Uthgardt History & Tribes
The Uthgardt are a group of tall, black-haired and blue-eyed humans who have lived in the North for many generations. Each tribe has its own opinions on its exact ancestry, but none of these tales agree with the others. Loremasters speculate that, given the members' similar characteristics, they must stem from common progenitors, most likely a mix of Illuskans, Netherese, and perhaps one or two other more primitive and savage tribes that once roamed the high country of the North. Most of the tribes are semi-nomadic, wandering through various stretches of the North while spending the harshest winter months in one place, most often a winter camp. A few tribes have broken with this tradition and established permanent settlements. With the exception of the Black Lions and the Griffons, the Uthgardt survive by hunting, gathering, and raiding across the territory.
While each tribe has its distinct characteristics and idioms, all venerate one of the beast totems of Uthgar. The barbarians believe that they take their name from Uthgar Gardolfsson, a famed warrior of Ruathym who became known for his triumphs on the field of battle. Yearning for greater challenges, Uthgar Gardolfsson set out to conquer the now-lost civilization of Illusk. While Uthgar succceeded in pillaging Illusk, the other civilized folk of the Sword Coast hastily mustered an army to counter the Northlander's Invasion. These forces attacked his camp and destroyed his ships. Cut off from the sea, Uthgar and his followers retreated inland; the Illuskans did not follow, content to believe that monsters would devour the barbarians in the frozen wilderness.
Despite the hardships they faced, Uthgar and a sizable portion of his army survived. The barbarians sustained themselves by raiding settlements in the northern interior. He gained new followers from among the folk of the region he raided. Some were impressed with his battle prowess; others simply preferred to join that which could not be easily defeated. Eventually his forces grew so large and powerful that he was able to exact tributes from many of the northern communitites, and most would pay rather than face the fury of his barbarian horde. Uthgar and the last of his Ruathym followers grew wealthy on the coins and goods they extracted by threat of force.
As evidenced by the descendants of his great army, Uthgar was a strong traditionalist and possessed a streak of savage nobility. He considered the villages and hamlets that paid him tribute to be under his personal protection, and it was this notion of feudal obligation that would eventually kill him. During the later years of his life, an orc horde swept down out of the Spine of the World. Uthgar and his horde met the creatures in a battle still remembered in the tribes' oral histories and war chants. Uthgar and many other warriors died in the battle, but they stemmed the tide of advancing orcs so effectively that few remained to flee back into their mountains.
Uthgar's followers buried their fallen chieftain, along with an honor guard of seven others who died on the battlefield. They piled the ground high above his body and covered the mound with stones to protect it from foraging beasts and hungry crows, and then placed a single gigantic stone atop the completed mound. The location of this sacred spot is believed to be what is now known as Morgur's Mound; it marks not only the resting place of their founder but the start of a tradition of burial that has endured to this day.
Source: Forgotten Realms - The Silver Marches 3.5Uthgardt Barbarians
The Uthgardt barbarians (named for Uthgar, their legendary founder) conform closely to the barbarian character class defined in Unearthed Arcana, and gain that class's benefits.
The Uthgardt are a black-haired and blue-eyed people - large, hardy folk descended from a mixture of Northmen fugitives, Netherese refugees, and a few savage tribes, including the Beorunni (folk of Beorunna); who live by raiding, hunting, gathering, and farming.
The Uthgardt are divided into 10 tribes (at the present). Sometimes there are more, sometimes less. The tribes are named for the beast totems which Uthgar conquered- Black Lion, Thunderbeast, Red Tiger, Blue Bear, Great Worm, Sky Pony, Tree Ghost, Blackraven, Griffon, and Grey Wolf. Although civilization has come to the north in waves throughout history, much of the land is wild and untamed, the unbounded home of the Uthgardt. Their tribal lands extend north into the Spine of the World, south as far as The Stone Bridge, east to the Cold Wood, and west to Neverwinter Wood. They avoid cities, the High Forest and the lands around Hellgate Keep.
Although some tribes have embraced agriculture and fixed habitations, the Uthgardt have few stable villages. Most tribes wander the wilderness in small clan or family groups and live within a few weeks travel of their ancestor mounds, their holiest of holy grounds.
Uthgardt AttitudesTradition is the centerpole of Uthgardt life. Yet it is blind devotion to tradition that keeps them savages. Strength is everything and civilization is a weakness not to be tolerated. Among the Uthgardt, men are warriors and hunters, and women tend to food gathering and family needs. They have no written language and little art beyond geometric carvings and clothing decoration. Their religions and philosophies focus on war, plunder, and survival in a harsh land.
They are superstitious, with a paranoiac dislike of magic. To reveal oneself as a magic-user to an Uthgardt warrior is to ask him to kill you.
The Uthgardt barbarians have little to do with city folk, other than to treat them as prey. Lone traveler or large caravan, both are ripe fruit for plunder (still, some Uthgardt have made beneficial "civilized" alliances).
Though the Uthgardt prey on civilized folk and frequently fight among themselves, they are quick to unite, even with non-Uthgardt, against their common ancestral enemy: the orcs.
Clothing and AppearancesMost Uthgardt show the strong Netherese bloodlines in their dark hair and fair skin, like the folk of Silverymoon and Sundabar. From Northmen ancestors come mighty physique and blue eyes. The barbarians dress in fringed leathers and furs. They love bright colors, gaudy jewelry, and ornamental decoration - everything they own is embellished with complicated designs and geometric patterns interwoven with designs representing their tribal totems and other beasts. The men of the tribe tattoo their cheeks with simple images of their totem, and the women are the showcase for their warriors victories, wearing captured booty proudly.
Tribal Weapons and ProficienciesIn addition to the hand axe, knife, and spear, the Uthgardt favor the battle axe, atlatl and javelin, and the long bow. The most common Uthgardt armor is leatherand shield (AC 7). Some warriors possess studded leather and shield (AC 6). A tribal chieftain may possess chainmail and shield (AC 4). In most cases, the shield is a spiked buckler (which can be used as a weapon).
The Uthgardt possess all the primary skills known by barbarians (survival, first aid, outdoor craft, and tracking) and know the following tertiary skills: long distance signalling, running, and snare building.
Religion in the TribesWithin the Uthgardt, all deities are allied to a central religion focusing on beast totems. Each tribe has its own totem. All other deities, including adopted "foreign" gods, are secondary and subservient to the beast gods. This includes Tempus (the Uthgardt war god) and Chauntea (the earth goddess, although she is worshiped exclusively by tribal women). Uthgardt legend tells that Tempus is the father of Uthgar, founder of the tribes (while other legends claim Uthgar's descendency from Beorunna). Chauntea is worshiped as the "grandmother," whose daughters (fathered by Uthgar after he ascended unto the halls of Tempus) are the wives of the beast gods.
These nonbeast gods are represented among the tribes by shamans of lesser power (rarely above 4th level). Chauntea's clerics are always women.
"Southern" gods are occasionally found in tribal strongholds, tolerated only because they or their clerics provide something valuable to the tribe.
The RunemeetThe Uthgardt religion is close to nature and is tied to the change of the seasons. The holiest time of year occurs during the autumnal equinox during the month of Eleint (coincides with the festival of Higharvestide). At this time, all tribal clans converge on the tribe's ancestral mound for the annual Runemeet. These huge earthworks mounds, often shaped like the totem beasts, are sacred burial grounds, where only the greatest shamans and chiefs are interred. Here the Uthgardt worship their gods, set tribal policy, perform marriages, celebrate births, formalize adoptions, and mourn deaths.
During the Runemeet, youths desiring to be adults and warriors of all ages participate in the ritual of the Runehunt, in which those involved seek victory over one of the tribe's ritual enemies - usually orcs.
The Uthgardt TribesTaken as a whole, the separate tribes form the Uthgardt people, yet they have individual distinctions that divide them and quash any possibility of unity as a people. This diversity is expressed as cultural variances, devotion to their unique totems, and tribal goals.
Each tribe has an ancestor mound where they worship their totems (and other gods) each fall during the Runemeet. Several share mounds with other tribes, while some mounds are lost or abandoned.
Each tribe is ruled by a chieftain, who may also style himself as king. The chieftains are barbarian class fighters, usually of 8th to 13th level.
Chief shamans are the most powerful in their tribe, usually 7th level or better and normally accompany the chieftain. Other shamans of lesser or even equal power exist within each tribe.
The ritual enemy is a foe whom young barbarians must challenge and overcome in order to become adults. It is also the focus of ritual hunts during the annual Runemeet. Orcs are the common ritual foe of all Uthgardt, but each tribe has its own personal enemy.
Black Lion TribeAncestor Mound: Beorunna's Well
Chieftain: Alaric the Strong
Cleric: Patreveni Onehand
Shaman: Bogohardt Blackmane
Ritual Enemy: the tundra barbarians (tribes beyond the Spine of the World).
Beast Power: Lion's Roar. Deafens foes for 1d6 turns if they do not make a saving throw vs. spells. Only Bogohardt can still wield this power.
The black lion is long gone from the north, yet the tribe that bears its name lives on. Chief Alaric's badge of office is said to be a cape made of black lion skin (those who claim to have seen it recall only a mangy scrap of dirty black fur).
Nestled in the wide valley that separates the North from the glacier beyond is the small village of Beorunna's Well (mostly small huts, long houses and a few tents), which stands a respectful distance from the watery pit that is its name-sake. Here, the complacent Black Lions have forsaken tradition to become farmers and herders. Hunters still roam the wilds, but the tribe no longer depends upon them for survival. Agricultural success lets them trade with others for their needs.
In forsaking their barbarian traditions, they have also cast aside their tribal totem. Most folk of Beorunna's Well worship the Tyr alliance of Tyr, Torm, Ilmater and Helm.
Blackraven TribeAncestor Mound: Ravenrock
Chieftain: Ostagar Tenfeather
Shaman: Pureheartman
Ritual Enemies: Griffon tribe and foreign merchants and clerics
Beast Power: Shapechange. The wily raven gives his shamans the power to assume the form of any natural animal (not dungeon monsters) native to the North.
Of all the Uthgardt, the Blackraven are the most conservative, holding tightly to the old ways and reacting violently to the new. Pureheartman and his assistant, Wulphgehar, are the only shamans tolerated by the tribe. As far as the caravans who ply the north are concerned, the Blackravens are the worst of the tribes. Blackraven warriors are renowned as bandits, gaining this reputation because they prey on those whom they despise the most foreigners, especially merchants and missionary clerics. They seek to destroy that which may threaten their way of life. The tribe is aided in their quest by their totem, the gigantic ravens of Ravenrock. The raiders sit astride massive ravens, swooping down out of the sky to rob and terrorize caravans. The Blackravens have little respect for tribes who dwell in towns (particularly the Thunderbeast and Griffon tribes), since those tribes have adopted foreign ways. In return, they are enemies of those tribes. King Gundar Brontoskin (Thunderbeast chieftain) offers a bounty for the destruction of the Blackravens' eggs.
Because their raiding spoils are tainted with foreign influence (including gold, jewelry, weapons, fabric, etc.), these items are sacrificed to the Blackraven and secreted away in Blackraven shrine, near the Ravenrock ancestor mound. The Blackravens protect their shrine closely and do not welcome foreign intrusion. Woe betide the person who is caught searching for (let alone robbing) the tribe's treasure-laden shrine.
Blue Bear TribeAncestor Mound: Stone Stand
Chieftain: Hlutwig Long-throw
Shaman: Tanta Hagara
Ritual Enemy: Civilized farmers
Beast Power: Bear fury. The recipient of this power grows claws, increases in strength and can claw and bear-hug attack like a cave bear.
This tribe is evil, a pawn of Hellgate Keep. The Uthgardt tribes stand united in their enmity towards the infamous Blue Bear tribe. No longer a mere spirit, the blue bear totem has become demonlike due to the tribe's association with the evil within Hellgate Keep. Likewise, the tribesfolk have degenerated and become brutal, possibly even more savage than orcs.
Tanta Hagara is not human; she is an annis, a haglike giantess from Hellgate Keep. She seeks Grandfather Tree, the tribe's lost ancestor mound. She has a unique way of dealing with the tribe's captives... she eats them.
Elk TribeAncestor Mound: Flintrock
Chieftain: Zokan Thunderer
Shaman: Berchtwald Bandylegs (Elk totem), Trothgar Grunald (Auril)
Ritual Enemy: "The ancient ones" (any old ruin, tomb, or evidence of ancient civilization qualifies).
Beast Power: Horns of Wisdom. This is the same as the clerical spell commune, except that it causes elk antlers to grow from the skull of the shaman. Each use causes additional horn growth.
The Elk tribe's normal range includes the Evermoors, the plains east of the Dessarin and the Dessarin and lower Surbrin river valleys. Of all the tribes, they are the most arrogant, surly and self-indulging. Considered by many to be little more than bandits, they often raid other tribal settlements for food, women, and sport. They have loose ties with the rulers of Luskan but are unwelcome elsewhere. Chief Zokan Thunderer is regarded by most as a vulgar thug. Under his rule, clerics of the Talos alliance have gained a strong hold on the tribe.
Great Worm TribeAncestor Mound: Great Worm Cavern
Chieftain: Bardawulf Boldheart
Shaman: Elrem, called "The Wise"
Ritual Enemy: Evil creatures
Beast Power: Breathe fire three times as a red dragon of same hit dice.
The most notable feature of this tribe is its chief shaman, Elrem the Wise. Imagine a gigantic, bat-winged snake with the head of a red dragon and you will have a picture of this tribe's mythical totem and its elder shaman. Unlike most other tribal shamans, Elrem is not human. He is a great worm, possibly the only great worm in existence (though tribal legend states that he was once human and may be one of Uthgar's sons). Elrem sleeps year round in the depths of Great Worm Cavern, waking once each year at the Runemeet to prophesy of the future, based on his dream travels.
Through Elrem's guidance, the tribe has chosen evil creatures (orcs, giants, creatures of Hellgate Keep, etc.) as ritual enemies.
Grey Wolf TribeAncestor Mound: Ravenrock
Chieftain: Alrik Tenstone
Shaman: Clovis Greenteeth
Ritual Enemy: The orcs of Gauntlgrym
Beast Power: Lycanthropy. Regardless of the phase of the moon, the shaman may assume wolf form, or awaken latent lycanthropy in another tribesman.
Though they are not the most numerous or the most powerful, this is the most feared of the Uthgardt tribes. Long ago, the tribe adopted human refugees from the lost city of Gauntlgrym. The evil that had possessed the city caused the tribe to be cursed with lycanthropy. Any tribesman who possesses Greywolf blood becomes a wolf under the light of the moon (although those who are adopted by other tribes slowly lose the curse). On moonlit nights, the entire tribe roams the wilderness in search of prey.
During Runemeet, the Blackraven tribe tolerates the Grey Wolves at their shared ancestor mound of Ravenrock - so long as the moon is not full.
Griffon TribeAncestor Mound: Shining White
Chieftain: Kralgar Bonesnapper
Shaman: Adalfus Stormgatherer
Ritual Enemy: The cities of the North
Beast Power: Griffonbeak. The spell target's head becomes a griffon head, capable of biting for 2d8 damage.
Chief Kralgar Bonesnapper is a popular man of great charisma, and even greater ambition. Since assuming leadership, he has pushed his people towards greater accomplishments, making the Griffons foremost among the tribes in power, skill, and learning. His great goal is the conquest and possession of one of the northern cities. To this end, he has declared ritual war on the cities. Unallied clans seeking either plunder or the benefits offered by cities have joined the Griffons, swelling their ranks.
Even so, Griffon's Nest, the primary tribal encampment, rivals some of the smaller northern cities. Without realizing it, Kralgar may accomplish his goal within his lifetime as Griffon's Nest slowly changes from camp to city.
While the tribe wages incessant warfare against the cities, they welcome contact with outsiders, considering all as potential allies in their quest.
Red Tiger TribeAncestor Mound: Beorunna's Well
Chieftain: Adalwulf Longfang
Shaman: Garinen the Maker
Ritual Enemy: Blue Bear tribe
Beast Power: Shapechange to tiger, as the 7th level druid ability.
Like their totem beast (which is also called the snow cat, since its fur changes color in winter), this tribe is wild and solitary. They hunt in very small family groups and roam widely, primarily in the Cold Wood. They are wary of all strangers and would sooner avoid contact with things or folk which they do not know. The tribe has few shamans and no shrines other than Beorunna's Well. The men of the Red Tiger tribe are strictly hunters, leaving gathering and trading to the women, elderly and children. The Red Tigers believe that the true test of a hunter is the ability to bring down prey unaided. Often, their only weapons are "tiger claws," short wooden handles embedded with three sharp stone daggers. The hunter holds these so the daggers project between the fingers like claws.
The Red Tigers are loyal to King Gundar Brontoskin of the Thunderbeasts, who won their respect during a Runemeet Runehunt by bringing back a leucrotta, slain with only a pair of tiger claws.
The Sky Pony TribeAncestor Mound: One Stone
Thunderbeast TribeAncestor Mound: Morgur's Mound
Chieftain: King Gundar Brontoskin
Shaman: Kierkrad Seventoes
Druid: Wisteria Borsdotter (Silvanus)
Cleric: Sigurd Gandolfsson (Tyr)
Ritual Enemy: Wolves
Beast Power: Cause skin to temporarily become tough and gnarly like dinosaur hide (AC 5). As the recipient of the spell walks, the ground shakes.
The Town of Grunwald on the edge of the High Forest is home to this most civilized of the tribes. Although, he wields no official power over the other tribes, King Gundar has the charisma and respect necessary to call the tribes together into a horde.
The tribe takes its name from the apatosaurus (brontosaurus), which in ancient times roamed here. Tribal shamans claim that thunderbeasts still dwell in the High Forest. The clan's hearth at Morgur's Mound is surmounted by an apatosaurus skeleton. It said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense.
In addition to the Beast Cult shamans, the Thunderbeast tribe in Grunwald has grown civilized enough to tolerate priests of other religions, primarily the
druids of Silvanus, and the clerics of the Tyr alliance.
Tree Ghost TribeAncestor Mound: Grandfather Tree
Chieftain: Gunther Longtooth
Shaman: Chungred Ghostheart
Ritual Enemy: Evil undead creatures
Beast Power: Druid magic. The shaman may perform any one druid spell up to 4th level (may be different each time).
The Tree Ghosts are wanderers who search for Grandfather Tree, their lost and abandoned ancestor mound. At Runemeet, they worship at whichever ancestor mound is most convenient before resuming their wandering again.
Unlike the other Uthgardt tribes, the Tree Ghosts totem is not a beast. The Tree Ghost is a woodland spirit, similar in some respects to an elemental, but drawing life, energy and intelligence from the forest and giving back its energy to the forest as a caretaker and guardian. Supposedly, each forest has a Tree Ghost whose power depends on the size of that forest. The elves disclaim the existence of such beings, but the Tree Ghost tribe stands firm in its belief in their tribal totem and are able to draw on the spirit's power.
The Tree Ghosts are cordial to foreigners, but will not ask for outsiders' help in their holy quest for their ancestor mound. Although as a rule the barbarians hold the civilized folk of the north in disdain, the Tree Ghost warriors owe allegiance to High Lady Alustriel of Silverymoon and would die to a man for her.
Source: AD&D: Forgotten Realms: The Savage Frontier