Difference between revisions of "Hârn HârnMaster Barbarians"
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| − | == HUNTING == | + | === HUNTING === |
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partly to ensure and maintain male dominance. | partly to ensure and maintain male dominance. | ||
| − | === Tracking Animals === | + | ==== Tracking Animals ==== |
Most hunters do not track live prey; too much energy is consumed in the | Most hunters do not track live prey; too much energy is consumed in the | ||
process to justify the return. Animals have habits, and good hunters know the | process to justify the return. Animals have habits, and good hunters know the | ||
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Species and food value can be generated on the Hunting Table. | Species and food value can be generated on the Hunting Table. | ||
| − | === Approaching Animals === | + | ==== Approaching Animals ==== |
Refer to the Missile Data T able in HârnMaster core rules. The prey can | Refer to the Missile Data T able in HârnMaster core rules. The prey can | ||
be attacked from Extreme, Long, Medium, or Short range. Animals are usually | be attacked from Extreme, Long, Medium, or Short range. Animals are usually | ||
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weapon) or attempt to move closer. | weapon) or attempt to move closer. | ||
| − | === Downing Animals === | + | ==== Downing Animals ==== |
The attack may be resolved with the Hârnmaster (combat 16) rules. | The attack may be resolved with the Hârnmaster (combat 16) rules. | ||
Animal defense on the first shot is probably Ignore, then Dodge or Charge | Animal defense on the first shot is probably Ignore, then Dodge or Charge | ||
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Contents
HârnMaster Barbarians COL 4761
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TRIBAL LIFE
- Barbarians 1
The deep forests of Hârn are home to 18 tribal nations whose total population exceeds 100,000. Each nation has a fairly well-defined homeland indicated on the Tribal Nations map (p3) and detailed in each tribe’s article. The tribal nations are of the same Jarin and Pharic racial stock as civilized human cultures but have remained barbaric or semi-civilized.
Although civilized Hârnians look down on them as backward, most tribesmen have more freedom and leisure time than manorial peasants who spend virtually their entire day in the fields. However, much of that spare time must be spent sharpening spears and fletching arrows because the wilderness is a significantly more dangerous environ than the manor.
TRIBAL ECONOMICS
All Hârnic tribes are hunter-gatherers or fisher-gatherers although a few practice rudimentary herding and agriculture. The tribes are nomadic or seminomadic, meaning they tend to move from one location to another within their territory seasonally or every few years. Hence, they have no permanent homes and instead use portable tents or temporary huts as needed. Because wilderness areas are sparsely populated, tribal villages can be widely spaced.
Trade with Civilization
Hârnic tribes are usually able to find enough food and other essentials to survive. However, trade with civilized mercantylers is common for tribes on the edges of civilization or those located along established trade routes like the Salt Route or Fur Road. The tribes trade furs, wild beasts for the arena, slaves, and rare herbs and minerals like amber and jade, in exchange for metal tools and weapons, woven textiles, jewelry, and most other specialized products of civilized technology.
Mining and Metals
Tribes mine and smelt only small amounts of metal; their artifacts are primarily made of stone, horn, wood, and leather. Metal acquired in trade or looted from civilized settlements or caravans is used for making axeheads, arrowheads, spearheads, and daggers. Larger weapons such as swords or battleaxes, however obtained, are status symbols. A few tribes trade with local gargun for metal goods.
The Kubora, Urdu, and Equani are unusual in that they use significant quantities of metal and even know how to make iron. This was one of the factors that enabled Arlun’s hordes to conquer Rethem.
Some tribes gather copper and tin ore from surface deposits and know how to smelt it to produce bronze tools and weapons. These have the same statistics as their iron equivalents except Weapon Quality is −1.
TRIBES OF HÂRN
Note: ADD links to each tribe page.
Ten tribal nations are descended from early Jarin colonists and six from the later Pharic invaders. Two are of hybrid origin.
JARIN TRIBES
Adaenum
Fisherfolk of Anfla Island off the southwest coast of Hârn.
Anoa
Nomadic hunters of the Anoth River valley in southern Orbaal.
Bujoc
Nation of shy, superstitious, forest nomads with a strong matrilineal culture.
Chymak
Famed sea-folk of Belna Island. They range the Gulf of Ederwyn in large sea-going canoes, and are much valued as seamen on merchant ships.
Equani
Warrior tribesmen of Equeth, noted for their elaborate facial scars and tattoos and their merciless treatment of intruders.
Kabloqui
Degenerate cannibals from the north shore of Lake Benath. They are related to the Equani, who detest them. Their gargun neighbors may destroy them, if their own treachery doesn’t first.
Kubora
Powerful warrior nation of Peran. They once united under Arlun the Barbarian and conquered Rethem. They export wild beasts for the Pamesani Games.
Taelda
Nomadic hunter-gatherers who inhabit the vast forests of southern Nuthela. The Taelda are renowned healers and woodsmen.
Urdu
Nomadic hunters who inhabit the range between the Chetul and Pemetta rivers in northwestern Hârn.
Ymodi
Wild forest tribesmen of Himod in northern Hârn. Beleaguered by the Equani to the west, Anoa to the east, and gargun to the north and south, they survive because of their impressive skill with the bow and spear.
TRIBAL OCCUPATIONS
- Barbarians 2
Hârnic tribes have few speciality craftsmen. Tribesmen help in the production of tools, weapons, pottery, clothing, and other artifacts. Some occupations might be reserved for one clan, and some are often restricted to men or women. Tribesmen mostly improve their quality of life by trading the bounty of nature for the manufactured products of the civilized world.
Compared to their civilized cousins, tribesmen have fewer occupations. The descriptions below are general. Occupations vary among the tribes. Refer to the Occupation Table for each tribe to identify specific occupations and skills.
Hunter: The default occupation for men in most tribal cultures. The hunter is an expert at wilderness survival and is often highly skilled with a bow and javelin/spear, which are used regularly to hunt. The enhanced Eyesight, Hearing, and Smell that tribal characters possess give them an edge in such useful wilderness skills as Awareness, Stealth, Tracking, and Survival. Some tribes, such as the Tulwyn and Equani, have a class of elite warriors. These are just hunters who are particularly skilled at combat.
Fisherman: Most coastal tribes survive on fish and favor marine skills over hunting and fur-trapping skills. Tribal fisherman have higher weapon skills than most seafarers because they, like hunters, are the primary defensive manpower. Some Chymak seamen serve in the Seamen’s Guild.
Herder: Some tribes herd goats, cattle, horses, and other animals. This occupation is sometimes handled by children and young adults.
Grower: A few tribes grow crops to supplement their gathering. This role is usually filled by women and slaves.
Slave: Warrior tribesmen much prefer to have slaves perform hideworking and other unclean work. Slaves number as much as ten percent of some tribal populations. It is a custom encouraged by Hârnic slavers, who offer valuable trade goods in exchange for human goods. Slaves are generally well treated but are forbidden to carry weapons and cannot normally leave the tribal camp without an escort. Unruly or inefficient slaves are typically sold to a slaver.
Shaman: Most tribes have shamans or similar holy men. There are many different religions among the tribal peoples of Hârn. See Barbarians 8 for full information on shaman characters.
Chieftain: The traditions of leadership vary widely between tribal nations. A few nations lack the occupation of “chieftain,” usually because shamans fill that role.
PHARIC TRIBES
Chelni
A loose federation of 30 tribes, ranging in size from 60 to 200, who occupy the Chelna Gap and surrounding hills. The Chelni breed ponies that are traded for civilized goods.
Gozyda
Forest tribesmen who control the Mimea Hills in western Hârn. Organized into bands of 60 or less, the Gozyda include some outlaws from Tharda and Kanday. This has brought them new blood and technology.
Hodiri
Proud nomadic horsemen of Horadir. The Hodiri are extremely fierce warriors. There are about 80 tribes, 60 to 300 strong.
Kath
A loose federation of wild and primitive tribes inhabiting the Kathela Hills in eastern Hârn. There are about 60 bands, few of which exceed 30 in number. Kath women are known for their beauty.
Pagaelin
The violent, vicious tribal nation dwelling roughly between the Osel River and Setha Heath. There are approximately 120 tribes of 60–240 members. They are under the influence of a heretical Navehan sect.
Tulwyn
Merciless barbarians who inhabit the wilderness of Athul. They are divided into some 90 tribes, of 60–150 members. The Tulwyn use weapons and tools taken from traders along the Salt Route.
OTHER TRIBES
Kamaki
The herdsmen of the island of Kamace off southwestern Hârn. There are fourteen tribes, few exceeding 100 in number.
Solori
A primitive and wild nation in southeastern Hârn. There are about 30 tribes, each of 40–150 people. The Solori are slowly being exterminated in a genocidal crusade waged by the knights of the Order of the Lady of Paladins.
Tribal Nations Map
- Barbarians 3
TRIBAL WARFARE
- Barbarians 4
Most tribes are perpetually at war with the gargun although a few, notably the Tulwyn, trade with the orcs for their much superior metalwork and weapons. Before the gargun appeared on Hârn some six centuries ago, tribal folk shared the wilderness only with a few bothersome predators and Ivashu and numbered two or three times their present population. The gargun proved to be vastly more fertile and aggressive rivals for wilderness domination. They initially forced many tribes to flee into civilized parts, creating a period of unrest known as the Migration Wars that lasted from 178 to 235. By the year 250, the struggle stabilized at its present situation; roughly 50,000 gargun dominate the alpine and highland wilderness and double that number of tribesmen control the lowland forests.
Tribesmen prefer to fight lightly encumbered. They rarely wear metal armour, although it is common to loot mail and plate from fallen foes and convert it into more useful artifacts or trade it to civilized mercantylers. Tribal warriors prefer leather, although thick furs (treat as Quilt) are used in cold weather conditions. Most tribes can white-taw hides, creating a tough leather that retains the fur (treat as Leather+Quilt). Some tribes, especially sea-faring peoples, never use armour.
Warring tribes rarely engage in pitched battles. Ambush or surprise raids are the preferred tactics, and bloodshed is kept to a minimum. Tribesmen much prefer to take captives than scalps, for prisoners can be exchanged, ransomed, or kept as slaves. In a meeting engagement between warring tribes, it is customary for one side to retire after suffering just one or two casualties; battles to defend a camp are usually more brutal and tend to be avoided.
TRIBAL LAW
A major difference between the barbarian peoples of Hârn and their civilized cousins is their respective freedom. The feudal order is based upon a social contract that requires peasants to sacrifice legal freedom in exchange for security. The vast majority of Hârnic folk are born into a feudal culture and lead a relatively peaceful but unfree life.
All barbarians are freemen. They are not bound by law to their tribes, only by bonds of blood and friendship, and need not fear the retribution of an armed and annoyed overlord should they desire to leave. Of course the dangers lurking in their surrounding wilderness tends to keep tribesmen close to home, as leaving it is often fatal.
Law is established by tribal custom and handed down by the chieftain. Judgements can be harsh, but a cruel or unjust chieftain is easier to depose than a knight or baron.
SPIRIT MARKERS
Spirit markers define territory and convey information. They normally take the physical form of a stick to which objects have been tied, typically feathers, scraps of fur, bones, and carved wood. Sometimes the markers are attached to branches or carved into trees. Spirit markers are imbued with spirit magic during their fabrication. This makes them visible to the ethereal world.
Markers are unique, but can be grouped into four broad classifications:
[1] Camp Markers indicate a clan camp is being approached. Those wishing to enter the camp should wait beside the marker until they are approached and given permission to proceed. Levels I to III.
[2] Curse Markers warn that trespassers will suffer some form of bad luck until they are ritually purified. Levels II to V.
[3] Pestilence Markers are warnings to indicate that the area they enclose is populated with evil spirits. Levels IV to VI. Those with an Aura of 13+ who touch the marker may be able to see the spirits.
[4] Death Markers are a more powerful form of the first three. They summon a tribal spirit who enters into Mental Conflict with anyone who attempts to violate the marker or its message. Levels V to VII.
Spirit Markers have a rated level as with invocations or spells. The level depends on the skill of the shaman during fabrication and the effect or intent. Higher level markers are easier to detect by sensitivity skills and talents.
HUNTING
- Barbarians 5
Hunting (or fishing) accounts for 40–60% of the tribal diet. Obtaining meat is primarily a male role, partly because of the danger and weapons employed, partly to ensure and maintain male dominance.
Tracking Animals
Most hunters do not track live prey; too much energy is consumed in the process to justify the return. Animals have habits, and good hunters know the spots frequented by game or use information gleaned from trails to determine where to lie in wait for prey.
Skilled trackers make deductions about the species, size, weight, and age of an animal by examining its footprints. Some clues are the depth of the prints and their spacing. If leaves or twigs have fallen in the print or insect tracks cross it, the hunter can surmise the age of the trail. The time of day the creature passed is also discernable from the path of the trail, particularly in open or sparsely treed ground. If the tracks meander from tree to tree, the animal likely passed at midday when the sun’s heat encouraged it to seek shade. Whether the tracks pass to the east or west of a tree indicates the time of day as well; morning shade is cast to the west and afternoon shade to the east. When combined with knowledge of local weather and an animal’s habits, the best hunters can determine the age of a trail to within fifteen minutes.
Tracking skill is used to determine the frequency of animal encounters. Roll on the Tracking Table modified at GM discretion for current weather and local abundance of game. Heavy rain or snow would justify a penalty of 10–60 to Tracking skill. The result determines the number of animals encountered. Species and food value can be generated on the Hunting Table.
Approaching Animals
Refer to the Missile Data T able in HârnMaster core rules. The prey can be attacked from Extreme, Long, Medium, or Short range. Animals are usually sighted at Extreme range. The hunter may attack immediately or attempt to close. A Stealth Roll is made on the Approach Table to determine if the animal is alerted during each attempt to close. Modify the roll according to terrain (GM discretion). At each Range Class, the hunter may attack (fire/throw a missile weapon) or attempt to move closer.
Downing Animals
The attack may be resolved with the Hârnmaster (combat 16) rules. Animal defense on the first shot is probably Ignore, then Dodge or Charge (Counterstrike) on later shots if any. If a strike is made, determine injury. If the animal fails a Shock Roll, it is downed and helpless. A wounded beast may flee, or attack the hunter. If the attack misses, animals will generally flee, but some may charge the hunter.
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