Regional Concepts

To Barbarian

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The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
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This section targets the flavour of the class, manipulating weapons and armour selection in exchange for bonuses to skills, enhanced skill selection and specific abilities keyed to native terrain. The basic barbarian as presented in the SRD is a character class having a rudimentary knowledge of weapons, armour and a viable selection of skills. The rules assume all barbarians have the capability to manufacture any weapon available and therefore extend this knowledge to the selection of weapons and armour the barbarian is familiar.

This section manipulates the availability of weaponry to accommodate a selection of skill bonuses allowing barbaric characters to exploit the cultural levels from which they originate. A concept derived from this chapter may stack with one concept from the preceding section, thus allowing two concepts for one character.

Characters generated using Regional Concepts gain further abilities as determined by the limitations imposed by the technology level of their native civilisation. Once the tech level is chosen, they receive a number of benefits from which they may choose as defined within their native regions.

Characters choosing the default level of technology may not choose any further benefits from their native geographical region. Hence, more advanced technology offers less benefit, as the technology inherently carries a number of benefits over and above the more primitive cultures.

Coastal Regions

Anton Romako (1832–1889) Deutsch: Italienisches Fischerkind Date 1870-1871

Anton Romako (1832–1889) Deutsch: Italienisches Fischerkind Date 1870-1871

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

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The material below is designated as Open Game Content

Coastal terrain covers any land no more than a mile from a large body of water. While this region assumes oceans and seas, it is reasonable to include any large lake or even a river as the impact on the community would be the same. In these regions, flora and fauna are extremely abundant. Whether through fishing or game coming to drink, communities thrive here; hence, most cities develop on waterways and coastlines. In barbaric cultures, people make their livelihoods by fishing and trapping. Most are skilled boaters and all have an uncanny knack in foretelling the weather.

Adventuring: Perhaps the character was lost at sea; maybe he fell asleep while his craft drifted off course; or maybe he just found himself stranded far from home after a series of misfortunes. The life of a fisherman is not so different from the life of an adventurer. These souls go to work early and return to their homes late. They feed, clothe and provide other necessary supplies for their communities of simple and innocent people, just as adventurers ward off monsters, combat evil and perform any number of other tasks all for the protection of these same folk. On the other hand, some communities profit by raiding. They construct sleek war galleys to prey upon the over-laden merchant vessels of the wealthy neighbouring lands. Regardless of the character’s origins, life at sea is hard and finding the path to adventure comes easily to most.

Roleplaying: Barbarians from coastal communities have great respect for the sea as they are the consummate sailors. They are usually superstitious and cautious. They ward away bad luck with the gesture of a hand or a pinch of salt tossed behind their shoulder. At home in a sailing vessel, they are uncomfortable on land and pine for the blue expanse of the oceans.

Benefit Menu: Depending on the technology level of their native community, characters from Coastal regions may choose up to three of the following benefits: Profession (sailor) as a class skill, Rope Useas a class skill, Nature Sense as a druid for coastal regions only, Exotic Weapon Proficiency (net), or a +2 competence to all Balance and Swim checks.

Cold Regions

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

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The material below is designated as Open Game Content

A cold terrain is any land of sub-freezing temperatures, with constant ice and snowfall for over three-quarters of the year. In such terrain, life is usually brutally short. While water is abundant when melted, food is exceedingly scarce. Considering the lack of resources, many people who dwell in arctic regions hunt seals, whales, bears and fish, similarly to coastal dwellers. People hailing from these regions typically clothe themselves in heavy furs and snowshoes.

Adventuring: Considering the harshness of the terrain, it is no small wonder why individuals will leave the pristine beauty of the snowfields in exchange for a life of adventure. Many leave when resources are exhausted, wandering the land to find new homes. Others flee hostile predators such as polar bears, frost worms and the packs of ravenous winter wolves. In the face of such creatures that hunger for sustenance as much as any other humanoid, these threats can dissolve the will to persevere in such a dismal clime.

Roleplaying: Leaving a land of ice has an impact on the psychology of those who spent their lives there. The warmth of a temperate clime is almost unbearable to these hardy souls. Much hotter, they truly feel discomfort and will readily strip down to underclothes. Cold barbarians respect food and will never let any part of a kill go to waste.

Benefit Menu: Depending on the technology level of their native community, characters from Cold regions may choose up to three of the following benefits: Cold resistance 2, +4 Wilderness Lore checks while in arctic regions, Exotic Weapon Proficiency (harpoon), +2 to Intuit Direction checks or unhindered movement while moving through snow.

Desert Regions

Jean-Léon Gérôme Title Pelt Merchant of Cairo Year 1869

Jean-Léon Gérôme Title Pelt Merchant of Cairo Year 1869

Desert

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

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The material below is designated as Open Game Content

These characters may have originated from extreme areas of true Saharan desert or semi-desert regions like hot scrublands and rocky wastelands. As deserts are truly inhospitable to plant and animal life due to the lack of water, many barbarians form nomadic cultures. These tribes move from place to place seeking new watering holes, food sources and other supplies. Most of these characters favour loose robes as they are useful for catching wind and substantial enough to stave off the cold at night.

Adventuring: There are a host of reasons why a desert barbarian would leave the burning plains of his homeland. In most cases, it is for want of supplies. In some cases, an oasis might have run dry, wells poisoned or fouled, disease or raids could have exhausted food stores. Merchant caravans will sometimes journey across these wastelands in search of a shorter route to a lucrative mercantile centre. Many times caravans and travellers seek out local desert folk to assist them in the role of guides, guards or to take them as slaves. On the other hand, these barbarians may be victims of a war with another tribe, thus leaving the character as the sole survivor, who must seek out new lands in which to dwell.

Roleplaying: Desert barbarians hold one thing above all others: water. Considering the bleak landscape and low Survival rate in their homeland, they recognise its life-giving values. Thus, they will never waste it. If they share it, it is always a sign of friendship and trust.

Benefit Menu: Depending on the technology level of their native community, characters from desert regions may choose up to three of the following benefits: +4 competence bonus to Ride (Dexterity)checks while on a camel, +6 insight bonus when using Survival to find water, Fire Resistance 2, +2 competence bonus all Saving throws to avoid blindness, or they may survive twice as long as normal without water.

Forest Regions

By Albert Eckhout (1610-1665)

By Albert Eckhout (1610-1665)

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

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Forest

Any area of land, hilly, mountainous or flat, mostly covered in trees qualifies as a forest. This region includes rainforests and the endless expanses of coniferous woods of the northern climates. Deciduous or coniferous, it makes little difference to the arboreal barbarian. Obviously, plant life in a forest is abundant. Likewise, forests are home to a wide number of animals and insects. Replete with many water sources, dwelling in the forest can prove to be a relatively popular choice for many tribes. The downside to this region is that it is also home to all manner of nasty predators. Surpassed only by subterranean settings, forests can be very dangerous places.

Adventuring: As mentioned above, forests are home to things wishing to hide, hunt and eat. These locations harbour many dangerous monsters. Considering this, many communities fall prey to the wandering bulette, athach or giant. Some barbarians flee the destruction of their homelands to make do in another land. Others fight back against civilisation’s encroachment. After numerous raids, they fight a losing battle, succumbing to the advance of ‘civilisation’.

Roleplaying: Forest barbarians are usually smaller, dextrous cousins to their typical counterparts. Accustomed to hiding and moving quietly through woodlands and jungles, they can easily blend into natural surroundings. Once removed from the safety of the forest, they stand out, awkward and out of place. Their personalities tend to reflect their physical behaviour, losing confidence in the open, yet dangerously wicked when camouflaged.

Benefit Menu: Depending on the technology level of their native community, characters from Forest regions may choose up to three of the following benefits: +4 competence bonus to Hide checks while in forest terrain, Alertness feat, +4 competence bonus to Move Silently while in forest terrain, Profession (guide) as a class skill, or Exotic Weapon Proficiency (Blowgun).

Hill Regions

Young Berber woman of Tunisia, with tattoo and traditional jewellery (early 1900s) Date early 1900s

Young Berber woman of Tunisia, with tattoo and traditional jewellery (early 1900s) Date early 1900s

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

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The material below is designated as Open Game Content

Hills

Hills are areas defined as any elevated land higher than sea level, but not as high as mountains. If dense woods carpet the terrain, they are forests of a higher elevation and not construed as a separate region in themselves. Instead, hills are more like rolling highlands, dotted with the occasional stand of trees, or unusual rock formation, perhaps with a random water source spilling from a cleft in the earth. While perfect for the pasture of sheep, goats and other nimble-footed quadrupeds, it is not suitable for travel. Those who dwell in such areas attempt meagre farming, but mostly look toward grazing and shepherding as their primary sources of food and Survival.

Adventuring: Hills, by dint of their isolation, are not regions suitable to sustain large populations aside from the occasional miner or excavation company. Considering the geographical difficulties, these locales are usually cut off from the rest of the world and tend to produce a backward and less educated community. The focus is never on culture as Survival is by far the more important commodity. Hence, barbarians who depart from these regions do so because they have captured a glimpse of something else, something beyond themselves and the lives they live. In some cases, mining outfits despoil the entire region, making it unsuitable for grazing and planting. In other instances, creatures from the underground find egress into the world of sun and stars and find these people easy pickings for their meals. Barbarians who leave these lands rarely do so by their own devices; they do so because
something intruded.

Roleplaying: Drawn to excitement, as a moth to flame, these characters are eager companions, always willing to prove they have what it takes to be a value to their allies. On the other hand, hill barbarians are simple folk, quiet and unassuming. They fear great Intelligence and usually react with some sort of hostility. They respect divine magic, but not from those overly-dressed in finery. They understand conflict and battle and will always lend a hand to protect those they value.

Benefit Menu: Depending on the technology level of their native community, characters from Hill regions may choose up to three of the following benefits: +2 racial bonus to Climb checks, +2 competence bonus to Handle Animal checks, Nature Lore in Hill terrain, Track feat as a bonus feat, or Weapon Focus (sling) as a bonus feat.

Marsh Regions

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

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Marsh

Bogs, swamps, fens and lowlands are all classified as marsh terrain. Barely hospitable to most humanoid life, they are better suited to snakes and insects. Despite their hostile clime, humanoids and intelligent life can thrive. There is plenty to eat, although most would deign to refuse. If water sits undisturbed, it becomes a prime location for all manner of contagion. Therefore, marsh dwellers search out sources of running water in the form of streams or even clean pools. Most people who dwell in marshland employ mud paint to ward away mosquitoes and other biting insects. This body paint is startling to behold and instils superstitious prejudice in the unaccustomed.

Adventuring: Many reasons exist for luring these otherwise peaceful people out of their bog homes. Marshes, as havens for undesirables, pestilence and monsters, are often drained, thus destroying the native flora and fauna prevalent to these locales. In some cases, large monsters, such as black dragons, will seize the land as a lair and attempt to enslave the other denizens of the swamp. Marsh folk will never leave of their own accord as they derive to much comfort from the ways of their people, enjoying the anonymity and the freedom from the decadences of the modern world.

Roleplaying: Easily identifiable by their odd appearance and strange customs, marsh barbarians stand out from almost any crowd. Furthermore, they adhere to unusual gods, venerating insects and serpents as the manifestations of divine will. For these reasons and more, marsh barbarians are outsiders and they play the part, feigning incomprehension to those who belittle their faith and growing violent if made to desist from their patterns and expressions of worship.

Benefit Menu: Depending on the technology level of their native community, characters from marsh regions may choose up to three of the following benefits: +2 inherent bonus to saves against Poison, +4 inherent bonus to saves against Disease, Profession (boater) as a class skill, +4 to Hide checks while in Marsh terrain or +4 to Move Silently checks while in marsh terrain.

Mountain Regions

The Quintessential Barbarian
Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn
Content Puller {$content}

Netbook can be found on the following website

The Grand OGL Wiki

The material below is designated as Open Game Content

Mountains

Tall barren crags swept clean by the cold winds of the upper air. Here dwells the mad hermit, the self-imposed exile, the mountain man. Unlike any of the other regions, characters originating from the mountain region do not come from a tribe. In fact, there are not enough resources in the high mountains to feed or care for a large number of people. Short, stubbly brush, the rare eagle’s nest and a few mountain goats and great cats are the only companions for the mountain man. He will usually be dressed in the skins of wild animals. His technology level reflects the degree of his isolation. The more primitive, the more alone he truly is.

Adventuring: For a man to leave his isolated home, it takes something significant to get him to return to the world of people. Usually, some great need, or impending starvation will drive these loners from their eyries. By choice, they disdain companionship and so they will prove to be unpleasant companions at best. They are self-sufficient, fully versed in a number of Craft skills to assist them in Survival.

Roleplaying: Bitter and angry, these xenophobes do not restrain themselves from expressing their distaste for others of their kind. They are nasty, unforgiving and easily offended. They make, at best, short-term companions, as they will not be inclined to stay with others for extended periods of time. Only the most dedicated and caring soul has a chance of penetrating their gruff exterior.

Benefit Menu: Depending on the mountain man’s technology level, he may choose up to three of the following benefits: +4 competence bonus to Climb checks, the Track feat as a bonus feat, +4 competence bonus to Jump checks, +2 competence bonus to Craft checks or cold resistance 5.

Plains Regions

Mongol light cavalryman. China, XIII-XIV century

Mongol light cavalryman. China, XIII-XIV century

Plains

Plains, steppe or any flatlands devoid of any of the preceding features such as an abundance of trees, marked variations of elevation and swampy lowlands. Plains are the catchall for everything else. Usually these locations are vast stretches of grasslands, which are in turn home to herds of wild cattle, antelope and other grazing animals. Cultures dwelling in these lands are typically hunter-gatherers. They lack the shelter of the woodlands, or the high elevations of hills to protect themselves. Thus, many will be warlike and expansionistic.

Adventuring: Many reasons exist for a plains barbarian to leave the life of a nomad. Clearly, the very nature of their livelihood suggests a highly mobile society, thus allowing the tribes to reach new locales and peoples. Plains barbarians will often mingle with neighbouring societies providing mercenary duties, serving as caravan guards and any other number of activities.

Roleplaying: Plainsmen highly regard the passage of the seasons, the night sky and the other astronomical bodies. They are prone to see omens everywhere, acknowledging the smallest coincidence as a manifestation of the spirits’ will. Contrary to their cosmological beliefs, these barbarians are adaptable to almost any new environments. The only limitation is in confined spaces, out of the view of the sky. Most are claustrophobic and are unreliable in extended dungeon crawls.

Benefit Menu: Depending on the technology level of their native community, characters from plains regions may choose up to three of the following benefits: +5 to base speed, speak one additional language, Knowledge (astrology) as a class skill, +4 to Intuit Direction checks as long as the sky is in view or Alertness as a bonus feat.

Underground Regions

Underground

Home to the warlike grimlocks, the insidious derro and the wicked dark elves, the underground region is a deadly world in itself. Being a barbarian who originates from this land is to be kin to a hopeless society, doomed to extinction or slavery at best. Everything about this region is unusual. Animal and plant life runs toward the exotic, mutated versions of their surface-dwelling counterparts. Most cultures developing in the Underground are refugees. Some event forced these former surface dwellers to flee into the ‘safety’ of the endless caverns of perpetual night. Through the generations, these folk have lost their memories of the times under the sun and regard those days as myth.

Adventuring: After exploring many of the caverns, an intrepid barbarian might find his way free of the dangers thriving in his bleak homeland. A new life under the warm and blinding sun are the just rewards for his travels and dedication. Once free, he may do as he likes, although his heritage usually places him on the outside of any society. Thus, waging war is his only means of Survival. Some adventuring groups who undertake expeditions may come across a lost civilization and befriend one of the natives, who in turn might act as a guide through the labyrinthine depths of the earth.

Roleplaying: As the inverse of the plains barbarian, those originating from the underground are almost always agoraphobic. Their terror at seeing the empty blue sky, without the comforting shelter of rock, sends most into an uncontrollable panic. Most return to their blind world, but a few have the resolve to venture forth, free of the pressing rock and the dangers of existence in the lightless world. These resolute warriors, if they can overcome the obstacle of fear, are devastating allies in any dungeon crawl or night mission.

Benefits Menu: Depending on the technology level of their native community, characters from Underground regions may choose up to three of the following benefits: Darkvision 30 feet, or 30 feet additional Darkvision to those races already possessing it (this supersedes any Darkvision the character normally has), Alertness feat as a bonus feat, Blind-Fight as a bonus feat, +4 racial bonus to Hide checks, +4 racial bonus to all Craft checks involving Stone or Metal.

Penalties: Unlike the other regions, originating from the underground holds an additional penalty. These barbarians are all light sensitive. If they are playing a race already suffering from this drawback, there are no additional side effects. If they play a race without, they gain the following Special Quality.

Light Sensitive (Ex): The character suffers a -2 circumstance penalty to attack rolls, saves and checks while in the presence
of bright sunlight or within the radius of a daylight spell.

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To Barbarian

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