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Tribal Cults

Various Cults of the Barbarians


History

Before Time

During the disasters of the Chaos Wars and the Great Darkness, most men drew security from congregating into clans following a Great Hero of the tribe.

Since Time

The cults of these heroes have largely survived to the present day in the bodies of the following tribes.

Tribes and Cults
D100TribeCultRunesWeaponsDistinguishing Features
01-05Bear TribeUrsovMan, Spirit, Beast2-handed axe, hatchet, javelin, slingbearskin clothing
06-10CamelridersAl'lahMan, Spirit, Beastscimitar, javelin, bow, small shield
11-20Eagle TribeChief Eagle FellaMan, Spirit, Bird1-h spear, tomahawk, bow, medium shieldeagle feather headress
21-35Horse ClansChinlessMan, Spirit, Beast1-h spear, broadsword, javelin, small shieldred jackets
36-40Lizard RidersBolo, Son of KomodoMan, Spirit, Reptile1-h axe, tomahawk, javelin, bowlizardhide armour
41-45LlamafolkQuetzecouatlMan, Spirit, Beast1-h spear, war pick, javelin, small shield
46-55QuaggapeopleCoonbeshaMan, Spirit, Beast1-h axe, javelin, bow, small shieldquaggastripe warpaint
56-60RooridersPa OzzieMan, Spirit, Beast1-h spear, 1-h axe, boomerang
61-70SablemenAelvaderMan, Spirit, Beast1-h spear, war pick, bow, small shieldsable horns on helmets
71-75SnakepeopleNagameMan, Spirit, Reptile1-h spear, hatchet, blowpipe, slingsnakeskin headbands
76-80TigertribeSheer KhanMan, Spirit, Beast1-h axe, tomahawk, javelin, medium shieldtigerstripe warpaint
81-90WolfpackLon ChaneyMan, Spirit, Beast1-h axe, tomahawk, sling, medium shield
91-00ZebrafolkBig DadaMan, Spirit, Beastbroadsword, javelin, bow, medium shieldzebrastripe warpaint
    Notes:
  1. Tomahawk - a small handaxe, usable as both hatchet and throwing axe, though the skills are separate.
  2. Mounted barbarians with 1-h longspear may also have lance at 25% plus bonuses.
  3. Rooriders cannot use their spears as lances due to the nature of roo locomotion.
  4. Boomerangs are throwing sticks. There are two distinct types…
    Boomerangs
    WeaponTypeSTRDEXCostH.P.Enc.RateRangeDamageBaseTraining
    Hunting1-handed791081S/MR(5)80d8+½db05400/800/1600
    War2-handed139251031/MR602d6+½db05300/600/1200
    Hunting boomerangs return to the thrower and may be recovered upon a repeat roll of the skill. War boomerangs do not return.
  5. Blowpipes are hollow sticks used to shoot poison darts
    Blowpipe
    WeaponTypeSTRDEXCostH.P.Enc.RateRangeDamageBaseTraining
    Blowpipe2-handed7112011/MR20d605200/400/800

Life After Death

When they die, all tribesmen believe they shall go to the Great Hunting-Ground in the Sky. The dead are placed on high biers, off the ground. Carrion birds are revered for it is believed that they carry the spirits of the dead to their resting place. Tribesmen believe that Heaven is incomparably better than the Earth, so never divint. If resurrected they will react with anything from sadness to hatred towards the person or persons responsible.

Runic Associations

All these cults have the Man and Spirit runes, modified by an animal rune. The foot tribesmen worship an aspect of the animal itself and werecreatures are revered as being close to their gods. The mounted tribes rely upon their herd animals for milk, meat, clothing and transport, but do not actually worship the beast itself.

Nature of the Cult

Each tribal cult offers the bare minimum requirements for survival in the harsh wildlands. Each tribe is fiercely chauvinistic, as is each clan within the tribes. The cults will exist as long as the tribesmen require the spells and skills to live.

Socio-Political Position and Power

The cults lack power outside of their own tribes. Runelevels of one tribe will be respected/feared/hated/loved by members of another tribe, but in civilised areas, they are looked upon as savage primitives.

Particular Likes and Dislikes

The tribes compete with each other and none can predict when one clan will have a blood feud with another. They may all band together under the leadership of one Great Chief to fight a common enemy, but this is very rare. Generally, Chaos is disliked, with exceptions, trolls and darkness are feared but the Lightbringers are favoured. All cults are associated to Azrael due to his guidance over spiritual matters. All cults are associated to one other as well, usually Typhon, and may have other alliances.

Organisation

This is on a tribal basis with a Runelord Clan-Chief supported by lesser Runelord Under-Chiefs and Shaman Runepriests. For most multi-clan missions leadership is provided by a Council of Chiefs with precedence being set by the number of warriors behind each chief. Weak chiefs do not lead strong clans, but some strong chiefs lead clans which are numerically weaker than their prowess deserves.

Centres of Power and Holy Places

The power of any tribe lies in its warriors, shamen and chiefs. Each clan will hav several Holy Places, usually where great things have happened in the tribe's history. Some clans make a point of visiting such places every year, either as a clan or by individual pilgrimages, but this is not necessary. Burial grounds are always holy, as are the tribal totem animals and their dwellings to the foot tribes.

Holy Days and High Holy Days

There are no set Holy Days. Intead, the shamen will cast for omens every day at dawn and then declare if the day should be regarded as unusual. Any strange happening, such as an eclipse or a comet, is held to be a sign for worship. The death of any Chief, Shaman or Great Warrior is observed by a day long ritual during which the dead man's body is carried to the burial ground and place on his funeral bier. Lesser individuals are served only by their immediate family. During any of these ceremonies, cultists will offer up power to their ancestors and the tribal god upon a signal from the shaman or head of the family. Finally, every day at dawn, cultists offer up a point of power to the sun for bringing an end to the night yet again. There is a POW×5% chance that this is reflected back to them.

Lay Membership

All tribal children become members during their puberty rites. Captured children may also be adopted by tribesmen and become part of the tribe. Great Warriors from the civilized lands have been allowed to join in recognition of great services to the cult, but this is rare indeed.

Lay members must obey the warriors, chiefs and shamen of the tribe. They are considered to be less significant than children by the majority of the warriors. Only the chiefs and great warriors treat the laymen without contempt as none can accuse them of playing with children. Lay members receive free clothes and food fom the tribe and learn their tribal weapons. Girls can learn to fight if they wishthough this is unusual, save amongst Rooriders and the Tigerpeople.

Lay members are given free weapons training, and they may purchase half price training in oratory, riding (mounted only), tracking (foot only), hide in cover, move quietly (foot only), cult weapon making. They may all purchase full price training in listen, spot hidden, spot traps, spot ambush, camouflage, swimming, tracking, and speak a local mannic language. In addition, foot barbarians may purchase set/disarm traps, and climbing. Mounted barbarians may purchase the additional skills of riding and jumping. No other skills will be taught, though that is no bar to the cultist learning them elsewhere.

Initiate Membership

A lay member may initiate once he has a cult attack and parry of 50%, in addition mounted tribesmen must have 75% riding, and foot barbarians must know two of hide in cover, move quietly, or tracking to 50%. Initiates must be at least 20 years old. All are accepted unless the shame the tribe. It is considered shameful to refuse initiation once qualified. Such cultists must leave the tribe. Roll d100 - POW×7% to survive, POW×5% means he may take his weapons, POW×3% his weapons, armour and mount, and POW×1% means he may take all his possessions. A critical POW×5% indicates that he has convinced the tribe of his guiltlessness and may leave without any stigma, and may return whenever he wishes to find food, and tent-space available; he may also have an oratory tick.

Initiates are referred to as warriors, whether male of female. They receive free weapons training and half price training in al the lay member skills. They may purchase the following half price battlemagics: Binding, Bladesharp, Fanaticism, Farsee, Ignite, Mobility, Spirit Binding, Spirit Shiled, Peaceful Cut (mounted only), Protection and Xenohealing (mounted only). Male warriors may also purchase half price training in the skill of butchering.

Bludgeon, Fireblade and Ironhand are double cost, all other spells may be purchased at normal cost.

Warriors must obey the chief in all things or else leave the tribe. They must not murder, or steal from, a fellow tribesman. Nor may they show cowardice in the face of a non-clan member. He need not obey a shaman, though such a course is ill-advised. At any time a warrior may request to be allowed to sacrifice for a Runemagic from his shaman, non-reusably, by rolling (POW+CHA)×52. He may ask once per season.

Runelord Membership

To be a Runelord, a candidate must be a male initiate, have proved himself in combat, never committed murder of, or theft from, a fellow cultist, and never proved himself a coward. He must also fulfil the following requirements: for the mounted tribesmen, he must have 90% in one melee attack and parry, one missile weapon attack, butchering, riding, and one other skill; for the foot tribesmen, he must have 90% in one melee weapon attack and parry, one missile weapon attack, and three other skills, one of which must be hide in cover, move quietly, or tracking.

A Runelord is a chief or under-chief, and has a title dependant upon the tribe. He gets all the usual benefits and restrictions of his status, except for Divine Intervention. A mounted barbarian gains an awakened mount as his allied spirit. A foot barbarian puts his in his headress. They receive no iron, but may attune it if they find it. All underchiefs of lesser status and warriors must offer them respect; a shaman need not though he usually does and this is usually returned. He must obey his chief in all things. An under-chief with 18+ POW may commence study as a shaman. A full chief may not.

Precedence is decided by the under-chief's charisma + number of skills mastered. When the Chief dies, or stands down, the under-chief with the highest precedence takes his place after election by the clan elders. He may then be challenged by the under-chiefs in order of precedence. The chief-elect and the challenger then partake of a contest, the winner being challenged in turn, until all have either bowed to the new chief or been beaten by him.

Runepriest-Shamanhood

In the tribal cults, all Runepriests are also shamen, though it is possible to be a shaman but not a priest. Any character with 18+ POW will be accepted for training, otherwise a CHA×5% roll must be made with modifications for POW as follows: 17:+15%, 16:+10%, 14-15:+5%, 13:0%, 12:−5%, 11:−10%, 10:−15%, 9:−20%, 8:−30%, 7:−40%, 6:−50%, 5:−60%, 4:−70%, 3:−80%, 2:−90%, 1: no chance of acceptance. If the character has 18 POW then it is assumed that he is also aiming for priest. A candidate must have been an initiate for at least one year and be an initiated warrior or under-chief. Clan chiefs may not become shamen, though they remain if they have attained this status already. The training is a full time activity and lasts one year, at the end of which the cultist must attempt to ally his fetch, success indicates acceptance. If the candidate fails, then another year of training is necessary. Runepriests have fetches rather than allied spirits. Any shaman of 18+ POW is also a priest and his Runemagic is reusable, so long as he maintains his POW at 18+, and he may attune iron. If he is already a Runelord, then he will retain his allied spirit, as well as his fetch. Shamen may not become Runelords unless they have 18+ DEX, as their DEX based skills are limited to DEX×5%.

Runespell Compatibility

Tribal shaman-priests gain access to the following standard runemagics: Divination, Mindlink, Multispell I, II, and III, Shield, Spell Teaching, Spirit Block. Runepriests may not voluntarily lower their POW below 18, and shamen may not sacrifice for runemagic if their power is less than 18. It may be lowered past 18 by the shaman's return from the dead ability, which is the nearest thing to divine intervention that the cults have. The cult special and associate runemagics depend upon the tribal cult in question, as do the titles given to the Runelevels. All cults have access to Summon Ancestor as a cult special and gain Summon Specific Ancestor as an associate spell from Azrael. All werecreatures also have access to the spell Fangs.

CultClan ChiefUnder-chiefShaman-PriestCult Special SpellsAssociate Spell
AelvaderJarlHuscarlGodiSpeak to Beasts, Bless AnimalsShower, Rainday
Al'lahSheikhMalikOmarSpeak to Beasts, OasisColdhold
Big DadaDadaLil'dadaDaktariSpeak to Beasts, Bless AnimalsShower, Rainday
BoloKhaganBegImamSpeak to Reptiles, EnvenomDragoneye
Chief Eagle FellaChiefUnderchiefShamanSpeak to Birds, Totem Shape ChangeShower, Rainday
ChinlessHuntmasterWhipperinCryerSpeak to Beasts, Bless AnimalsShower, Rainday
CoonbeshaBossmanHefbossmanMedicine ManSpeak to Beasts, Bless AnimalsShower, Rainday
Lon ChaneyGrafWaldgrafPrestorSpeak to Beasts, Totem Shape ChangeShower, Rainday
NagameNagNaginNagaSpeak to Reptiles, Totem Shape ChangeSeal Wound
Pa OzzieChiefOpenerDocSpeak to Beasts, Bless AnimalsRecall Spirit
QuetzocouatlAztecMixtecIncaSpeak to Beasts, Bless AnimalsShower, Rainday
Sheer KhanKhanIl-KhanBrahmanSpeak to Beasts, Totem Shape ChangeShower, Rainday
UrsovTorkhonOrkhonBoyarSpeak to Beasts, Totem Shape ChangeShower, Rainday

Cult Special Runemagics

One Point Spells

Bless Animals: Range: herd; Duration: 4 seasons; Non-stackable; Reusable;
A day-long ritual undertaken in early Earthseason. Increases the calving potential of herd beasts in Seaseason. Each calving has an 80% chance of being twins. All extra calves will be female.

Envenom: Range: touch; Duration: 15 minutes; Stackable, no limit; Reusable
Causes a bolo lizard to inject a systemic poison of 1d6 potency level per point stacked when it bites.

Fangs: Range: self; Duration: 15 minutes; Non-Stackable; Reusable
The canine teeth of a werecreature grow long and razor-sharp. Adds 1d8 to the damage and the werebeast may impale rather than slash.

Oasis: Range: special; Duration: instant; Stackable, no limit; Reusable
Determines the direction and approximate distance of the nearest oasis. Stacking enables the two closest oases to be located. The caster can specify a particular direction, and then the spell gives the nearest oases within 45° of the direction.

Speak to Beasts: Range 160m; Duration: 15 minutes; Non-Stackable; Reusable
Enables the caster to converse with mammalian animals of INT less than or equal to three. Can be influenced by oratory.

Speak to Birds: Range 160m; Duration: 15 minutes; Non-Stackable; Reusable
Enables the caster to converse with avian creatures of INT less than or equal to three. Can be influenced by oratory.

Speak to Reptiles: Range 160m; Duration: 15 minutes; Non-Stackable; Reusable
Enables the caster to converse with reptilian creatures of INT less than or equal to three. Can be influenced by oratory.

Summon Ancestor: Range 160m; Duration: 15 minutes; Stackable; Reusable
Summons a randomly determined spirit of the caster's ancestors back from the Hunting Grounds in the Sky as per the Ancestral Summons Table in Azrael.

Totem Shape Change: Range self; Duration: 15 minutes; Stackable; Reusable
Allows the caster to take on the shape of his tribal totem spirit, e.g. Ursov cultists become a bear. The new form will have the priest's CON, POW, INT, and DEX. He will start with 25% in any attacks and skills plus natural bonuses. These may be increased by experience but cannot exceed DEX×5% if the caster is a shaman-priest. Each extra point stacked doubles the duration of the spell.

Subservient Cults

Cult Spirit of Reprisal

There are no true cult spirits of reprisal, save for the vengeance of individuals. All the transgressor's runemagic will lose its reusability. Runelords who leave will receive a visitation from their shaman in discorporate form, who will attempt to destroy them. If they fail, then it is deemed the will of the cult god, and the tribe will attempt no further vengeance. Shaman who leave will be turned on by each of their spirits, their fetch last of all. They may also be hunted down by the tribe. For them their is no amnesty.

Associate Cults

The associate cults vary from tribe to tribe and the associations have been listed by spell:

Coldhold: Range: 1 tent; Duration: 1 week; Stackable, no limit; Reusable; 1 point
Causes a tent to become cool and refreshing, even in the heat of the desert. In Godtime, unlike the other tribes, the Camelriders associated to Poseidon rather than Typhon. Poseidon refused to give his waters to the land and so their land is a desert - hot, arid and sandy. However, relenting he placed isolated oases in the desert and taught the camelriders the skill of navigation so that they would not lose their way in the featureless desert, and he gave them this spell to keep them cool by day. Each extra point stacked doubles the duration.

Dragoneye: Range: touch; Duration: 12 hours; Non-Stackable; Reusable; 1 point
The bolo lizard riders gained this spell, apparantly from Mordrake. Bolo is claimed to be the son of Komodo, who is not a dragon however. The lizard riders cast this spell upon their mounts. It combines Catseye and Farsee, enabling excellent night and distance vision.

Rainday: Range: 5 miles; Duration: 1 day; Non-Stackable; Reusable; 2 points
Most of the barbarian cults associate to Typhon and it is obvious that many of them follow pseudo-wind cult rituals, in their burial customs and other traditions. The rains are important to such tribes. This spell causes heavy rain to fall all day. The spell only works in Seaseason or on Waterday.

Recall Spirit: Range: touch; Duration: 15 minutes; Non-Stackable; Reusable; 1 point
Cast upon a dead body, summons its spirit back from Hunting Ground in the Sky, to reinhabit the body for the duration of the spell. The caster can then ask it questions. This spell is a typical necroamntic one, and it is not known where the rooriders came across it. It seems inlikely that they associate to Wraithe, and this is borne out by the fact that they are not aged by the spell as would be expected with a Wraithe runemagic. However, almost all clans have a legend involving a powerful necromancer who inflicts harm upon the tribe.

Seal Wound: Range: 160m; Duration: 15 minutes; Non-Stackable; Reusable; 2 points
The snake people are very isolated and the only cult that they meet regularly is Blueface, who seems to have taken them under his wing. When the spell is cast upon any weapon, including natural weapons, the damage done by that weapon cannot be healed or regenerated, but must heal naturally.

Shower: Range: 1 mile radius; Duration: 15 minutes; Stackable, no limit; Reusable; 1 point
Typhon feels close enough to the barbarians to give them two spells. This one causes a light drizzle to fall over the entire area of effect. It takes a d10 minutes to start except on Waterday or in Seaseason, when it has a duration of 1 hour. Each extra point stacked doubles the radius of effect.

Summon Specific Ancestor: Range: 160m; Duration: 15 minutes; Stackable; Reusable; 2 point
Must be stacked with Summon Ancestor. Summons a specific, named ancstor, known to the caster, from the Hunting Grounds in the Sky.

Miscellaneous Notes

Tribal Mounts

Mounts' Characteristics
MountSTRCONSIZDEXMoveArmourAttacksDamage
Horse
Quagga
Zebra
2d6+242d6+62d6+243d612-Bited4
Camel2d6+242d6+62d6+243d6101pt furBite
Kick
d4
d6+db(crush)
Bolo Lizard2d6+183d62d6+182d6+6122pt scalesBite
Claw
d8
d6+db(slash)
Llama2d6+303d62d6+303d6121pt furBited6+db(slash)
Great Roo2d6+183d62d6+182d6+612-Claw
Weapon
d6+db(slash)
as weapon1
Sable2d6+243d62d6+24d6+1212-Buttd10+db(impale)
    Notes:
  1. Roos can use a weapon in their fore claws, but the damage bonus is computed using half their strength.
  2. All mounts have 3d6 POW
  3. Camels and bolo lizards automatically demoralize all other non-sentient riding animals within 15m. Awakened mounts may avoid this on a POW×5%. This is an ability, not a spell, and so cannot be dispelled.

Tribal Cult Traits

Aelvader: This cult's worshippers are very fond of fanatic charges interspersed with skirmishing. All wear the horns of antelopes upon their helmets and are very recognisable.

Al'lah: Cultists are very protective of their mounts, particularly those that ride horses! They wear long, loose, voluminous robes. Many clans are named after named after stars. They are always irrascible and easy to offend, but lay strong emphasis on manners and hospitality. They practice polygamy amongst the chiefs and underchiefs. Their runepriests are celibate. It is customary to exchange gifts upon meeting.

Big Dada: Typically, large, jovial and black skinned, they wear white war-paint which they put in stripes to resemble their mounts. They are known for their well developed sence of humour. They are generally good natured, and smile a lot, but when angered they are savage. A long running feud exists between the Zebrafolk and the Quaggapeople stems from the fact that they hate each other.

Bolo: The Bolo riders speak a language very close to that of the Snakepeople. They tend to be viewed with suspicion due to the fear instilled by their mounts. They wear armour of bolo-lizard hide, which is tougher than normal (4 point cuirboulli). They are crafty and sensitive. They drink the blood of their mounts and are thought to practice cannibalism.

Chief Eagle Fella: The eagle tribesmen are coppery skinned men of noble appearance (2d6+6 CHA). They wear eagle feather headresses, the length of which reflects their rank. Their tents are a curious conical shape. The cult has the habit of smoking a pipe of intoxicating buzzbark upon social and formal occasions. It is customary to exchange gifts on meeting. Their language is related to duckspeech.

Chinless: A most peculiar tribe that wears stiff leather jackets, usually red but sometimes black, green or dark blue. They are very fond of hunting and refer to their clans as Hunts. They are the only mounted barbarians to make use of their mounts as familiars, utilizing beagles for this purpose. They speak the local mannic tongue, but with a peculiar inflection. Monocular matrices of farsee are common, as are bronze hunting horns. When not hunting they are hospitable, but tend to look down on other barbarians as uncivilized. They have a tribal beverage brweed from a form of tea, which not intoxicating and drunk from eggcup-sized vessels with handles too small to hold. They are not prone to vicous feuds. Only interfering with their hunting is liable to aggravate them.

Coonbesha: Their language is distantly related to the sablemen. The Quaggapeople have a long and very vicous feud with the Zebrafolk. They too wear striped warpaint, but it consists of black stripes, because they are white-skinned. Their mounts look most strange, being a reddish-brown with white zebra-stripes on the front, which fade away towards the rear of the animal. They are held in poor regard by most other tribesmen. Quaggashagga and Efrikunt being amonst the derogatory epithets used.

Lon Chaney: The only barbarian tribe not to live in tents, preferring dry caves. Their language is virtually incomprehensible. They are very straight and honest. They show hospitality to strangers and though reserved are very trustworthy.

Seasonal Venom Supply
D100Seasonal Supply
Critical CHA×5%Unlimited supply, upto 2d6 doses at a time.
CHA ×1%2d4 doses
CHA ×3%1d4 doses
CHA ×5%1d3−1 doses
failed CHA×5%No venom available this season.

Nagame: A race of pygmies - 2d6 STR, d6+2 SIZ, d6+12 DEX, which flourishes deep inside jungles, most notably the baboon jungles. Furtive and secretive, they are noted for their use of poison and blowpipes. No pygmy ever learns Fanaticism, instead Detection Blank is substituted. Snakepeople milk their tribal totems of their venom and brew a paralytic poison used for both hunting and war. Brew poison is a cult skill and is half cost. It has to be at 90% for a candidate to qualify as Runelord, along with the usual weapon skill requirements and two skills from hide in cover, move silently, tracking, and camouflage. One blowpipe, six darts, and a pouch of poison can be carried for one enc. Snake venom can be brewed to a potency equal to the donor snake's CON or the brewer's skill ⁄ 5, whichever is the less. Each clan has a snakepit from which the shamen will milk the venom and distribute to initiates. Check against the initiate's CHA by the following method:

Pa Ozzie: A recently emerged tribe, riding strange pouched animals that bound along on their rear legs. Some say this is evidence of Chaos. The pouches are used for storage. Roos give no milk, instead the tribesmen brew a drink, reportedly like amber nectar, called in the tribal tongue Fosties. Rooriders have never learnt the skill of butchery and are therefore messy eaters. Brew Fosties replaces it as a tribal skill. In general, easily the most good-natured of all the tribesmen, not at all prone feuds, hard to provoke despite their love of a good fight. They lack the other tribes' inate suspicion of strangers and show overwhelming hospitality asking little in return. They have many strange habits. Unlike most mounted tribes, they ignore equestrian sports in favour of strange varieties of Elfball and Trollball. This last is a madcap game which tribal legend has it originated when a Warramanga Doc asked to record the rules, having encountered a bemused trollball team. He misheard No Roos allowed as No rules allowed. They speak the local mannic tongue, but with many dialect words. such as tucker - good or food, billabong - pool or spring, shiela - woman, sport - 2nd person pronoun, vocative, can or billy - leather pouch holding Fosties, g'day - hello, and pomm or pommie - non-Roorider. All the clans tell legends relating the theft of a wondrous artefact by a necromancer and they do have Recall Spirit as an associate spell, though this is not easily explained.

Quetzocouatl: More prone to direct charges than the other barbarians, mainly because of the strength and size of their mounts. Shy and reserved, they admit to feelings of inferiority when faced with the civilized races, though they regard themselves as the elite of the barbarians, again due to their mounts. They maintain a reserved demeanour without a trace of guile.

Sheer Khan: Like the Chinless worshippers, they are also found of tea. However, Tiger Tea is much stronger and can be intoxicating. They wear warpaint of black and orange with which they give themselves tiger stripes. They are fearless and are also known for their warrior women. They have a reputation for offering a stranger hospitality and then treacherously killing him. They are known to practice cannibalism openly. However, their other qualities seem to redeem them in the eyes of the other tribes.

Ursov: Speaking a totally incomprehensible tongue, the Bear worshippers are known for being overwhelmingly friendly and yet it is impossible to take advantage of their openness for they, of all the barbarians, are able to see straight though any pretensions by the civilized races. Always tactful and diplomatic, they have a reputation for being the dragonewts of the barbarian world. Their freindly exterior hides a calculating mind and a fearsome temper. Travellers should not provoke them.

Tribal Clans

The following lists describe the clans into which each tribe is divided. Some have individual traits which are noted.

Aelvader / Sablemen
1D100ClanNotes
01-02Aalborg
03-06Alten
07-10Bergen
11-14DrakenClan has legends of a Great Dragon - Associate spell Dragoneye
15-20Forsmark
21-22Grindavik
23-26Kalmar
27-32Kaselia
33-36Kronoborg
37-40Lapp
41-42Mälmo
43-44Narvik
45-48Nord
49-54SkaraborgImmune to morale effects
55-56Skien
57-60Stavanger
61-66TelemarkFamed for its heroes. Free Glamour.
67-70Trömsö
71-74Trondheim
75-78UllvikenMeans All Vikings. Friendly to Viking Cult. Associate spell Berserker.
79-82Uppsala
83-86Varanga
87-92VasaLegends of ship sunk. Learn trident.
93-96ViggenWorshippers of the Storm God. Associate spell Thunderbolt.
97-00ZetUgly. −4 CHA to other humans, due to spots.
Al'lah / Camelriders
1D100ClanNotes
01-02AgaRide horses of excellent quality - 2d6+6 DEX.
03-06Arkheb
07-10Genub
11-14H'aid
15-20Hakrab
21-22IranBitter blood feud with Iraq
23-26IraqBitter blood feud with Iran
27-32K'aid
33-36Khad'hra
37-40KhiffaRide horses of excellent quality - 2d6+6 DEX. Make intoxicating dring, Khaffa, like Dragonewt Sherbet.
41-42MedinahFirst aid as a cult skill. Free Healing II.
43-44Makkah
45-48Makhib
49-54MamelukGreat warriors known for luck. Access to Lucky Streak.
55-56NafudKnown for fire use - free Firearrow
57-60Ok'daRide horses of excellent quality - 2d6+6 DEX.
61-66Ottoman
67-70Karah
71-74SadalmelekBitter blood feud with Sadalsuud.
75-78SadalsuudBitter blood feud with Sadalmelek.
79-82Siledin
83-86Tabuk
87-92Torazed
93-96Tehran
97-00YiermaniKnown for being very wealthy. More money and better equipped
Big Dada / Zebrafolk
1D100ClanNotes
01-02Arn
03-06Bolomba
07-10Donula
11-14HonkerstompaBitter feud with the Quaggapeople.
15-20Idi
21-22Kalahari
23-26Kampala
27-32Katanga
33-36Kauunda
37-40Lusaka
41-42Lusambo
43-44Manda
45-48Mandinka
49-54MasaiBitter blood feud with Simba.
55-56M'barana
57-60M'bongoMake fruity, intoxicating drink.
61-66M'bulu
67-70Mwanza
71-74N'kunde
75-78PopakabakaSmoke pipes.
79-82RamboStrong and stupid. STR, SIZ & CON 2d6+6, INT 2d6+1.
83-86Sanga
87-92SimbaBitter blood feud with Masai.
93-96VoodooFeud with Zomba. Associate to Klute. Make doll is a tribal skill. Associate spells - Create Manikin and 1 pt. Curses.
97-00ZombaFeud with Voodoo. Associate spell - Create Zombie.
Bolo / Lizard Riders
1D100ClanNotes
01-02Djelfo
03-06Laghouat
07-10BécharGamblers - dice gaming is a tribal skill.
11-14Adrar
15-20Arak
21-22Tammanrasset
23-26ToggourtMake fermented drink - Yogourt.
27-32Ghardaia
33-36OuarglaRevere anyone wearing the hourglass - associate spell Accelerate.
37-40Tindorf
41-42Chegga
43-44Gao
45-48NémoAssociate to Poseidon as Al'lah
49-54GhatBitter feud with Tummo over size of bellies.
55-56Mourzouk
57-60Sébha
61-66Brach
67-70TummoBitter feud with Ghat over size of bellies.
71-74AgadersGreat friends with the Aga of the Al'lah people
75-78Ghadames
79-82Segou
83-86Kufra
87-92QattaraKnown for depression - always suffer as a mild form of Brainfever.
93-96Zindar
97-00Zuara
Chief Eagle Fella / Eagle Tribe
1D100ClanNotes
01-02Alaska
03-06Assiniboine
07-10Athabasha
11-14AttawapiscaName means always drunk - suffer from serious dipsomania. Friendly with the Rooriders.
15-20Cayuga
21-22Cheyenne
23-26Huron
27-32Iroquois
33-36Kootenay
37-40Manitoba
41-42MinnesotaFreindy with the Sablemen
43-44ManongaheelaFirst aid is a tribal skill. Free Healing II
45-48MoosefellaStrong and stupid. STR, SIZ & CON 2d6+6, INT 2d6+1.
49-54Okanagon
55-56OmahaStrong and tough, STR & CON 2d6+6.
57-60Orondaga
61-66Ottowa
67-70Saskatchewan
71-74Shoshore
75-78Sioux
79-82Sheena
83-86Talahatchee
87-92TiconderogaFriendly to the Tiger Tribes
93-96Tuscaloosa
97-00YukonGood at finding gold in rivers. Very rich. Friendly to Lightbringers
Chinless / Horse Clans
1D100ClanNotes
01-02Bagshot
03-06BeaufortCharismatic - CHA 2d6+6.
07-10BelvoirCharismatic - CHA 2d6+6.
11-14Berkeley
15-20Cotswold
21-22CourtneyFriendly with the Rooriders.
23-26CritchleyHave a friendly feud with the Pytchley.
27-32DundalkFriendly with faeriekin and wear green jackets. Associate spell - Chameleon.
33-36EggsfordFriendly to the Dragonewts. Associate spell Dragoneye.
37-40ElginFriendly to the dwarves. Trade in marble.
41-42Formoy
43-44FerrieFriendly with faeriekin and wear green jackets. Associate spell - Chameleon.
45-48Flinders
49-54Holderness
55-56Launceston
57-60Mendip
61-66PytchleyHave a friendly feud with the Critchley.
67-70Quantock
71-74Quorn
75-78Redpath
79-82Saltash
83-86Southwold
87-92Tetrott
93-96Tickham
97-00WensleydaleCheese making is a tribal skill.
Coonbesha / Quaggapeople
1D100ClanNotes
01-02Bloem
03-06Boer
07-10Graaf
11-14Groot
15-20Keetmanshoop
21-22KimberleyKnown for gems and mining ability. Very Rich. Delving is a tribal skill.
23-26Mafeking
27-32MiddelwitMeans half-wit. d6+6 INT, d6+12 DEX.
33-36NaffwitMeans no-wit. 2d6+1 INT, 2d6+6 STR, CON & SIZ.
37-40Natal
41-42Odendaahus
43-44OliphanthoekFeud with the Windhoek over the best farts (hoek).
45-48Oudsthoom
49-54Paarl
55-56Piethein
57-60Sondstraal
61-66SpringbokFriendly with sablemen.
67-70Stellenbosch
71-74StinkfontainKnown to smell. −4 CHA to other humans.
75-78TransvaalFriendly with the vampires. Associate spell Create Skeleton.
79-82Vaal
83-86Volkrust
87-92Wakkerstroom
93-96WindhoekFeud with the Oliphanthoek over the best farts (hoek).
97-00Zoekmekarr
Lon Chaney / Wolfpack
1D100ClanNotes
01-02AuswitsVery bright - 2d6+6 INT.
03-06Bad TokVery pecuniary. Charges for crossing their territory.
07-10Bludeni
11-14Binno
15-20ChamenecKnown for powerful shamen. Spiritspeech is base 50%.
21-22ComoKnown for singers - 2d6+6 CHA, singing 20+d6×5% base.
23-26Debrexenec
27-32Gyov
33-36HoznecChaotic links. POW×1% chance of a chaos feature.
37-40Jena
41-42KlauswitzLarge and dim, 2d6+6 STR, CON & SIZ, 2d6+1 INT
43-44Lucenec
45-48LuporoFeud with the Olten over who is oldest Wolfpack clan.
49-54Mariboz
55-56Nitra
57-60OltenFeud with the Luporo over who is oldest Wolfpack clan.
61-66Opolec
67-70PeschenecMay learn garotte and Cheeseslice at full cost. Associate spell - Create Lesser Head.
71-74Sisak
75-78Slovonac
79-82Tucums
83-86VaduzMeans The Wanderers
87-92WienAssociated to Pan. Fond of drink. Wine making is a tribal skill.
93-96Wolfenec
97-00Zagreb
Nagame / Snakepeople
1D100ClanNotes
01-02AdderVery bright. 2d6+6 INT
03-06AspFrom the jungles S. of Necropolis. Associate spell Wolfhound.
07-10Black Mamba
11-14Boomslong
15-20CoralsnakeSwimming at 50%+bonuses. Associate spell Shoalglow
21-22Cottonmouth
23-26Diamondback
27-32DragonsnakeFriendly with Dragonewts. Associate spell Dragoneye.
33-36Eggeater
37-40Green Cobra
41-42Green Mamba
43-44HognoseVery ugly. −3 CHA to other humans. 2d6+6 STR.
45-48King Cobra
49-54Krait
55-56Leopardsnake
57-60Milksnake
61-66NagBitter feud with the Naga.
67-70NagaBitter feud with the Nag.
71-74Rattler
75-78Red Mamba
79-82Sidewinder
83-86SpitsnakeSpit poison in the eyes of opponents. Spitting skill at 30%+bonuses (DEX skill).
87-92TigersnakeFriendly to the Tigertribe. 2d6+6 STR.
93-96Viper
97-00WhipsnakeUse whips as tribal weapon (see Skanthus for details).
Pa Ozzie / Rooriders
1D100ClanNotes
01-02Arapunya
03-06BorraloolaKnown for lunacy - mildly deluded.
07-10BrisbaneHate broo - name means Broo Killers.
11-14Bundooma
15-20Canberra
21-22Cloncuny
23-26CoolgardieMeans Unafraid Man - immune to all morale effects.
27-32Cootamundra
33-36Gelong
37-40Goondiwindi
41-42Gympie
43-44Humpty DooLegend of mending egg - friends of dragonewts, associate spell Dragoneye.
45-48Kalgoorlie
49-54Maori
55-56Minderoo
57-60Oodnadatta
61-66Parramatta
67-70Toowoomba
71-74Wagga WaggaMeans Crazies - mildly deluded.
75-78WarramungaMeans Great Stupid - 2d6+6 STR, CON & SIZ, 2d6+1 INT. Hold Mask of Torrens.
79-82Wollongonga
83-86Wonthaggi
87-92WoomeraMeans Amazing Missile, c.f. boomerang.
93-96YammamammaHave female chiefs, friendly with Madonna, associate Runespell Smite Brute.
97-00Yarra
Quetzecouatl / LLamafolk
1D100ClanNotes
01-02Aconquego
03-06Arauzo
07-10ArequippaFriendly to Thalia, jesting as a tribal skill, associate spell Tickling and +10% oratory bonus.
11-14Azuay
15-20Chozo
21-22ChuquisisacaBig and stupid - 2d6+6 STR, CON & SIZ, 2d6+1 INT.
23-26Coquimbo
27-32CouatlFriendly to the pygmies.
33-36Cuenca
37-40CuzcoFriendly to the Bear Tribe, means Small Furry Bear.
41-42HuancayaHave mild depression as brain fever.
43-44Iquique2d6+6 DEX
45-48MacchuFeud with the Picchu over their manliness.
49-54MayaA bitter feud with the Toltecs.
55-56Moquequa2d6+6 DEX
57-60Oruro
61-66Paramaribo
67-70PicchuFeud with the Macchu over their manliness.
71-74Quito
75-78Rancagua
79-82Talca
83-86Tarapaca
87-92TiticacaQuick but thick - 1d6+12 DEX, 1d6+1 INT
93-96Tolima
97-00ToltecA bitter feud with the Maya.
Sheer Khan / Tigertribe
1D100ClanNotes
01-02Afghan
03-06AssamA feud with the Dharjeeling over the best Tea.
07-10Bangladesh
11-14BatnagarAssociate to Christos Farlae, associate spell Create Skeleton.
15-20Bengal2d6+6 CHA.
21-22DharjeelingA feud with the Assam over the best Tea.
23-26Ganga
27-32GhurkaSmall and mean, 2d6 SIZ, 1d6+12 DEX
33-36InglishFriendly with the Chinless.
37-40Kashmir
41-42Khanpuri
43-44Mandi
45-48MarutTyphon gives them Thunderbolt.
49-54Narsimkapuri
55-56Nazan
57-60Nepal
61-66Pradesh
67-70Punjab
71-74Rawalpindi
75-78SiberiaBig and strong. 26+6 STR & SIZ.
79-82Sikari
83-86Srinagar
87-92ThugeeFriendly to Thanatar. Learn garotte and cheeseslice at full cost, associate spell Create Lesser Head.
93-96Vishakhapatnam
97-00Zaskari
Ursov / Bear Tribe
1D100ClanNotes
01-02Azov
03-06BrezhnevHave a bitter three-way feud with the Gorbachev and Kruschev.
07-10CossackFriendly to Shadowjack, associate spell Monkeyclimb.
11-14GorbachevHave a bitter three-way feud with the Brezhnev and Kruschev.
15-20Ivanov
21-22Kharkov
23-26Kiev
27-32Kirov
33-36KruschevHave a bitter three-way feud with the Brezhnev and Gorbachev.
37-40Kursk
41-42Kyubyshev
43-44MolotovskFamed for use of fire, free Firearrow.
45-48MoskvaFamed for luck, reroll one dice roll every day.
49-54Murmansk
55-56Omsk
57-60Rostov
61-66Saratov
67-70SenyavinFriendly to the Lunars, associate spell Moonvision.
71-74Sverdlovsk
75-78Talinn
79-82TobolskBig and dumb, 2d6+6 STR, CON & SIZ, 2d6+1 INT.
83-86Tomsk
87-92Ustinov
93-96VoronechFamed for bravery, immune to morale effects.
97-00ZemlyaFamed for beauty - 2d6+6 CHA

Duels of Skill

In duels to decide which underchief becomes chief, and to resolve other such disputes, it is very rare for combat to be resorted to. Instead, the clan elders usually choose a non-combat manipulation skill in which the challegers are capable. This test may be approximated by rolling a d100 and adding twice the skill rating for each contestant. The highest score wins. Any fumble (01=fumble) is an automatic loss. Even if he loses, an underchief may gain a point of CHA if he rolled 81+, and 1-3 points for 96+, provided he immediately acknowledges the victor as supreme.

Lycanthropy in the Tribes

The foot barbarians are peculiar in that werecreatures of that tribe's totem are revered and respected within that tribe, being regarded as the personification of the tribal totem. Nowhere else can werebeasts find such acceptance.

All advancement is automatic unless 96-00 is rolled. The barbarians will teach half-price ironhand, at the expence of double cost bladesharp. The werebeasts form an elite cadre within each clan, and the young lycanthrope is instructed by the were-elders. The natural werebeast attacks may be substituted for a melee atack and parry in the requirements for Runelord.

Runelord lycanthropes as in any other beast-rune cult become immune to non-runemetals and have access to the Runespell Fangs. There is a POW×1% chance that they will be given a set of iron claws.

Lycanthropy in General

All lycanthropes control their form by POW rolls. When not under stress, the creature must roll a POW×1% to change. When under stress, such as entering combat, he must roll POW×5% to avoid changing. When stress ceases, he can revert to human shape on a POW×1%. On Wildday (Moonday), the chance of turning bestial is doubled and the chances of avoiding turning into animal form or reverting to human form are halved. If at anytime a fumble is rolled, then the werecreature remains stuck in the form a failure would indicate until dawn of the next day.

Note that the above does not apply to were-eagles, -foxes and -hares, all of which have total voluntary control over their shapeshifting.

Being a werebeast may affect the human characteristic ranges and those of the werebeast itself are certain to be different to those of a human.

Werecreature Human Form Characteristics
WerebeastSTRCONSIZINTPOWDEXCHA
Badger3d62d6+63d63d63d63d62d6+6
Bear2d6+62d6+61d6+123d63d63d62d6+6
Snake3d63d61d6+23d63d62d6+63d6
Eagle3d63d63d62d6+63d62d6+61d6+12
Fox3d63d63d62d6+63d62d6+63d6
Hare3d63d63d61d6+123d62d6+63d6
Pig3d62d6+62d6+63d63d63d62d6
Rat3d63d63d63d63d62d6+62d6
Tiger2d6+63d63d62d6+63d62d6+63d6
Wolf3d63d63d63d63d62d6+63d6

All werecreatures in human form retain a similarity to their beast form in both appearance and habits, such as were-eagles having aquiline noses and piercing eyes, werepigs tend to be gluttonous, etc.

All transformations take one round to complete. that from human to man-rat or man-wolf does not prevent other activities. All other changes only allow the changer to cast Runemagic or defend.

In best form, the werecreature's characteristics are modified as follows.

Werecreature Beast Form Modifiers
BeastSTRSIZINTMoveArmourAttacksSkills
Badger×1½-−481pt furBite: d8+db, Claw: d4+db
Bear×2×2−4102pt furBite: d10+db, Claw: d6+db(crush)1Track by scent: 10% base
Snake×½×½−15-Bite: d6(impale)+venom(POT=CON)
Eagle-×23-12(Fly)1 pt featherBite: d8(impale), Talon: d4+db(impale)Flying2, Spot Hidden +25%
Fox×23×½-10-Bite: d6Track by scent: 30% base
Hare×½×13-10-Bite: d3Listen: +20%
Pig×113×113−682 pt skinBite: d8+dbHungry: 100%
Rat--−39-Bite: d6+db(unless man-rat)Track by scent: 10% base, Listen: +15%
Tiger×2×1½−6101 pt furBite: d10+db, Claw: d8+db(slash)Listen: +20%, Spot Hidden: +10%, Set Ambush: +10%
Wolf×1½-−610-Bite: d8+db(unless man-wolf)Track by scent: 30% base
    Notes:
  1. A successful grapple allows a hug for 2d6+db and additional bite.
  2. Success adds 30% to defence, special adds 45%.

Werewolves and wererats can turn into an intermediate form of man-wolf or man-rat, provided that their POW roll allows them the human option. This affects their INT, but gives them a natural attack and allows the use of their superior senses.

Werebadgers and werepigs always fight as if the Runespell Berserker were cast upon them (i.e. Fanatacism, Strength, and Vigour). This wears off as soon as there are no enemies left to fight.

Were-eagle Hit Locations
LocationDie RollHit Points
Head18-200
Left Wing13-17-1
Right Wing8-12-1
Chest6-7+1
Abdomen3-5+1
Left Leg2-1
Right Leg1-1

Starting Character Barbarians

Starting character barbarians will have one weapon attack and the corresponding parry at 50% plus bonuses, the others all at 30% plus bonuses. They never learn any weapon skills other than their tribal weapons. All get the non-weapon skills of oratory, listen, spot hidden, spot traps, spot ambush, camouflage, hide in cover, cult weapon making, swimming, tracking, and speak a local mannic language. In addition, foot barbarians get set/disarm traps, move quietly and climbing. They may have any three at 50% plus bonuses and all the others at 30% plus bonuses. Mounted barbarians get the additional skills of riding at 70% plus bonuses, jumping at 50% plus bonuses, they may have any two other barbarian skills at 50% plus bonuses and all the others at 25% plus bonuses.

Barbarian Starting Spells
1D10Points of Spell Teaching
13
2-34
4-55
6-76
8-97
108

For spells, roll 1d10 and consult the table. This shows the number of points of spell teaching available. The character may select from the following list: Bladesharp, Detect Enemies, Detect Life, Detect Spirit, Disruption, Fanaticism (foot only), Farsee, Firearrow, Glue (mounted only), Healing, Mobility, Parry, Protection, Speedart. No spell may be taken higher than two points. In addition foot barbarians are given Binding, and mounted barbarians Xenohealing II.

Starting characters will have a complete set of weapons, a mount if from a mounted tribe, and light cavalry armour. They will have a normal set of raises on their characteristics.