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The Uthgardt was a vast group of human barbarians of the North, united in their common worship of the chieftain-hero-turned-deity, Uthgar. The eleven tribes[note 1] each venerated their own distinct totem animal.[3] Each of these beasts had been conquered by Uthgar,[3] but went on to represent an aspect of his nature,[5] and served as a mediator between him and his barbaric tribesmen.[6]

Description[]

The Uthgardt often had black hair and blue eyes, were predominantly larger than most other humans,[1][5][4] and sought to hone their bodies to physical perfection.[7] While the tribes were almost exclusively made up of these ethnically Uthgardt humans, half-elves and even half-orcs could be found among some tribes, and it was possible for members of other races to be adopted into a tribe as well.[7] The tribesmembers dressed rustically.[8]

Culture[]

Collectively, the Uthgardt people possessed a truly fierce and bloodthirsty disposition,[3][9] and outsiders saw them as uncultured, crude, and prone to needless violence.[10] They held their thousand year-old traditions in high regard,[7][11] and their religious and philosophical pursuits reflected their war-like nature.[2] They preferred to live as raiders and pillagers, rather than cooperate with nearby settlements,[3] however they did not generally endorse killing purely for the sake of enjoyment or material gain. Tribesmembers might kill each other in contests of honor, but murder was not permitted. Those who violated a tribe's traditions might be sentenced to exile or death.[11]

The Uthgardt respected not only their own physical strength, but the natural world as well.[7] The tribes were nomadic, and travelled along seasonal migration routes to follow the animals which they hunted.[12] They embraced their connection to the wilderness and honored those who showed great depth of knowledge about the world.[7] Uthgardt society abhorred violations of the natural order and sought to punish those who would engage in such acts.[13] Their lifestyles trained them to hone their senses in order to become skilled hunters.[14][15]

Some youths would leave their tribes to prove themselves in the wider world as a rite of passage. They sought to battle the enemies of their people and return with spoils and stories from their exploits.[10]

Religion[]

Main article: Church of Uthgar
Uthgardt shaman-5e

An Uthgardt shaman.

The Uthgardt were highly superstitious[9] and feared or mistrusted arcane magic.[2][7] However, they were more open to primal or divine magic, and in particular they respected the powers of each tribe's shamans.[3][7] No Uthgardt would cut down a living tree[5] or build a fire without a shaman's blessing.[9] They believed that shamans' otherworldly abilities originated from their deceased ancestors.[3]

The Uthgardt held their dead brethren in high regard, believing that their spirits lingered among the living to offer advice and assistance.[14] They paid homage to their ancestors with their deeds and by interring them in cairns scattered across the North,[3][7] most notably at the ancestral mounds that each tribe maintained.

Each tribe revered their own totemic spirit beast, all of whom had their power taken by their god-creator, Uthgar,[16] and some warriors were said to be able to channel the powers of their totem to aid them in battle.[14] Uthgar was held in the highest regard, above all other deities or totemic spirits.[2] Some of the tribes venerated other gods, albeit to a lesser extent. Among these were the Gods of Fury; Auril, Malar, Talos, and Umberlee;[2] Chauntea, mother-in-law to the totem beasts; and Tempus, the "father" of Uthgar.[7][17] More often than not, tribesmembers who worshiped nontraditional gods would keep this a secret from their fellow Uthgardt.[7]

All tribes were typically known to celebrate with a day and night feast for the spring equinox, summer solstice, and winter solstice. These celebrations were known as the "Birthing", "Fullness", and "Darking", respectively. Around this time a tribe's shaman would also seek out guidance regarding the coming months from their respective totem.[18] The autumnal equinox, on Eleint 21, was considered the holiest of days. This was when all the tribes would gather together at Beorunna's Well for a celebration they called Runemeet. On this day the tribes would set policies, venerate their gods, perform marriages, mourn deaths, initiate tribesmen as shamans, and perform a rite of passage known as the Runehunt,[18] in which youths would hunt down their totem's sworn enemies or opposed beasts to prove themselves worthy of full membership in the tribe.[7]

Language[]

The Uthgardt barbarians spoke a dialect of Illuskan,[5] known as Bothii. It was only an oral language and utilized no known alphabet.[3]

Organization[]

The Uthgardt ranged from the Glimmerwood in the north[9] to the Grayvale in the south,[10] and from Neverwinter Wood in the west[19] through the lands of Luruar in the east.[20] Each tribe claimed a swath of the Savage Frontier as its own hunting grounds, regardless of any intersection with lands claimed by other sentient species, including those from other tribes.[3] While these overlaps in tribal territory were usually cordial, they did occasionally lead to squabbling.[12] As they were nomadic, there were few permeant Uthgardt settlements, however they were sometimes known to erect structures in places to which they returned frequently. These encampments generally consisted of no more than animal hide tents and lean-tos, but occasionally included larger log structures that served as feast halls or gathering spaces.[21]

A tribe was comprised of several different clans, each of which was led by its own chieftain. A Great Chief was selected from among these leaders, to serve as the ruler of the Uthgardt people.[3]

Relationships[]

What you think of as civilized, I know to be weak. The world is a savage place. It takes savagery to master it.
— An Uthgardt barbarian, 1479 DR[7]

As a whole, the Uthgardt did not trust the "civilized" folks of the North. They were considered a fount of resources to be pillaged at their will.[2]

While they loathed giants and their kind,[3] the Uthgardt's hatred of the orcs was above all else.[2] This brought them into constant conflict with the orcs of Many-Arrows during the 15th century DR, and meant that they unwittingly served as a defense against orc raiders for the people of Luruar.[20]

History[]

The Uthgardt originally consisted of Northmen raiders from Ruathym, Netherese Runlathan refugees, and various others who swore fealty to the mortal chieftain, Uthgar Gardolfsson. The came together in the Year of Greybeards, 100 DR.[22][23]

They became known as the Uthgardt after Uthgar Gardolfsson's death from wounds suffered in battle with Gurt, Lord of the Pale Giants, in the Year of the Icy Axe, 123 DR.[24] It was said that after his death, Uthgar was elevated by Tempus to be his exarch and battle companion.[7] Individual followers took up worship of the thirteen beast spirits that Uthgar had claimed to have tamed, and formed into tribes along this religious divide.[24]

The Red Pony and Golden Eagle Uthgardt tribes vanished into the Underdark in the Year of the Sunless Passage, 576 DR and were not heard from since. Before their disappearance, both tribes shared the One Stone ancestral mound with the Sky Pony tribe and had attended the most recent Runemeet. Some residents of the Underdark discovered the descendants of these tribesmen as grimlocks living in and around the Cavern of Cloven Heads.[25]

In the Year of Watchful Eyes, 705 DR, the mages of the Covenant used their magic to create an alliance between the disparate tribes of Uthgardt in order for them to stand united against coming orc and goblinoid hordes.[24] The mages tasked them first with hunting down and killing orc chieftains to prevent hordes forming behind them.[26] Their first major engagement was during the Goblin Wars of the Year of Strife, 753 DR.[27] Then, while fighting an army of ogres, orcs, and goblins in the Evermoors, the Elk tribe was almost wiped out defending Flint Rock and the survivors descended into banditry. The alliance dissolved in the Year of the Patchworked Peace, 802 DR when it could no longer sustain the losses that it was taking.[28]

Some time before the Year of Wild Magic, 1372 DR, a long-forgotten druid circle infected Uthgardt tribes of the north with a virulent pox in order to cull the population and exert control. Not surprisingly, the sickness went out of control and threatened complete Uthgardt extinction. To heroically resolve the problem the druids themselves created, the conclave crafted numerous ceremonial Uthgardt belts and distributed them among barbarian leaders. Thanks to the belts, Uthgardt tribes survived; however, this only made their distrust of outsiders more extreme.[29]

The events of the Spellplague of the Year of Blue Fire, 1385 DR, terrified the superstitious Uthgardt, and they regarded the newly arrived peoples of Abeir as invaders. These anxieties reached a fever pitch when the Gray Wolf tribe razed the town of Conyberry, wiping out both refugees from Abeir and the townsfolk sheltering them.[30]

Tribes[]

Black Lion
This tribe held territory in the northern Silver Marches and Druarwood forest.[3]
Black Raven
Having claimed the Ice Lakes and western reaches of the Frozenfar,[3] this tribe counted the Griffon tribe as among their list of foes.[3]
Blue Bear
Previously thought to have been eliminated, this tribe took careful considerations when leaving their spirit mound of Stone Stand.[31]
Elk
Originating from Flint Rock, this tribe hunted throughout the Evermoors and a stretch of land north of the River Dessarin.[3]
Gray Wolf
These Uthgardt tribesmen were all cursed with lycanthropy,[3] and transformed into werewolves at every full moon.[31]
Great Whale[32][33]
Great Worm
The spirit mound of this tribe was called the Great Worm Cavern and was located within the Spine of the World mountains.[3]
Griffon
For decades, the Great Chiefs of this tribe sought to raze every settlement located throughout the North.[34]
Red Tiger
This particularly ferocious tribe regularly raided the settlements of the Silver Marches.[34]
Sky Pony
These barbarians revered Tempus, along with their spirit totem and the chief deity Uthgar.[35]
Thunderbeast
Considered among the most civilized of barbarians, this tribe formed its own settlement of Grunwald for some years,[36] but eventually abandoned their hunting grounds and disappeared into the Lurkwood.[34]
Tree Ghost
Despite their conflicts with the local elves of the High Forest,[34] these humans dedicated themselves as guardians of the Grandfather Tree.[36][37]

Appendix[]

Notes[]

  1. The number of active tribes has varied throughout the years.

Gallery[]

Appearances[]

Adventures
Storm King's Thunder
Novels
Honor Among Thieves: The Road to Neverwinter
Video Games
Neverwinter
Referenced only
Baldur's GateNeverwinter NightsNeverwinter Nights: Darkness over Daggerford

References[]

  1. 1.0 1.1 slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 15. ISBN 0-7869-0391-0.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 16. ISBN 0-7869-0391-0.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 66. ISBN 978-0-7869-6600-4.
  4. 4.0 4.1 Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 65. ISBN 978-0-7869-6600-4.
  5. 5.0 5.1 5.2 5.3 5.4 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 168. ISBN 0-7869-1836-5.
  6. Jennell Jaquays (1988). The Savage Frontier. (TSR, Inc), p. 10. ISBN 0-88038-593-6.
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 30. ISBN 0-7869-5814-6.
  8. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 14. ISBN 978-0-7869-4924-3.
  9. 9.0 9.1 9.2 9.3 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 146. ISBN 978-0-7869-4924-3.
  10. 10.0 10.1 10.2 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 101. ISBN 978-0-7869-4929-8.
  11. 11.0 11.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 32. ISBN 0-7869-5814-6.
  12. 12.0 12.1 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 123. ISBN 0-7869-5814-6.
  13. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 106. ISBN 0-7869-5814-6.
  14. 14.0 14.1 14.2 Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 31. ISBN 0-7869-5814-6.
  15. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 33. ISBN 0-7869-5814-6.
  16. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 21. ISBN 0-7869-0391-0.
  17. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 21. ISBN 0-7869-0391-0.
  18. 18.0 18.1 Eric L. Boyd (September 1997). Powers & Pantheons. Edited by Julia Martin. (TSR, Inc.), p. 69. ISBN 978-0786906574.
  19. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 8. ISBN 0-7869-5814-6.
  20. 20.0 20.1 Rob Heinsoo, Logan Bonner, Robert J. Schwalb (September 2008). Forgotten Realms Player's Guide. (Wizards of the Coast), p. 108. ISBN 978-0-7869-4929-8.
  21. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 187. ISBN 0-7869-5814-6.
  22. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 61. ISBN 978-0-7869-4731-7.
  23. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 12. ISBN 0-7869-5814-6.
  24. 24.0 24.1 24.2 Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 63. ISBN 978-0-7869-4731-7.
  25. Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), pp. 54–55. ISBN 0-7869-1509-9.
  26. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 99. ISBN 978-0-7869-4731-7.
  27. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 101. ISBN 978-0-7869-4731-7.
  28. Brian R. James, Ed Greenwood (September 2007). The Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 103. ISBN 978-0-7869-4731-7.
  29. BioWare (June 2002). Designed by Brent Knowles, James Ohlen. Neverwinter Nights. Atari.
  30. Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). Neverwinter Campaign Setting. Edited by Tanis O'Connor. (Wizards of the Coast), p. 189. ISBN 0-7869-5814-6.
  31. 31.0 31.1 slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 17. ISBN 0-7869-0391-0.
  32. Black Isle Studios (August 2002). Designed by J.E. Sawyer. Icewind Dale II. Interplay.
  33. Black Isle Studios (February 2001). Designed by Chris Avellone, Steve Bokkes, John Deiley, J.E. Sawyer. Icewind Dale: Heart of Winter. Interplay.
  34. 34.0 34.1 34.2 34.3 Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 67. ISBN 978-0-7869-6600-4.
  35. slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 18. ISBN 0-7869-0391-0.
  36. 36.0 36.1 slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide to the Savage Frontier (TSR, Inc.), p. 19. ISBN 0-7869-0391-0.
  37. Christopher Perkins, et al. (September 2016). Storm King's Thunder. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 68. ISBN 978-0-7869-6600-4.

Connections[]

Beast Totem Tribes
Black LionBlack RavenBlue BearElkGray WolfGreat WormGriffonRed TigerSky PonyTree GhostThunderbeast
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