Regardless of their backgrounds and culture all barbarians have qualities that distinguish them from other characters. In this chapter we take a closer look at their alignments, how they regard magic, and how they use money. We go over some rules for language, strongholds, and followers. Finally, we discuss how barbarians react to outworlders and how they use their spe cial physical abilities.
Just as it does for an outworlder, alignment serves as a moral compass for the barbarian, establishing guidelines for ethical decisions. In the outworld, alignments are often defined in terms of laws and governments; lawful characters respect laws, evil character flaunt them. Barbarians, however, have no written laws or formal governments. They maintain order through custom, consensus, and the whims of their leaders. Consequently, barbarians define alignments by different standards.
Most barbarian societies share the same basic concepts of good and evil. Good actions tend to minimize hostility and promote the welfare of the group; defending the weak, telling the truth, and caring for the sick are universal expressions of goodness. Evil actions tend to promote hostility and benefit the individual at the expense of the group; acts of intentional cowardice, unjustified murder, and wanton destruction are universal expressions of evil.
Although barbarians agree about the general principles, fine distinctions vary from culture to culture. What constitutes a socially acceptable action in one society may be a rephensible offense in another. Consider two societies, one of which recognizes individual ownership (each hunter owns his own spear), the second with no conception of private property (all tribe membem own all spears). Barbarians from the first society consider theft an evil ab. Barbarians from the second, however, have no conception of theft; there's nothing immoral about taking whatever you like.
In the game, a barbarian who adheres to the moral strictures of his culture does not violate alignment, even if those strictures run counter to the customs of the outworld. A lawful barbarian from a culture without private property may feel perfectly justified in snatching an apple from a vendor's cart without paying for it. He may be punished by the officals - beaten by the vendor - but he has not violated his alignment. Once he figures out that snatching apples is unacceptable behavior, he probably refrains from repeating the same offense. This newfound restraint, however, arises not from a revised code of ethics, but from his desire to stay out of !muble. A barbarian of good alignment tends to respect the beliefs of others, no matter how illogical or baffling they might be.
When designing a barbarian, give some thought to the moral principles inherent in his culture; Chapter 6 offers some suggestions. With the DMs help, decide how the character's principles conform to his alignment. How does he distinguish a just from an unjust action? How does he relate to leaders? Does he recognize private property? Does he consider certain lives to be more valuable than others? In what situations are killing acceptable? How do his religious beliefs affect his moral outlook?
Following are alignment definitions for a typical barbarian culture. You may use them as given, or adjust them to fit the barbarians in your campaign. By way of illustration, the parenthetical material describes how a barbarian of that alignment might react when his tribe competes with a rival for a cornfield in a time of famine.
Lawful good[]
Lawful good. To this barbarian, all life is precious. Killing is acceptable only for survival, self-defense, and in defense of the tribe. He works to benefit his entire group and advocates for the weakest members. He follows the commands of the group leader, presuming the leader shares his lawful outlook. (Grog assists his leader in forging a compromise with the rival leader, seeking a solution that will benefit both tribes equally.)
Lawful neutral[]
Lawful neutral. This barbarian strives to maintain order by obeying the leader of his group. The leader's alignment is secondary in importance to his decisiveness; the character follows all commands, regardless of their consequences. The leader's enemies are his enemies; the leader, not the character, determines the difference between right and wrong. (If the leader decides that the rival tribe can help themselves to the corn, Grog relays the decision to the rival leader. If the leader plans to burn down the field, Grog gathers kindling.)
Lawful evil[]
Lawful evil. Although part of the group, this barbarian attempts to benefit personally by intimidating the weaker members and fawning over the stronger membas. If the opportunity presents itself, he helps overthrow a strong-willed leader and champions a more compliant replacement. He has no particular Iwerence for life, other than his own. (Grog encourages his leader to organize a surprise attack against the rival tribe.)
Neutral good[]
Neutral good. This barbarian resists the constraints of the group, drifting in and out as the mood strikes. He trusts his own instincts more than those of the leader, though he will not actively work to overthrow the leader unless the leader becomes evil. His impulses are good; his sympathies lie more with the weak than with figures of authority. (Ignoring his leader's wishes, Grog sneaks into the field to steal corn for his ailing friend.)
True neutral[]
True neutral. Though technically a member of his group, this barbarian has little interest in the well-being of his companions. His loyalty to his leader is tentative at best; he tends to ally himself with those of the least power and influence. His opinions are rarely sought and seldom offered. (Grog waits for the conflict to play itself out, ultimately allying with whichever side fails to get their share of the corn.)
Neutral evil[]
Neutral evil. This barbarian looks out only for himself, remaining with a group as long as it benefits him, but no longer. He associates primarily with the strong and powerful, and delights in the death of his enemies. He is selfish, untrustworthy, and scheming. (In the dead of night, Grog enters the field and steals as much of the corn as he can carry, hiding the excess to eat later.)
Chaotic good[]
Chaotic good. Independent and impulsive, this barbarian rarely recognizes a leader's authority, making his own decisions about the propriety of any action. Though many consider him unreliable, he goes out of his way to befriend the needy and protect the defenseless. His actions make perfect sense to him, though his logic may elude his companions. (Grog decides for himself that the enemy tribe is evil. Acting on his own, he rallies his friends and comrades for a night raid, and then claims the field for himself and his allies.)
Chaotic neutral[]
Chaotic neutral. This barbarian resists the constraints of any group; indeed, few groups would want him as a member. Undependable, acting seemingly at random, his erratic behavior is devoid of logic or pattern. He may ask a companion to help him fight ogres during the day, then accuse the same companion of stealing food at night. (Grog sets fire to the corn field, thus denying food to the people of both tribes, himself included.)
Chaotic evil[]
Chaotic evil. This barbarian seems to be devoid of any moral standards, relishing destruction and death. He equates compassion with weakness, brutality with strength. He takes what he wants by force, slaughtering anyone who gets in his way. (Grog kills as many of both tribes as he can, drives away the survivors, then settles into the field to gorge himself on corn.)
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