Underground Regions

The Quintessential Barbarian

The Quintessential Barbarian cover

The Quintessential Barbarian cover

Author Robert Schwalb
Series Quintessential Series
Publisher Mongoose Publishing
Publish date 2003
Pages 128
ISBN 1-903980-92-5
OGL Section 15 qbbn

The material below is considered Open Game Content

Underground

Home to the warlike grimlocks, the insidious derro and the wicked dark elves, the underground region is a deadly world in itself. Being a barbarian who originates from this land is to be kin to a hopeless society, doomed to extinction or slavery at best. Everything about this region is unusual. Animal and plant life runs toward the exotic, mutated versions of their surface-dwelling counterparts. Most cultures developing in the Underground are refugees. Some event forced these former surface dwellers to flee into the ‘safety’ of the endless caverns of perpetual night. Through the generations, these folk have lost their memories of the times under the sun and regard those days as myth.

Adventuring: After exploring many of the caverns, an intrepid barbarian might find his way free of the dangers thriving in his bleak homeland. A new life under the warm and blinding sun are the just rewards for his travels and dedication. Once free, he may do as he likes, although his heritage usually places him on the outside of any society. Thus, waging war is his only means of survival. Some adventuring groups who undertake expeditions may come across a lost civilization and befriend one of the natives, who in turn might act as a guide through the labyrinthine depths of the earth.

Roleplaying: As the inverse of the plains barbarian, those originating from the underground are almost always agoraphobic. Their terror at seeing the empty blue sky, without the comforting shelter of rock, sends most into an uncontrollable panic. Most return to their blind world, but a few have the resolve to venture forth, free of the pressing rock and the dangers of existence in the lightless world. These resolute warriors, if they can overcome the obstacle of fear, are devastating allies in any dungeon crawl or night mission.

Benefits Menu: Depending on the technology level of their native community, characters from Underground regions may choose up to three of the following benefits: Darkvision 30 feet, or 30 feet additional darkvision to those races already possessing it (this supersedes any Darkvision the character normally has), Alertness feat as a bonus feat, Blind-Fight as a bonus feat, +4 racial bonus to Hide checks, +4 racial bonus to all Craft checks involving Stone or Metal.

Penalties: Unlike the other regions, originating from the underground holds an additional penalty. These barbarians are all light sensitive. If they are playing a race already suffering from this drawback, there are no additional side effects. If they play a race without, they gain the following Special Quality.

Light Sensitive (Ex): The character suffers a -2 circumstance penalty to attack rolls, saves and checks while in the presence
of bright sunlight or within the radius of a daylight spell.

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