Barbarians in the Outworld (CBarbH)

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A barbarian's personality and skills make him perfectly suited for a life in the wilderness. So why would he leave? What would compel him to abandon his homeland? Following are some possible answers, which may be used as spring- boards for getting members of various character kits into the outworld. 
==Exploration==
An explorer may venture into the outworld in search of new hunting grounds or grain fields. He may be tracing a river to its source. He may decide to locate the nesting grounds of a flock of eagles. Or he may simply be driven by curiosity, wondering what secrets lie beyond a mountain range or across a vast sea. A restless barbarian may simply tire of his homeland routine, and head off in a random direction in search of adventure. 
Suggested Kits: Brushrunner, Islander, Medicine Man, Plainsrider, Spiritist. 
==Quest==
A young barbarian may go into the outworld to complete a mission or quest at the behest of his family, tribal leader, or mentor. He may seek a fertility potion, a cure for a disease, a treasure rumored to bring good fortune, or a long-lost friend. He may be asked to track down tribal spirits who've scattered across the world, or exterminate evil on behalf of his homeland. He spends as much time in the outworld as it takes to complete his mission—a few months, a year, perhaps a lifetime. He may offer his services to an adventuring party in return for their help. 
Suggested Kits: Dreamwalker, Medicine Man, Plainsrider, Seer. 
== Misfortune==
A stroke of bad luck may wrench a barbarian from his homeland and send him into the out world against his will. A current may sweep a fisherman into the ocean, washing him ashore on an unfamiliar coast. An impetuous adolescent may hitch a ride on a pegasus. She shakes him from her back, and he lands in a field of flowers, hundreds of miles from home. A cleric imbibes a potion that he believes will put him in contact with his ancestors, but instead, he falls into a coma. Believing him dead, his family places his body on a raft and sets him adrift on a river; an outworld adventuring party fishes him out of the water and revives him. A lost barbarian may spend the rest of his life trying to find his way home. 
Suggested Kits: Brute, Dreamwalker, Flamespeaker, Forest Lord, Islander, Witchman.  
==Raider==
Sent by a ruthless leader or compelled by his own savagery, a barbarian may venture into the outworld for the express purpose of wreaking havoc. To fulfill his destiny as a warrior, he may be bent on killing as many outworlders as he can. Fueled by hatred or cultural arrogance, he ravages the countryside, burns villages, and waylays travelers. Alternately, his reign of terror may be motivated by principle; his religion declares all wizards or lizard men to be unholy, and he intends to wipe them off the face of the planet. 
An adventuring party may be able to direct his aggression against enemies of the outworld. If he despises wizards, they may be able to convince him that evil wizards pose the most significant threat to his ethos. If he seeks war, they may lead him to an army of ogres ripe for the slaughter. So long as the party finds ways to satisfy his blood lust, he may remain with them indefinitely. 
Suggested Kits: Wizard Slayer, Ravager, Witchman.   
==Exile==
Not all barbarians who leave their homelands do so voluntarily. A barbarian may be cast from his tribe for violating a taboo (washing his feet on a feast day) or tampering with the supernatural (attempting to contact his father's spirit without permission). He may also be exiled for cowardice (refusing to enter a dragon's cave to steal its eggs), punishment for a transgression (sharing food with an enemy), or offending the leader (holding hands with the leader's daughter). He may also be a victim, wrongly accused of a crime (held responsible for damaging an idol which was actually struck by lightning) or consorting with evil forces (a snake falls out of a tree and lands on his shoulders, a sign of corruption). Forbidden from ever returning to his homeland, the barbarian has no choice but to make a new life in the outworld. 
Suggested Kits: Dreamwalker, Flamespeaker, Wizard Slayer, Plainsrider, Spiritist, Witchman.   
==Survivor==
A barbarian may be forced into the outworld because his homeland no longer exists. His people may have been wiped out by disease or an enemy raid. A volcanic eruption may have buried his village in molten lava while he was away on a hunting expedition. He may join an adventuring party in hopes of finding other survivors, or just because he's lonely and misses human companionship. 
Suggested Kits: Brute, Flamespeaker, Forest Lord, Medicine Man, Plainsrider, Ravager.
Category:The Complete Barbarian's Handbook