treasure of the 
  Tharbrians. They are a guard against old age and infirmity, 
  their deeds can bring great honor to father and mother, and 
  they carry on the traditions of the clan. The surest way to 
  insult a Tharbrian is to insult his children, or his ability to 
  bear children; the surest way to bring down the wrath of a 
  clan is to threaten even a single child of the clan.
  That said, childhood among the Tharbrian clans is not 
  easy; almost from the moment they can crawl, they are 
  taught to work in the camp, and boys and girls are taught 
  the use of the sling and bow from the moment they can 
  walk. Tharbrian children are often scrawny, to the point of 
  emaciation; this is not so much from starvation (though 
  during a bad season it can be), but from the fact that fat 
  nomad children are too slow to run from plain and steppe 
  predators! Tharbrian children, though lean, are often 
  stronger and deadlier than the average village peasant!
  ANIMALS
  As has been mentioned, Tharbrian life revolves around 
  their horses, followed closely by their herds of cattle. Every 
  warrior has at least one horse, usually two; wealthy warriors, 
  especially nobles, often own a half-dozen or more. Through 
  
  14
  the bards and druids, who can speak with the horses, the 
  Tharbrians are better able to match horse and warrior than 
  any other nomad peoples, even the Horse-Born Karakhans. 
  Thus, most warriors and their horses act as a single unit, able 
  to almost read each other’s minds. This provides Tharbrians 
  a tremendous advantage in mounted combat.
  The horse herd governs itself while in camp, with the 
  bards, druids, and their kin being the primary tenders of 
  the herd. All warriors, however, learn to tend to their 
  horse properly, as do most women, as in a pinch even the 
  wives and daughters of warriors must ride to war.
  Tharbrian horses are light warhorses; all their horses 
  are trained to war, some are even born on battlefields. 
  Tharbrian horses all have at least half maximum hit points; 
  anything weaker would have been taken by a predator on 
  the plains long before it reaches maturity. Each clan herd is 
  ruled by a Stallion King, the most intelligent and physically 
  powerful horse, usually (though not always) the steed of the 
  clan chief. The Stallion King can often be seen wandering 
  through the clan camp, en route to speak with the bards or 
  druids on some matter of import to the herd.
  The Tharbrian’s herds of cattle are almost as important 
  as their horses, and vastly more troublesome, for there 
  are no “bull whisperers” among the clans, though more 
  powerful druids can talk with cattle at need. Unfortunately, 
  speaking with the cattle gains the druid little, as they are 
  stupid creatures in general, and no more prone to guidance 
  when they can be understood than when they cannot. 
  Cattle are rarely slaughtered to be eaten; instead they 
  provide milk, blood, and hair on a daily basis. Oxen are 
  also used to pull the great wains of the nomads. Weak 
  cattle are slain for the stewpot before they become 
  yearlings; thus, all Tharbrian cattle have at least half 
  maximum hit points. Cattle are owned by the clan as a 
  whole; the disposition of milk, blood, and meat from the 
  herd is at the discretion of the mother of the clan.
  Other animals generally kept by the Tharbrians include 
  goats, llamas, camels, and sheep. These are individually 
  owned and cared for by the warriors and their families; they 
  are also responsible for any trouble these animals may cause. 
  Most such animals are loot taken from farms or found along 
  the trail; only goats as a rule are kept and bred. Sheep are 
  slaughtered rather than bred, as they are competition for the 
  green grasses favored by cattle. Camels and llamas are used 
  as pack animals if trainable, or eaten otherwise.
  Dogs and hawks are the only other domesticated animals 
  kept by the Tharbrians. Dogs are bred for speed and scenting 
  abilities; they are often kept as guards around the camp 
  perimeter. Hawks are used for hunting and sport, but are 
  fairly rare, kept only by bards and noble families. Rumors of 
  Tharbrian clans who keep tigers or great saber-toothed cats 
  are just that, rumors, though Tharbrian-related clans of the 
  Plain of Beasts do maintain such creatures as allies.
  DIET
  Tharbrians subsist on hunting and gathering, supplemented 
  by their herds of cattle and other animals, as well as by raiding 
  for grains and preserved foods. The typical Tharbrian meal 
  consists of a stew of game and gathered roots and vegetables, 
  flavored with local herbs and spices, or with spices looted or 
  bought from lands further afield.
  Spices tend to be bland, savory rather than hot, as the northern 
  climes preferred by Tharbrians do not generally produce hot 
  spices. Southerly-adventuring Tharbrians believe chilies to be 
  the chosen spice of Donn, as after consuming such their guts 
  roil and they are usually cursed with savage diarrhea such that 
  they believe they will die. Only Tharbrians with Smyrian blood 
  seem to like chilies and consume them without harm.
  Though Tharbrians eat plenty of meat, or drink plenty 
  of blood harvested from their cattle, they remain a short 
  and wiry people, as larger bodied warriors do not fight 
  well on the light steppe horses of the Tharbrians. When 
  raiding, Tharbrians often eat roasted beef, pork, chicken, 
  mutton, or whatever other animals may be taken from 
  local farms; when hunting, venison, wild buffalo, snake, 
  lizard, and water fowl are more often on the menu. 
  Any leftover meat is smoked, salted, or jerked for later 
  consumption as is applicable and as opportunity permits.
  Fish also make up a good portion of the Tharbrian diet, 
  as even children know how to catch fish with net or line. 
  Fish are usually broiled on hot stones or roasted over a 
  fire, less often sliced into the stew.
  Vegetables, roots, and grains all vary greatly, depending 
  on the local agriculture and the prevalence of local 
  farms. Grains are almost never baked into bread; the best 
  Tharbrians manage is to make a sort of tortilla with maize 
  or pita with wheat. Rice and maize are more often mixed 
  in the stewpot, while wheat, barley, and oats are eaten as 
  porridge with cow or goat milk or cow blood.
  Eggs are a rare treat, as the Tharbrians do not keep chickens. 
  They are usually found in nests while gathering, or during raids 
  in farmer’s chicken coops. Eggs are eaten raw or boiled, or 
  more rarely cooked into the stew or fried with wild rice.
  
  15
  technology, civilized merchants are eager to buy (or just 
  as often, steal) Tharbrian-manufactured armor, weapons, 
  saddles and tack, and clothing.
  CLOTHING
  Tharbrian clothing is usually made of felt, leather, and 
  whatever other cloth can be bought or stolen, preferably silks 
  from Viridistan, but cottons are also used, as are linens.
  In camp during high summer, and usually in their home 
  yurt year-round, men and women usually wear little more 
  than a breechcloth, sandals, and such belts and baldrics 
  as are needed to carry weapons. Tharbrians do not have 
  nudity taboos, so the only peoples who might be shocked 
  would be “civilized” slaves.
  In warm months, clothing for men consists of long pants, 
  preferably of a light material, with leather chaps when 
  riding, soft socks, and high hard boots. Shirts are billowy 
  if armor is not worn; if a light shirt is not available, a felt 
  vest is usually worn instead. Women’s clothing for riding is 
  essentially the same, with a brassiere in addition as needed 
  (rarely, as Tharbrian women are relatively light in the breast, 
  even when nursing). A wide-brimmed wicker hat is worn by 
  both sexes to keep the sun out of the eyes.
  In winter in northern climes, a heavy fur hauberk that 
  covers from the chin to the ankles is worn over the normal 
  dress and armor; several additional layers of shirts are also 
  usually worn. A great conical fur cap is worn, large enough 
  to wear over even the Skandik helm favored by nobles.
  ARMOR
  Silk shirt*, 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, plus small and medium wooden shield.
  * A silk shirt may be worn under any other form of 
  armor. It provides no bonus to AC, but reduces damage 
  dealt by arrow attacks by 1 point of damage (minimum 1 
  point of damage). Silk shirts generally must be imported 
  or stolen from Viridistan, and usually cost 5d10 gp.
  Armor is usually the best the warrior can afford, and 
  if of Tharbrian manufacture, is decorated with stars and 
  swords, sometimes with runic G and L. Feathers are worn 
  upon the helm and shield, usually crow feathers, sometimes 
  more colorful feathers when available; wealthy chiefs are 
  known to wear ostrich feathers upon their helm.
  Fruits are rarely eaten, save for apples, cherries, and other 
  such berries and fruits that grow in northern climes. Far-ranging 
  Tharbrians in the south find lemons, limes, oranges, and other 
  citrus fruits not to their taste, though they do enjoy grapes.
  Tharbrians do not produce any grain or fruit-based 
  alcohol of their own; their nomadic life pretty well 
  precludes the ability to brew or distill liquor. Many clans 
  do not allow the consumption of beer or un-watered 
  wine, considering drunkenness to be a “civilized” 
  decadence. Watered wine is more acceptable, as the 
  alcohol helps to sweeten the water, and is often safer and 
  more invigorating than water found along the trail.
  TECHNOLOGY
  Though the Viridians and Alryans consider Tharbrians 
  little more than backward savages, the clans actually 
  possess an advanced level of technology. Tharbrian 
  smiths are capable of making intricate and very strong 
  mail armor, surpassed only by the armors of the dwarves 
  and elves. The few Tharbrian smiths who settle in cities 
  and towns and turn their hands to making heavier metal 
  armors are also well-renown for their skills
  Tharbrian smiths are also excellent weapon smiths, 
  making many fine scimitars, sabers, daggers, dirks, 
  knives, spear and arrow heads, as well as spurs and other 
  common tools needful of nomads. While they are capable 
  of smelting their own iron and making their own steel, 
  they see no need for it, as long as there are plenty of weak 
  civilized peoples from which to steal the raw materials!
  As for the manufacture of bows and arrows, they are the 
  equal of any elf when it comes to making short bows and 
  unsurpassed in manufacture of the short composite bow.
  Tharbrian leather-workers work with their smiths to 
  manufacture the best lightweight leather-and-metal armors 
  available. Tharbrian felt, leather, and hide clothing is also 
  of the best, lightest, warmest, and most-waterproof 
  construction possible. Their felt yurts are lightweight and 
  easy to use, yet sturdy and with little effort, cool in summer 
  and warm in the harshest winters. Only the Horse-Born 
  Karakhans make better saddles, and then only on a technical 
  level; while the Karakhans excel at making decorative horse 
  blankets, Tharbrian saddles are veritable works of art.
  Tharbrians use to good advantage all materials available 
  in the wilds, supplementing what they do not need with 
  raw materials pillaged during raids and trade goods gained 
  during barter sessions with civilized merchants. For all 
  that the Tharbrians do not seem to possess an advanced 
  
  16
  Otherwise, if the enemy is also mounted on swift steeds, 
  or if the terrain is against them, the Tharbrians meet the 
  enemy charge with their lances, and try to break through to 
  where they can regain terrain advantage and again pepper 
  the enemy with arrows. If their charge is broken, they 
  stop and fight with scimitars and sabers, ever looking for a 
  chance to break and regroup to better use their speed.
  If they meet an enemy they cannot slaughter with 
  arrows, and cannot break with their charge, and cannot 
  defeat sword to saber, they then break and flee if possible, 
  to fight another day. If escape is impossible they fight on, 
  grimly, to the death, hoping to send as many enemies to 
  the Scarlett Hells as possible before they fall.
  TREASURE
  Tharbrians rarely view treasure as an end in and of 
  itself; one cannot eat gold, and though you might break an 
  arm off a statue and beat someone with it, it makes a poor 
  weapon. Most “treasure” is viewed simply as a means to 
  an end — it can be used to buy that which one needs that 
  cannot be stolen or taken in a raid. Such is considered 
  the value of coins, gems, and “civilized baubles,” such as 
  crystal vases, silver snuff boxes, and ivory pipes. More 
  useful items, such as horns, and harps, are valued and 
  treasured. Jewelry is preferred, as a warrior or his wives 
  can wear their wealth in style, and it can always be sold or 
  traded for more important goods.
  Expert weapons and armor, of course, are valued for 
  their own intrinsic values, and rarely if ever traded or sold 
  away, unless the weapon is of esoteric type or the armor 
  is heavier than typical Tharbrian armors. Magical weapons 
  and armor, of course, are considered future heirlooms; 
  theft of such an item from a clan can and has caused wars!
  Miscellaneous magic items are of less interest, unless it 
  is something the bards or druids might find useful; these 
  will either be traded off or, more likely destroyed, if it is 
  something that the Tharbrians would not themselves use 
  but might prove dangerous in the hands of an enemy (i.e., 
  wizard wands, staffs, and rods). It is this tendency for 
  Tharbrians (and many other barbarian peoples) to destroy 
  rather than use these kinds of items that have earned all 
  “barbarians” a reputation for hating all magic.
  Warriors on raid rarely carry any treasure they have not 
  gained through pillage and plunder; they may carry a handful 
  of coins to spend while scouting a village, as trade often 
  settles the suspicions of the locals. Most treasure that isn’t 
  used or worn by the warrior or his wives is kept in a chest 
  WEAPONS
  Atlatl, bolas, short bow, short composite bow, club, dagger, 
  dart, dirk, knife, lariat, light lance, poniard, saber* scimitar, 
  sling, spear, long spear, wolf spear, staff, and short sword.
  * A saber is one-handed heavy scimitar: 1d8 points of 
  damage, weight 6 lbs., EV 3, costs 20 gp.
  Weapons are the best the warrior can afford; an old and plain 
  expert-quality blade is preferred to a bejeweled common blade.
  NOTE ON ARMOR AND WEAPONS
  These are the armor and weapon types with which a starting 
  character of this race or ethnicity might be proficient; this is a 
  maximum, regardless of class, and some classes might limit 
  this choice even further. A 1st level fighter can add a number of 
  additional types of armor and weapons with which he is familiar 
  equal to his Strength bonus, and may choose an additional armor 
  or weapon with which he gains proficiency every level thereafter. 
  This rule is optional, at the Judge’s discretion; it provides a more 
  realistic scope of the weapons that a character might encounter 
  in youth and training, based on his or her culture.
  COMbAT
  The typical Tharbrian warrior rides a light war horse; 
  the horse has no barding, but wears a fine saddle, saddle 
  blanket, and very efficient bit and bridle. Other than the 
  warrior and his arms and armor, the Tharbrian war horse 
  carries no equipment; the Tharbrian’s food, loot, and 
  other gear, other than maybe some jerked meat under the 
  saddle, are back with the baggage train.
  The typical warrior wears leather armor, or perhaps ring 
  mail, with a pot helm, while a noble warrior wears a silk 
  shirt, over which he wears fine Tharbrian mail, usually a 
  full hauberk with a coif or Skandik helm. Both carry a 
  lance, short composite bow, two quivers of 20 arrows 
  each, a saber or scimitar, and a dirk in their belt and likely 
  a knife or two in their boots. At his side, hanging from a 
  hook on his saddle, is a shield of wood and hide.
  A Tharbrian raiding party usually consists of scores, if 
  not hundreds, of such warriors.
  The preferred form of attack is the storm of arrows, 
  in which all the warriors of the group fire their bows in 
  unison against massed enemies. If the survivors charge 
  on foot or on slow, heavily-laden steeds, the Tharbrians 
  retreat upon their swift, lightly- or non-encumbered 
  steeds, turn, and repeat. With luck, the enemy will never 
  even get in sword range.
  
  17
  Marsallee, Mildreadh, Moibheal, Mooadhanaidh, Moorhealh, 
  Morh, Narah, Noallah, Odharnaidh, Onarah, Oonah, Peigh, 
  Rhaionaidh, Rhee, Rhoesz, Shaeanah, Shaonaidh, Shaobhann, 
  Siuszann, Szarha, Taidhlikh, and Tarah.
  Names of other cultures are sometimes used for females, 
  especially when the girl’s mother is from another culture, as 
  the naming tradition requiring Tharbrian names for women 
  is not as strong as that of the tradition for naming men.
  NAMES, FAMILY, SEPT, AND CLAN: The name 
  of a family, sept, and often clan is usually a patronymic, 
  based on the name of the founder. “Mak” in Tharbrian 
  means “child of,” and so both sons and daughters bear 
  the name of their father as a family name. Sept and clan 
  names derive from powerful families, as lesser families 
  are “adopted” into the line of the founding family. The 
  prefix “Ua’” applies in Tharbrian only to clan lines that 
  claim descent from a “royal” clan, a clan descended from 
  a leader (or from which arose a leader) who led a famous 
  and successful Feakhadh or Feakhadh Mhor.
  Many clan names, however, are derived otherwise, and 
  do not fit the patronymic tradition.
  Ancient and honored clan names are marked with 
  an asterisk:
  Adholl, Adhumsz*, Aherne, Aidhkhen, Anszdrudh, 
  Bhaillee*, 
  Bhainn, 
  Bhairdh*, 
  Bhardonn, 
  Bharklai, 
  Bheglee, Bhirnee, Bhoil, Bhurkh, Brann*, Brodee, Broosz, 
  Dharrokh, Dhoigh, Dhooghall*, Dhooghan, Dhooglasz, 
  Dhosz, Dhunbhar, Dhunkhan, Fhindlee, Fhokhlukhan*, 
  Fhuirmidh, Flemmingh, Fraszier*, Ghael, Ghafruhn, 
  Ghalbraidh, Ghibsuhn, Ghoo, Ghunn, Hai, Haigh, 
  Hendree, Innesz, Khaeszer, Khaill, Khairdh, Khambuhl*, 
  Khamruhn, Khanaidh*, Khardoo, Khargeel, Khellee*, 
  Khenedee, Khermodh, Kherree, Khilleen, Khoinnakh, 
  Khokrain, Khurwen, Klarkh*, Klee, Kraigh, Kraituhn, 
  Krawfuhd, Lehszlee, Liall, Lindszee*, Loghann, Loidh, 
  Lokhor, Maar, Malisz, Malkhom, Mallokh, Menziesz, 
  Mooeer, Moor, Mundee, Munroh, Murfee*, Murkhee, 
  Naighusz, Nairn, Nansz, Ollam, Reedh, Rhaillee, Rhamszee, 
  Rheeagh, Rhiakh, Rhoss, Rhosz*, Roonee, Simpszuhn, 
  Sinkhlair, Skhodh, Strakhan, Uigh*, Uinn, and Uisghee.
  Ancient and honored patronymic clans:
  MakArtur, MakBhain, MakBrann, MakDheree, MakDhufee, 
  MakFionn, 
  MakGhall, 
  MakGhannon, 
  MakGhuthree, 
  MakInnisz, Makhein [sic], Makhendrikh [sic], MakMurrah, 
  MakNabh, MakNiall, MakPouhl, MakRhaiann, MakRoonee, 
  MakRhoi, MakSleevuhn, Ua’Ghannon, and Ua’Niall.
  in the warrior’s yurt; these rarely have locks, as Tharbrians 
  trust each other not to steal from fellow clansmen.
  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, and the two 
  are mutually intelligible. Tharbarres is, however, far removed 
  from its origins, and not mutually intelligible with Tharbrian. 
  It has no written form, but can easily be written using the 
  Alryan or Tharbriana alphabets, less readily but still mostly 
  legibly with the Viridian alphabet.
  NAMES, MALE: Adhair, Aherne, Alasdhair, Aonghus, 
  Artur, Bhain, Bhaird, Bharan, Bharrah, Bharnard, Brann, 
  Brendhan, Dharbee, Dhasz, Dharsz, Dheree, Dhevlin, 
  Dhomnull, 
  Dhoolee, 
  Dhuffee, 
  Dhughan, 
  Dhufee, 
  Dhunkhan, Eakhan, Eladhakh, Eoghan, Faghan, Fearghall, 
  Fearghus, Fionn, Flann, Flinn, Frangh, Ghabhan, Ghair, 
  Ghaelan, Ghall, Ghaelbhann, Ghannon, Ghilroi, Ghirvin, 
  Ghordain, Ghorman, Ghuthree, Glenn, Gradee, Hoghann, 
  Hurlee, Ianh, Ibher, Innisz, Khail, Khaill, Khaillen, Khambeul, 
  Khamron, Kharlin, Kharraig, Kheallagh, Khearn, Kheef, 
  Kheeghan, Khein, Khellee, Khelvin, Khendrikh, Khenedhee, 
  Kheneeon, 
  Khermidh, 
  Kherree, 
  Kherwin, 
  Khevin, 
  Khierhan, Kholin, Kholm, Khonn, Khonnan, Khonroi, 
  Khormak, Khowan, Khuinn, Khull, Khullan, Kwiglee, 
  Kwinluhn, Kwinn, Lakhlann, Leeahm, Lennuhn, Lennukhs, 
  Loghann, Lonn, Malkhom, Malonee, Malveen, Mannoos, 
  Markhus, Martainn, Martuhn, Maioo, Morfinn, Morvahn, 
  Munghan, Munroh, Murkhadh, Murrah, Nabh, Neveen, 
  Niall, Nuall, Orruhn, Padraigh, Parthaluhn, Pheluhn, Pouhl, 
  Rhaffertee, Rhabhratakh, Rhaghallagh, Rhaghnall, Rhai, 
  Rhaiann, Rhaiberdh, Rhailee, Reeorbhardhan, Rooanaidh, 
  Roonee, Rhoi, Rhoree, Shaemusz, Skhellee, Sleevuhn, 
  Slooaghan, Taidhikh, Tearlakh, Tormodh, Torransz, Tullee, 
  Uilleam, and Uisdhean. 
  Names of other cultures are rarely used for males, save 
  for Altanian and Tharbriana names, as tradition dictates 
  that Tharbrian males use Tharbrian names.
  NAMES, FEMALE: Aeghnisz, Ailisz, Alannah, Ambhur, 
  Anabhel, Arinh, Ariuhn, Bhebinn, Bheitrisz, Brai, Breandha, 
  Bree, Briarh, Brighidh, Dhierdhra, Dhomniah, Dhoreen, 
  Eebhleen, Eedhain, Eelidh, Eelionairh, Fionngwalah, 
  Frangakh, Ghleeanah, Ghiorsahl, Glenneisz, Grainn, Gwenn, 
  Khaissee, Khaidhlinn, Kharlin, Khasidee, Kheallakh, Khearrah, 
  Kheenah, Khellee, Kherriann, Khiardha, Khonanna, 
  Khonna, Kwenn, Kweenee, Laiodhakh, Leelee, Leeosaidh, 
  Lehszlee, Leteisz, Lohree, Maebhe, Mairghriadh, Mairhee, 
  
  18
  monsters or monstrous humanoids, such as centaurs. The 
  ability can be used at will.
  WEAPON 
  PROFICIENCY: 
  All 
  Tharbrians, 
  regardless of class, are proficient in the use of the short 
  bow and short composite bow. All Tharbrians who, due 
  to their class, are proficient in the use of a scimitar are 
  also proficient in the use of a saber.
  WILDERNESS CONCEAL (Dexterity): Tharbrians 
  can conceal themselves extremely well in wilderness 
  areas. With a successful Dexterity check, Tharbrians can 
  camouflage themselves so well as to be unnoticeable by 
  most passers-by. Tharbrians cannot conceal themselves 
  and use Wilderness Stealth at the same time until they 
  reach 5th level. At this level and beyond, a Tharbrian can 
  attempt both but must make a successful Wilderness 
  Conceal and Wilderness Stealth check at -5. In this case, 
  movement is reduced to one quarter the normal movement rate.
  Tharbrians cannot conceal themselves if being 
  observed, even casually, before the conceal check is 
  attempted. If the observer is momentarily distracted, 
  the Tharbrian can attempt to use this ability. While the 
  observer averts its attention, the character can attempt to 
  get to a hiding place of some kind. The attribute check, 
  however, is at a -10 penalty because the character has to 
  move quickly to the hiding place.
  This ability cannot be used if armors other than those 
  native to Tharbrian culture are worn.
  Tharbrians add only half their level, rounded down, to 
  use of this ability in non-plains/steppe environments.
  WILDERNESS STEALTH (Dexterity): This ability 
  allows a Tharbrian to move silently in wilderness areas. 
  The Tharbrian can move up to one-half normal speed 
  at no penalty. At more than one-half, and up to the 
  character’s full speed, the character suffers a -5 penalty to 
  the check. It’s practically impossible (-20 penalty) to move 
  silently while running or charging.
  This ability cannot be used if armors other than those 
  native to Tharbrian culture are worn.
  Tharbrians add only half their level, rounded down, to 
  use of this ability in non-plains/steppe environments.
  WILDERNESS SURVIVAL (Wisdom): In wilderness 
  environments, Tharbrians can provide shelter for themselves 
  and others, and can provide decent food and water for 
  several people, all without the need for an attribute check 
  Racial Traits
  And Abilities
  ANIMAL HANDLING (Wisdom): Tharbrians are 
  born and raised alongside their horse brothers, and so 
  know the secrets to handling horses better than any 
  other peoples, save perhaps centaurs and Horse-Born 
  Karakhans. This ability can be used to calm a frightened 
  horse, safely push a horse in a forced march, tend to 
  the daily needs and requirements of  a horse (feed, 
  exercise, care, etc.), bind and tend to a horse’s wounds, 
  and so forth. This skill can be used to determine the 
  current and maximum hit points and general health of  
  a horse (requires one minute of  study in a non-combat 
  situation). Long-term use of  this ability enables a 
  Tharbrian to tend and improve his herds through 
  selective breeding and proper care.
  ATTRIBUTE MODIFICATION: Tharbrians only 
  have two Primary Attributes rather than the normal three 
  for humans. Instead of a third Primary they may choose 
  one Secondary Attribute for which they gain a +2 bonus 
  to all attribute checks. This choice is made at character 
  creation and cannot be changed.
  DIE HARD (Constitution): This ability is used 
  only when the Tharbrian is about to fall unconscious 
  or die. When reduced to less than zero hit points, and 
  the Tharbrian has not yet made her attack in that round 
  due to initiative, and she has a melee weapon in hand 
  and is engaged in melee with an enemy, the Tharbrian 
  can attempt to make one last attack. She must make a 
  Constitution check against a CL equal to the number of 
  hit points she is below zero (i.e., -5 hit points equals CL 5); 
  if successful, she can make one last attack before she falls 
  unconscious or dies. The attack occurs immediately after 
  the attack that reduced her to less than zero hit points.
  HORSE WARRIOR: Tharbrians are skilled in use of 
  their tribal weapons while on horseback. They suffer only 
  a -1 penalty to hit with melee attacks and a -2 penalty to 
  hit with ranged attacks rather than the usual -2 and -4 
  penalties with these weapons.
  HORSE WHISPERER (Bards, Druids, and 
  Knights Only): Tharbrian bards and druids possess the 
  ability to speak with horses at 1st level, as per the 2nd level 
  speak with animals spell; knights gain this ability at 2nd 
  level. This ability can only be used to speak with natural, 
  normal horses (including wild, feral, and domestic asses, 
  donkeys, mules, and even zebras), but never part-horse 
  
  19
  unless it is a large number of people. The Tharbrian can 
  forage and hunt for food and water. The Tharbrian must 
  spend eight hours hunting and gathering to produce 
  enough food and water to feed 2-8 people for a day. If  
  the Tharbrian wishes to feed or shelter a larger group 
  of  people than the die indicate, a successful Wisdom 
  check is necessary. If  successful, the Tharbrian must 
  spend an additional eight hours gathering food to feed 
  and water an additional 2-8 people. This additional 
  effort allows the Tharbrian to gather food and water 
  for up to 4-16 creatures. The Tharbrian can only hunt 
  and forage for food twice per day.
  In addition to the ability to provide food and shelter in 
  the wilds, a Tharbrian can automatically determine where 
  true north lies in relation to the character in normal 
  wilderness environments.
  Tharbrians add only half their level, rounded down, to 
  use of this ability in non-plains/steppe environments.
  LANGUAGES: Tharbrian
  BONUS LANGUAGES: Aelphen, Alryan, Altanian, Smyrian, 
  Viridian
  SIZE: Medium 
   
  MOVEMENT: 30 feet
  TYPICAL CLASSES: Ranger, Barbarian, Knight, Fighter, 
  Rogue, Bard, Druid
  BARBARIAN [ALTERNATE] MODIFIERS: +2 Animal 
  Handling, +2 Wilderness Conceal, +2 Wilderness Stealth, +2 
  Wilderness Survival (as per chosen Tribal Abilities)
  BARD MODIFIER: +2 Exalt when singing a clan song 
  for clan members
  KNIGHT MODIFIERS: +2 Horsemanship. Note that the 
  Knightly Virtues only apply generally to other Tharbrians and 
  “worthy” opponents, and few Tharbrians know anything of Humility, 
  even knights; among Tharbrians, however, most Tharbrian Knights 
  uphold the Knightly Virtues better than most “civilized” knights!
  RANGER MODIFIERS: +2 Conceal, +2 Move Silently, 
  +2 Survival
  ROGUE AND ASSASSIN MODIFIERS: +2 Hide, 
  +2 Move Silently
  GLOSSARY
  Anakhain: “Disaster”
  Anakhain Agh’Bhendhegrodh: The “Disaster at 
  Bendigroth,” the First Great Invasion of the Northern 
  Horsemen, which culminated in the Tharbrian defeat at 
  the Battle of the Plain of Skulls in. 1333 BCCC.
  Anakhain Agh’Shareenn: The “Disaster at the 
  Sharryn,” the Third Great Invasion of the Northern 
  Horsemen, which culminated in the Tharbrian defeat at 
  the Battle of Glint Valley in 2097 BCCC.
  Anakhain Agh’Uidskhoor: The “Disaster at the 
  Utscur,” a battle where a Feakhadh, working in cooperation 
  with the rebel Overlord of the East, was defeated by the 
  Viridians in the southern reaches of the Empire.
  Ardh-Bardh Na’Klann: “High Bard of the Clan,” the 
  highest SL bard in the clan.
  Ardh-Druidh Na’Klann: “High Druid of the Clan,” 
  the highest SL druid of the clan.
  Ardh-Treeadh: “High Chief,” a chieftain of two ore 
  more united (albeit temporarily) clans.
  Bardh Mhor Na’Tharbrians: “Great Bard of the Tharbrians,” 
  the highest SL bard of the whole Tharbrian nation.
  Bhean Kleeomh: “Sword Woman,” a woman of the 
  clans who has taken up saber and bow and lives like a 
  warrior, rather than a woman.
  Blood Brother/Blood Sister: A non-Tharbrian 
  adopted into a clan by a warrior; blood brothers and 
  sisters are considered Tharbrians thereafter.
  Concubine: A non-Tharbrian slave woman taken as a 
  mate by a Tharbrian warrior; she becomes the warrior’s 
  full wife and is considered a Tharbrian after she gives 
  birth to her first child.
  Druidh Mhor Na’Tharbrians: “Great Druid of the 
  Tharbrians,” the highest SL druid of the whole Tharbrian nation.
  Feakhadh: “Host” and “Raid.”
  Feakhadh Mhor: “Great Host” and “Great Raid.”
  Feakhadh Mhor Ua’Ghannon: “Great Raid/Great Host 
  of Ua’Ghannon,” the Second Great Invasion of the Northern 
  Horsemen, a two-year raid which culminated in the razing of 
  most settlements and the extirpation of civilization along the 
  North Shore of the Roglaras, 1759 to 1760 BCCC. Led by 
  Ghannon MakBhain, the founder of Clan Ua’Ghannon.
  Feakhadh Mhor Ua’Niall: “Great Raid/Great Host 
  of Ua’Niall,” the Fourth Great Invasion of the Northern 
  Horsemen, which culminated in Viridian defeat and virtual 
  Imperial collapse at the Battle of Havocia in 2817 BCCC. 
  
  20
  Led by Niall MakInnisz, the founder of Clan Ua’Niall.
  Gheenaikha Polemistuhs: “Warrior Woman,” term used 
  for “Sword Woman” by clans heavily influenced by Amazons.
  Khapell Ardh-Teearnah: “High Lord of Horses,” the 
  leader of a Feakhadh consisting of hundreds of clans.
  Khapell Teearnah: “Lord of Horses,” the leader of a 
  Feakhadh consisting of scores of clans.
  Prigkhipiszah Polemistuhs: “Warrior Princess,” term 
  applied to a Sword Woman/Warrior Woman chieftain 
  among the clans heavily influenced by Amazons.
  Saber: The long, slightly curved sword wielded by 
  Tharbrian warriors.
  Taanaiszdh: “Heir,” the heir to the chieftaincy and 
  second-in-command in the tribe.
  Taanaiszdhissah: “Heiress,” used only in clans with 
  strong Amazon influence.
  Tadhlum: A special magical weapon made from the 
  brain of an enemy.
  Tharbrian: “People.” The origins of the word are long 
  lost to history.
  Tharbriana: A settled, rural people related to the 
  Tharbrians; descended from Tharbrians who settled in 
  the Roglaras following the Feakhadh Mhor Ua’Niall.
  Treeadh: “Clan Chief ”
  
  21
  WILDERLANDS OF
  HIGH ADVENTURE™
  PLAYER’S GUIDE #1
  THARBRIAN HORSE-LORDS™
  OFFICIAL GAMING AID DESIGNED AND APPROVED FOR USE WITH
  CASTLES & CRUSADES®
  Developed by James Mishler
  Graphic Design by Peter Bradley
  Adventure Games Publishing
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  The body text of this product is in Garamond, the titles in Baldur. Thanks to Patrick “Mad Irishman” Murphy of Mad Irishman Productions for the use of the Baldur font. 
  For Baldur and other excellent fonts, plus a ton of great character sheets, including character sheets for Castles & Crusades, go to www.mad-irishman.net
  This book uses the mystical, the supernatural, drugs, racism, sexism, insanity, and perversity for settings, characters, and themes. All such elements are elements of fiction, are 
  intended for entertainment purposes only, and do not reflect the beliefs of the writers or publishers. Any resemblance between characters and situations in this book, and persons 
  living or dead, or historical events, is purely coincidental. Reader discretion is advised.
  Player’s Guide #1 — Tharbrian Horse-Lords © 2009 by Adventure Games Publishing and Judges Guild. All Rights Reserved. Adventure Games Publishing, Wilderlands 
  of High Adventure, Wilderness Hex Guide, and respective logos are Trademarks of Adventure Games Publishing. All Rights Reserved. Judges Guild and the Judges Guild logo 
  are trademarks of Judges Guild. All Rights Reserved. All characters, names, places, items, art, and text herein are copyright Adventure Games Publishing and Judges Guild. All 
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  This book is published pursuant to a License from Troll Lord Games. The rules-based content appearing in this book is derived from the Castles & Crusades Player’s Handbook 
  Copyright © 2004 Troll Lord Games. Castles & Crusades is property of and copyright 2004 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, the 
  Castles & Crusades logo, SIEGE engine, and the SIEGE engine logo are Trademarks owned by Troll Lord Games. All Rights Reserved.
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  System Reference Document Copyright 2000, Wizards 
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  Player’s Guide #1 —Tharbrian Horse-Lords Copyright 
  2009, Adventure Games Publishing and Judges Guild; Author 
  James Mishler
  
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