Introduction

Tribal Lands is a DnD setting focused primarily on the concept of primitive and nomadic living. The premise is based on the following philosophy:

1) All asepcts should be DnD friendly 2) There should be minimal authority, to allow players to engage in the world as they wish 3) Civilizaiton is few and far between, player should spend a great deal of time in the wildnerness.

Classes All DnD classes are accepted. In most cases, minimal changes need to be made: Barbarian: Very standard, fits well with the setting. No comments needed.

Bard: Bards are likely to be tale-tellers and story-keepers. They inspire others through the use of song and music. String instruments less likely. Cleric: Clarics are the holy men of the world. This may come in the form of a local soothsayer, but more likely to be an adept at one of the temples in one of the cities.

Druid: Self-explanatory, but much more common and respected.

Fighter: No real change neccisary. Could be a tribal warrior, or from the city. Maybe a royal guardian.

Monks: An asetic type, most likely living seperate from the rest of their tribe, or part of a seperate group.

Paladin: Holy Warriors, fighting on behalf of their gods. Most likel from a city and born into service.

Rogue: Least fitting for the setting. Possibly learned to surive in a city, but also possibly is some kind of trapper or hunter.

Sorcerer/Warlock: Much less feared then in conventional DnD. Likely seen as exalted in some way, quite likely a tribal soothsayer.

Wizard: Could be a local herbalist, or a more delberate studier of the magical arts. Reading and writing is rare, so may not use words. Ranger: No change needed.