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Sword Coast Adventurer's Guide

Uthgardt Tribe Member

Ability Scores:

Feat:

Skill Proficiencies: Athletics, Survival

Tool Proficiency: One type of musical instrument or artisan’s tools

Equipment: A hunting trap, a totemic token or set of tattoos marking your loyalty to Uthgar and your tribal totem, a set of traveler’s clothes, and a pouch containing 10 gp

Languages: One of your choice

Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of an Uthgardt tribe.
Your people have always tried to hold to the old ways. Tradition and taboo have kept the Uthgardt strong while the kingdoms of others have collapsed into chaos and ruin. But for the last few generations, some bands among the tribes were tempted to settle, make peace, trade, and even to build towns. Perhaps this is why Uthgar chose to raise up the totems among the people as living embodiments of his power. Perhaps they needed a reminder of who they were and from whence they came. The Chosen of Uthgar led bands back to the old ways, and most of your people abandoned the soft ways of civilization.
BARBARIAN TRIBES OF FAERÛN
Though this section details the Uthgardt specifically, either it or the outlander background from the Player’s Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn. You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the Reghed Glacier in the far North near Icewind Dale. You might also be of the nomadic Rashemi, noted for their savage berserkers and their masked witches. Perhaps you hail from one of the wood elf tribes in the Chondalwood, or the magic-hating human tribes of the sweltering jungles of Chult.

You might have grown up in one of the tribes that had decided to settle down, and now that they have abandoned that path, you find yourself adrift. Or you might come from a segment of the Uthgardt that adheres to tradition, but you seek to bring glory to your tribe by achieving great things as a formidable adventurer.
UTHGARDT LANDS
When I was newly departed from my homeland and first found my way to the North, I encountered a band of Uthgardt nomads on the trail — a part of the Elk tribe, led by a warrior named Gyrt. It was a tense meeting.
I think the only reason I was not killed on sight is that I was an elf traveling alone. I think they feared I was a wizard. Uthgardt hate all magic but that of their shamans and any enchanted weapons and armor they find, but a wizard willing to walk the wilds alone could be a powerful one. Traveling as we were on a grassy plain, we could see one another for some distance. Since I didn’t strike them down with lightning from afar, they were willing to approach peaceably.
Still, they stopped when they were within bowshot and seemed to be arguing about whether to shoot me. I waited as patiently as I could until one who seemed to be their leader addressed me in heavily accented Common. I replied a greeting in Bothii, their own ancient language, which again set the group to argument. At last, the leader dismounted and approached me, giving her name as Gyrt. Glad was I then that I took the time to learn the language from a learned friend in Evereska!
In anticipation of any demand, I offered Gyrt a fine dagger from Evereska, as well as a necklace I wore. For her band I offered a bag of baubles I’d brought for such an occasion. Pleased with my gifts and assured that I was no wizard, Gyrt and I sat down to talk. I asked to share her campfire for the night, and Gyrt made space for me. That was my first meeting with Gyrt, but it wouldn’t be my last, nor my last encounter with Uthgardt. I’m grateful to my friend Gyrt for teaching me so much about her people, for it has allowed me and many fellow travelers to see Uthgardt and live to tell the tale.
Over the years, as I earned Gyrt’s respect and she mine, we became friends, and I came to know her three sons as well. Though Gyrt died some decades ago, I still visit her children, whom I played with when they were young. They now have children of their own, and all call me auntie.
During my time with Gyrt and her kin, the people of the Elk explained much to me about the workings of their tribe — their view of the world and their place in it, their traditions and the laws they live by. I came to realize, as I came across other Uthgardt tribes in my travels, that much of what is true for the Elk tribe is true for other Uthgardt. Though they comport themselves in seemingly disparate groups honoring different totems, Uthgardt have much in common. What follows is what I have learned of the people who call themselves “children of Uthgar.”
Though the Uthgardt each belong to a given tribe, these are markers of identity, rather than coherent populations. In my experience, it is rare outside of occasional large events (such as the ascension of a new chieftain, or certain religious gatherings) for all members of a single tribe to come together in one place. Instead, the Uthgardt tend to travel in bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways, these folk are similar to nomadic Tel’Quessir, in that they make their decisions by consensus among the heads of the families, and disagreements are handled efficiently: those who don’t like the decision of the majority go their own way, forming a new band or joining a different one.
For most Uthgardt tribes, the only stability in their history is the site of their ancestral mound. Most of the Uthgardt holy sites have existed since antiquity, but the fortunes of the tribes that revere them have hardly been static. Following are brief descriptions of the Uthgardt tribes today.
  • Blue Bear. The easternmost of the Uthgardt are the Blue Bear — thought destroyed more than a century ago — who have recently emerged from inside the High Forest and reclaimed their ancestral mound at Stone Stand, just south of the Moon Pass and north of the forest. The Blue Bears have reoccupied much of their old territory in the time since they returned to prominence, though they don’t venture near Hellgate Keep, considering it a taboo place.
  • Black Lion and Red Tiger. North of Blue Bear territory, in the Glimmering Wood, is Beorunna’s Well, a settlement of some size that near the ancient ancestral mound of the Red Tiger tribe. The settlement was founded some time ago by members of the Black Lion tribe, who put down roots here rather than continuing to live as nomads.
    Though the Red Tigers are less than comfortable with the present situation, they consider Beorunna’s Well their holy site, so they make the best of things. Bands of Red Tiger tribespeople often winter in Beorunna’s Well, and many of its hunters and trappers use the settlement as a place to sell the leather and furs they acquire in nearby forests.
  • Sky Pony. In a part of the Glimmerwood called the Moonwood stands the One Stone, the ancestral mound of the Sky Pony tribe. These are a people divided; half of the tribe has settled and built a sizable steading around the One Stone, similar to what Black Lion has done at Beorunna’s Well. The other half of the tribe considers this act an insult to their totem, so they launch raids on the settlement, burning as much of it as they can and then escaping.
  • Tree Ghost. In the depths of the High Forest stands the Grandfather Tree, the ancestral mound of the Tree Ghost tribe. The Tree Ghosts split off from the Blue Bears long ago and all but disappeared into the forest, although occasional reports reach civilization that they are still alive and can sometimes be seen clustered around the Grandfather Tree. Some sages postulate that the newly reborn Blue Bear tribe might well be Tree Ghost Uthgardt who are following a call from a revived Blue Bear totem.
  • Great Worm. The Frost Hills, a small southern spike of the Spine of the World Mountains just north of the Evermoors, is the site of Great Worm Cavern, the ancestral mound of the Great Worm tribe. These Uthgardt are notoriously reclusive; it has been twenty years since the tribe has sent raiding parties out anywhere but against the orcs of the Spine Mountains.
  • Black Raven. As forbidding as the Spine of the World Mountains they roam, the Black Ravens are fanatical in their adherence to the old Uthgardt ways. Ranging out from Raven Rock, their ancestral mound deep inside the mountains, they have been known to send raiding parties as far south as Silverymoon, but their most frequent targets are the caravans that come in and out of Mithral Hall.
  • Elk. The Elk are fierce raiders and savage killers throughout their nomadic range: the Evermoors and the plains east of the Dessarin and lower Surbrin river valleys. Of the Uthgardt tribes, they are the most arrogant, surly, and self-indulgent. Considered by many to be little more than bandits, they often raid other tribal settlements for food, plunder, and sport.
The Uthgardt are spread across the North, rarely found farther south than the High Forest. There is no nation of Uthgardt to which they belong; instead, each tribe has a central ancestral mound, regarded as a holy site. Gyrt told me that the holy site of the Elk tribe is at a place called Flint Rock, somewhere in the Evermoors. She, understandably, never offered to take me there, and I was never foolish enough to ask.
By and large, the Uthgardt are a hunting people who rely on game for much of their sustenance, favoring large herd animals such as elk, rothé, and deer. Young men and women looking to make a name for themselves sometimes build their reputations by hunting dangerous predators and great beasts: bears, great cats, large boar, and even monsters such as wyverns, owlbears, and displacer beasts.
Some tribes put the prowess they demonstrate in hunting to good use in another endeavor, for which the Uthgardt are well known: raiding. As a rule, the Uthgardt engage in raiding only in remote areas — meaning that the closer a potential target is to civilization, the less likely it will be set upon. The raiders prefer to strike against wealthy merchant caravans and nobles’ baggage trains, which offer the likelihood of fine foods, alcohol, and jewelry that Uthgardt wear as trophies and trade among themselves. For the most part, Uthgardt have little use for coin, so travelers hoping to buy their way out of a confrontation are advised to offer something else.
Uthgardt don’t see national boundaries or the bonds of civilization that tie a merchant to a farmer whose house the merchant passes on the road. To them each interaction with us — meaning we who aren’t Uthgart — is different. Thus, an Uthgardt band that raids in one season might come to trade during the next. They do understand the concept of belonging to a larger group, and that those groups might be in conflict. After all, each tribe of Uthgardt has its ancestral enemies among the other Uthgardt tribes. Yet when I attempted to explain how I, and elf from Evereska, was connected to folk in Waterdeep or Silverymoon, Gyrt just laughed. She had not seen these cities, so I might as well have said I knew folk who lived on the moon. When I mentioned Yartar and Red Larch, places that I knew Gyrt’s band had passed near, she laughed still harder. To her I was too great, too “strong” as she put it, to have any connection to places she saw as providing prey for her tribe.
If a band of Uthgardt come upon your campsite, my advice is this. First, do what you can to hide all signs of magic or spellcasting. Then show them hospitality and invite them to warm themselves. If you have jewelry or a fine weapon, offer these gifts to the one who seems like the leader. Ask how their hunting goes, and give them a chance to brag. Be appreciative, but not obsequious. Tell them you have heard of the prowess of the Uthgardt people — their hunting skills and strength first and foremost — but attribute these claims to a tribe other than their own. The strongest among the band will insist on the chance to prove him- or herself better than the stories you’ve heard, and will want you to bear away tales of about his or her tribe instead.
You or one of your companions might need to agree to a challenge of some kind, a feat of strength or a bout of fisticuffs, by which the band may measure your prowess. It doesn’t greatly matter if you win or lose, though. Simply express a desire or a willingness to compete, and you will earn some measure of respect. If you win the challenge, be gracious, and express gratitude that you finally found someone of great status to test yourself against. If you lose, be self-effacing and rueful, and give the victor the best part of the meal at hand.
This advice will not always work, of course. Some bands aren’t so easily assuaged, particularly if they are out deliberately hunting you or folk like you. At all times, remember that these are a proud and strong people with a fierce love of life and its simple pleasures. Demonstrate an outlook complementary to theirs, and they might make of you a comrade. Show fear or contempt, and they will respond with quick violence.
Some Uthgardt tribes are seen by others as lost to the world. They are considered anathema, and even speaking of them outside certain contexts is forbidden.
LOST TRIBES OF UTHGARDT
  • The Thunderbeast tribe has not been heard from in several years. When the Thunderbeasts made their annual pilgrimage to Morgur’s Mound in Neverwinter Wood, they found their holy site desecrated. Soon thereafter, their chieftain took them back into the depths of the High Forest, and they have not emerged since.
  • The Gray Wolf tribe is taboo because of its many werewolf members. It has done much to plague the people in the environs of the Neverwinter Wood. The tribe doesn’t share the ‘gift’ of lycanthropy with others and therefore ensures there are no survivors of its attacks.
  • The Griffon tribe has long been shunned due to its practice of trading with non-Uthgardt - and even spellcasters - at a settlement known as Griffon’s Nest.
  • The Red Pony and The Golden Eagle tribes vanished centuries ago. They were last seen in the vicinity of the One Stone, the ancestral mound they shared with Sky Pony.

Features

  • Uthgardt Heritage
  • You have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.
    Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle.

    Suggested Motivations

    Use the tables for the outlander background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of an Uthgardt tribe.
    Even if you have left your tribe behind (at least for now), you hold to the traditions of your people. You will never cut down a still-living tree, and you may not countenance such an act being done in your presence. The Uthgardt ancestral mounds—great hills where the totem spirits were defeated by Uthgar and where the heroes of the tribes are interred—are sacred to you.
    Your bond is undoubtedly associated with your tribe or some aspect of Uthgardt philosophy or culture (perhaps even Uthgar himself). Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn’t contradict or compromise what being an Uthgardt stands for.
    Trait
    d8Personality Trait
    1I’m driven by a wanderlust that led me away from home.
    2I watch over my friends as if they were a litter of newborn pups.
    3I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to.
    4I have a lesson for every situation, drawn from observing nature.
    5I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
    6I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
    7I feel far more comfortable around animals than people.
    8I was, in fact, raised by wolves.
    Ideal
    d6Ideal
    1Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
    2Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
    3Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
    4Might. The strongest are meant to rule. (Evil)
    5Nature. The natural world is more important than all the constructs of civilization. (Neutral)
    6Glory. I must earn glory in battle, for myself and my clan. (Any)
    Bond
    d6Bond
    1My family, clan, or tribe is the most important thing in my life, even when they are far from me.
    2An injury to the unspoiled wilderness of my home is an injury to me.
    3I will bring terrible wrath down on the evildoers who destroyed my homeland.
    4I am the last of my tribe, and it is up to me to ensure their names enter legend.
    5I suffer awful visions of a coming disaster and will do anything to prevent it.
    6It is my duty to provide children to sustain my tribe.
    Flaw
    d6Flaw
    1I am too enamored of ale, wine, and other intoxicants.
    2There’s no room for caution in a life lived to the fullest.
    3I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
    4I am slow to trust members of other races, tribes, and societies.
    5Violence is my answer to almost any challenge.
    6Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

    Created by

    tokranepo.

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