From beyond the Pale they stride. Grim, mighty-thewed, born on battlefields and raised amidst wolves and lions. A road of red ruin they wreak across the civilized lands. From the cold north, the burning wastes, the boundless plains, and the fetid jungles they come, finding civilization wanting, but wanting all that civilization can give... and whatever they can take....
Barbarians of the Wilderlands 1 features an alternative barbarian class for Castles & Crusades; tips on how to work both the original barbarian class (renamed "Savage warrior") and the barbarian in together in urban and rural civilizations; plus listing and details on the major barbarian nations of the Wilderlands. If you prefer a barbarian class based on classic pulp Sword & Sorcery themes, this is the class you have been looking for...
The new barbarian class abilities include:
• Native Arms & Armor
• Primal Rage
• Savage Glory
• Sixth Sense
• Tribal Abilities (Animal Handling, Armor Maker, Battle Cry, Berserkergang, Bowyer, Canoeing, Demon Slayer, Fast Movement, First Aid, Horsemanship, Horse Warrior, Jumping, Languages, Master Armor Maker, Master Bowyer, Master Weapon Smith, Runes, Running, Savage Horde, Savage Retainers, Scale, Seamanship, Signaling, Sound Imitation, Swimming, Weapon Smith, Wilderness Abilities, and Wizard Slayer)
Versatility is the great ability of the barbarian, as it enables him to learn the skills and abilities he needs to operate, excel, and conquer in the decadent realms of civilization.
The new barbarian class can be used with any Castles & Crusades campaign!
Plus, this PDF also includes details on nine barbarian nations of the Wilderlands of High Adventure:
James Maliszewski of Grognardia gave Barbarians of the Wilderlands 4 1/2 out of 5 Polearms.