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Barbarians

Barbarians are known to be more Savage than even the Amazons are a collection of men and women for their brutal size and Strength. Most Barbarians range from different color hair styles and normal hair color, as well as eyes, and at times have tan or darker skin color. They live in the Wilds of the mountain Forest and Jungles living isolated in their own hidden tribes. Some have traveled as far as the coldest tips of the North and span as far southern islands in tribes. How the Tribes were separated is said of an Ancient Myth during the War that all Barbarians joined in the War of the Gods and traveled with the allies of the Past to many different lands and places having learned of their new homes Environment and mastering it. Barbarians are brutal Fighters and Brawlers making them ready for combat.

Barbarians are seen as savages for the small amount of clothing they wear or wearing the many skins of animals. Their pride for fighting is as good as the weapons they carry. Each Tribe has a different skill from where they are and only two known Tribes exist although very smaller tribes do exist but consider themselves part of the Tribe closest in Region. To the North are the Clarden's a People whom live in the Frosty Mountain peaks and forge making Weapons of Steel. They are known to make unspeakable weapons of tough metal yet the weapons are two handed or very heavy. To the Southern Regions are the Blood Runners a Tribe of aggressive lethal Savages who's Strength and build is not as Athletic as those of the north and spent their Days in the Wild Lands running around in the Savannah are of the Southern Continent. They Say Blood Runners thirst for Battle and Wrestling the Wild Animals make them ferociously strong. They live in the northern isle of the Southern Continent and are dubbed as the Cannibal Village for all the raw meat they consume and occasionally their enemies.

The Barbarian Race believes and has faith in the Goddess Valkyrie the Goddess of Battle. But the Blood Runners respect her but believe in the fiery God called Mars the Supreme War God. They say that these two Gods were once married but that tale is but a Myth it seems. Both Barbarian clans Worship both Gods equally and feel empowered by them. Their Society base on their Gods makes them a very Warrioristic and Battle Ready Race. They yearn for fight makes them dangerous at times especially if one falls into Berserk or Blood Rage.

The Clarden Tribe has many skills in Forging Metals and is known to make heavy and durable Metal Works. They enjoy fashioning items of power from Metal and Leather. They say that even the Dwarves are Jealous of the Clarden's technique to forge durable weapons that can't even be broken unless by the strength of a Dragon or Magic. The Clarden live in the Northern most regions on a Continent known as the Northern Tundra with in Midguard. This place is deeply cold and frosty as if winter dominates the region vigilantly. But the Clarden's Leathers and Skins keep them warm and most live close by the Hot Springs of the Northern Tundra where things grow and live. Through the tough winters many have learned to survive the harsh wilderness of the Tundra and remain strong and skilled at their homes. Clarden are known to train bare skin down to their bear undergarments in the harsh winter to build endurance against frostbite.

The Blood Runners live out in the Wild open savannah's were many can see some Monsters Breed and fight Ferocious Beasts. They spend their day hunting and gathering the remains of their Challengers. Using everything even the bone to decorate or use at their homes. They prize trophies collecting the Skulls of their advisories they kill by themselves and consuming the heart of their beast with a bite to show respect to their gods for power. It is their tradition that in Party hunting that the one that lays the last blow to kill the beast deserves the skull. The stronger the Enemy the more prized the skull is to the one who gives the final blow but it is said that the one who gives the final blow that kills their enemy does not work in battling with them and reserves themselves is seen cowardly and given the skull with a crack in it as an insult to he or she and their family. They also believe eating the heart of their Enemy in stores wisdom and power to their souls aside from giving their respects to their gods hoping to gain the knowledge of their enemy. This holds true as it has been seen that after the Ferocious defeat of near death only makes a Blood Runner Stronger as they consume the heart. Consuming the Heart of their prey grants them little wisdom of their adversary but seems to give them some of their enemy’s skill. They stay from that of magic fearing it and finding it deadlier than any sword. Blood Runners also prize having one of them as Shaman seeing it as a respect to Master the Deadly Style of Magic this way and so the tribe is not harass by spirits or those of magic. Often the Blood Runner Tribe is seen mating with some of the Southern Island Amazon Tribes having shown they are wild and strong makes them first picks for matting rights. But it is rare a Blood Runner is accepted into the Amazon Tribe and at times they women go with the men to live in their own village or small clans around the Northern Island.

 

Natural Race Abilities

Athletics: +2 due to their constant climbing and swimming through the Tundra

Craft: Leather and Metal Working gets +2 but a +4 if they are making Steel and if Mythril Steel the weapon is considered Unbreakable and of Clarden make with the clan name beside the weapon.

Survival: +4 to Survival Checks at Tundra or Winter Regions.

Knowledge of Areas: Arctic +4 to Knowledge of Area to recall information of the Arctic from Dangers, Shelters, Knowledge, and Uses of the Arctic.

Heighten Senses: Immune to Frost Bite and has a natural armor of 20% vs. Cold base attacks. They also do not suffer from Hypothermia unless they have been in the water 5x as long as normal.

Ride Wild Animals: A Handle Animal Check of a Difficulty of 15 is made if successful any wild animal in the tundra that is neutral and not hostile can be tamed and ridden for the remainder of the day. If the Clarden wishes to keep the tame animal from the wilds they must roll a Handle Animal skill and beat the Difficulty of 32. If failed the animal returns to the wild.

Survival: Arctic Wilderness +4 a Clarden can survive out in the Wilds of the Arctic and have no difficulty in finding food, shelter, or spot dangers from around this area.

Berserk: The Rare cases when a Clarden enters battle he or she may enter berserk and become a Berserker. This can be activated by a Specific Role Play Trigger or when the Barbarian is enticed in battle. This grants those benefits such as +20Hp, +3 ATR, +2 DR, and +5 Dmg as their Berserk Rage. Yet they can remain conscious and there fore ignore any Near Death or Comatose rules and unlike Pure Rage or Blood Rage they can signify who friends and foes are they just aren’t as intelligent and act as if they had an Intelligence of 9.

Heavy Weapon Bonus: A Clarden can add +5 Dmg to their Two-handed Weapon being skilled with two handed weapons but upon crit add their Power to the resulting Damage at least five times a day to deliver a deadly blow to a foe.

 

Clarden Race Abilities and Bonuses

Quirk: Clarden's are seen to be the most intelligent of the Barbarians and speak both Common and Wild. They are famed for forging strong Weapons of Steel and are some what resistance against the cold.

 

Blood Runner Race Abilities and Bonuses

Grapple: Any Grapple technique made receives a +5 to it and Any Blood Runner or Barbarian around them can join in receiving a +1 to their Grapple Attacks to pin a target down.

War Cry Berserk: The Rare cases when a Blood Runner enters battle he or she may enter berserk and become a Berserker when shouting a War Cry. This can be activated by a Specific Role Play Trigger or when the Barbarian is enticed in battle. This grants those benefits such as +20Hp, +3 ATR, +2 DR, and +5 Dmg as their Berserk Rage. Yet they can remain conscious and there fore ignore any Near Death or Comatose rules and unlike Pure Rage or Blood Rage they can signify who friends and foes are they just aren’t as intelligent and act as if they had an Intelligence of 9. However unlike other Barbarians or Berserker the site of Blood makes them even more excited and they must make a Social Check Difficulty 15 +1 for every target around them. If they fail they enter Blood Rage and cannot tell who is foe or enemy and desires to kill all around him that breathe and move. A Blood Runner can only ignore those who are Also of Blood Runner descent and of his people.

War Cry: Blood Runners shout an expansive War Cry that can send Terror and Fear to their Enemies weaker than them. Any Enemy Weaker than them in Hit Points, Max or if lowered Hp, or in Power must make a Social Check Difficulty 14 +1 for each party member with him and -1 for each party member with the Target. If the Target who hears the war cry and sees the Blood Runner fails the roll he is impaired a -4 for all his actions and is afraid or slightly shaken if he is successful only suffering a -2 for the remainder of the day. If a critical Success is made the target is immune to any Blood Runner War Cry for the remainder of the day.

War Cry of the Pack> Empowering this adds a +1 Enhancement bonus to any action to a Blood Runner and any Party Member with him. This can only be used once a Day and can be increased multiple times by other Blood Runners who use this ability. This is the most feared ability of a Blood Runner since when there is many of them in a Pack even the weakest link is powerful enough to any foe.

Melee Power: Blood Runners that perform hand-to-hand combat can deal regular Melee Unarmed Damage + their Power Mod as their dmg adding even more devastating blows to Unarmed Combat. This bonus can also be applied to any Improvised Weapon that is used in Melee combat.

Dual Arms Barbarian: A Blood Runner with a Power of at least 14 can wield two handed items in either hand as long as they have the a Power of 14 or More and can perform Two Handed Weapon Functions with a added -2 penalty due to wielding two tow-handed weapons is cumbersome. They can deal both dmg of the weapons in each attack however cannot parry, Defend, Block, or prevent dmg using both these weapons at the same time.

Heart of Power: Blood Runners can remove the heart of their enemies and learn a Skill or Enemy Skill performed by that Enemy. However once learned it cannot be removed. Blood Runners can learn only as many skills as they Have Intelligence (This does not include bonuses from Items or Modifiers. It is only for Based Intelligence.) They cannot learn a skill that is from an enemy of higher power than themselves however this being that the enemy’s intelligence or hit points are higher than the Blood Runner. Once these Skills are listed it will be noted in their Feats and Ability section with the Words Enemy Skill: beside it. (Blood Runner must learn skills of Foes Equal or lower than them). Once they fill up the amount equal to their intelligence they cannot remove or learn any more Enemy Skills.

Trophies: The Head of an Enemy is seen as a Title of Respect and Trophy. The Blood Runner May fashion a Helmet of the skull as long as it is large. Those who dawn their Bone Helms receive a +3 to their War Cry and any War Cry Ability. To wear the helm of your Challenger is sign of Strength and Respect among other Barbarians.

Favorite Armor: The Heavier Tougher it is the better for a Barbarian they say. They do not suffer from using Heavier Armors and do not get the Penalty of Heavy Armor.

Favorite Weapon: Two hand Axes, Swords, Hammers, Maces, something Heavy gains a +2 to ATR and Dmg.

Equipment Penalties: Small weapons like clubs, Wands, Knives, used in melee combat suffer breaking by a Barbarian's Strength. If the weapon makes a Crit the Barbarian must roll d20 Power and not score the Difficulty 10 and must score under or break the weapon. Some large weapons can be seen as a two-handed weapon while only a Barbarian can use a Large creatures weapon as a large weapon at a -4 to ATR.  

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