Wilderness Warriors (CFH)

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In the Wilderness Warriors campaign, the player-characters are members of tribes or clans living in harsh wilderness environments. Such campaigns are, again, very similar to the choices for Barbarians and Berserkers campaigns, but one of the differences and attractions of the Wilderness Warriors campaign is the setting.
In such a campaign, the DM must go out of his way to spotlight the wonder and danger of the setting. These are true wilderness adventures, where nature and monsters are the characters' enemies much more frequently than enemy men or demihumans.
And because wildernesses are so big and unexplored, the characters, in their wanderings, may encounter many unusual cities and societies, ruins and treasures.
For example, in a Desert Nomads campaign, the characters might be fighting a rival nomad tribe when a vast sandstorm, lasting hours or days, forces them all to seek shelter. When the storm blows over, it has uncovered a long-buried city. The two forces continue their war through the streets, buildings, and catacombs of the city . . . while the ancient evil that was buried with the city slowly awakens . . . 
In an Arctic Warriors campaign, the local seal or whale population might have disappeared—been hunted to extinction, or just left for mysterious reasons. In the campaign, the PC heroes have to wander over unexplored regions to find a new place capable of sustaining the tribe; they'll encounter yeti, ice golems controlled by frozen liches, avalanches, frost giants, and other arctic perils before they find their promised land.