History Main / BarbarianTribe

15th Nov '17 8:31:01 AM UmbrellasWereAwesome
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* The Dunlendings (hill-people who were ejected from their ancestral homeland by the Rohirrim) were portrayed this way in ''Literature/TheLordOfTheRings.'' Middle-earth's backstory also includes the Wainriders and other barbarian groups from the east. The original humans who migrated to join the elves in ''Literature/TheSilmarillion'' were a heroic version of this.

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* ''Franchise/TolkiensLegendarium'': The Dunlendings (hill-people who were ejected from their ancestral homeland by the Rohirrim) were portrayed this way in ''Literature/TheLordOfTheRings.'' Middle-earth's backstory also includes the Wainriders and other barbarian groups from the east. The original humans who migrated to join the elves in ''Literature/TheSilmarillion'' were a heroic version of this.
11th Jul '17 6:37:21 AM BeerBaron
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** [[ALoadOfBull Minotaurs]] have a primitive clan-like social structure along these lines. Typically living in groups numbering in the twenties, Minotaur clans are led by the strongest male who has breeding rights with all females of reproductive age. Younger males may attempt to challenge him for the position via a DuelToTheDeath.
16th Jun '17 8:23:38 AM BeerBaron
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** The Reachmen (also known as Witchmen), are another such group. Racially but not culturally Breton, they inhabit the Reach, the area along the border between High Rock and Skyrim. They are a group [[FurBikini primitive in dress]] and [[RockBeatsLaser technology]] who practice the closest thing to a "[[{{Druid}} pagan]]" religion in Tamriel and are violently hostile to outsiders. Since the 1st Era, they've maintained an insurgency in the Reach, warring against any outside conquerors attempting to claim the Reach for themselves. In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', they've rose up once again as the Forsworn, taking advantage of the weakened state of the Empire and of Skyrim itself to once again attempt to [[FightingForAHomeland retake their homeland]].
2nd Jun '17 11:54:33 AM BeerBaron
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* ''Franchise/TheElderScrolls''
** This is a common depiction of the [[HornyVikings Nords]] by their enemies, ''especially'' the [[OurElvesAreBetter races of Mer (Elves)]]. The truth lies somewhere in the middle, as the Nords do [[ProudWarriorRace love to battle]] and can be viewed as uncultured by the CrystalSpiresAndTogas Altmer or AncientRome-inspired Imperials, but they are also lovers of [[WarriorPoet music and mead]] and a deeply [[RealMenLoveJesus spiritual]] and traditional people with a strong sense of honor ([[HonorBeforeReason too strong]], in some cases).
** The ancient Atmorans, [[{{Precursors}} ancestors to the Nords]], also fit the trope. It is said that they had no knowledge of agriculture and survived off of hunting, a way of life which likely encouraged their ceaseless warfare. They also did not have a written language until they came to Tamriel (where they adopted one from the elves, blending it with Atmoran language principles).
24th Apr '17 8:43:45 PM Theriocephalus
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* ''Franchise/StarWars'': The Sand People (a.k.a. the Tusken Raiders) of the deep deserts of Tatooine are a vicious, aggressive tribal people who seem to exist in a constant state of hostilities with the other natives of the planet. Their raids are constant danger for farmsteads and outposts, and they'll happily ambush lone travelers. Not even the planet's other natives species, the Jawas, are safe from their attacks.



** The [[OurOrcsAreDifferent Orcs]] and [[OurGoblinsAreDifferent Goblins]] have a society built entirely around waging war, and at most will occupy and fortify a settlement they've captured. They're so violent that they spend as much time fighting other Greenskin tribes as the other races, which is good because they can be found ''[[TheUsualAdversaries everywhere]]'' in the world since they literally spread like fungus. They're also a softer take on this trope than the Norscans or Beastmen, since the Orcs and Gobbos are more concerned with having a good time on the battlefield than committing war crimes -- their atrocities, like the infamous Blood River massacre [[ImAHumanitarian and barbecue]], are more a result of their BlueAndOrangeMorality than a commitment to Evil.

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** The [[OurOrcsAreDifferent Orcs]] and [[OurGoblinsAreDifferent Goblins]] have a society built entirely around waging war, and at most will occupy and fortify a settlement they've captured. They're so violent that they spend as much time fighting other Greenskin tribes as the other races, which is good because they can be found ''[[TheUsualAdversaries everywhere]]'' in the world since they literally spread like fungus. They're also a softer take on this trope than the Norscans or Beastmen, since the Orcs and Gobbos are more concerned with having a good time on the battlefield than committing war crimes -- their atrocities, like the infamous Blood River massacre [[ImAHumanitarian and barbecue]], are more a result of their BlueAndOrangeMorality than a commitment to Evil. While this trope generally applies to all Greenskin, it is especially emphasized in the Savage Orcs and the Forest Goblins.
*** The Savage Orcs are by far the most primitive of the Greenskins, living outright Neolithic lifestyles without even the most basic knowledge of metalworking. They live in nomadic tribes following herds of huge boars, and when they join other Orc tribes in battle they do so as wild berserker troops wielding stone weapons and with no armor save warpaint.
*** The Forest Goblins, like the Savage Orcs, live in a considerably more primitive way than their fellow Greenskins. They make their camps in the dark forests of the Old World and the jungles of the Southlands, where they often end up competing with the equally barbarous Beastmen, and worship the {{giant spider}}s that live there with them, and which they sometimes tame and ride as mounts (or use as war engines, depending on the size of the spider).



** The [[OurOrcsAreDifferent Orks]] have shades of this trope -- their culture is centered around waging WAAAGH!!!, their political structure is nothing more sophisticated than "do wot da [[LargeAndInCharge Warboss and da Nobz]] say," and their technology is decidedly crude if occasionally remarkably effective. Some Ork tribes have managed to carve out mighty empires, while more traditional clans like the Snakebites or the Feral Orks exist on a more tribal level.

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** The [[OurOrcsAreDifferent Orks]] have shades of this trope -- their culture is centered around waging WAAAGH!!!, their political structure is nothing more sophisticated than "do wot da [[LargeAndInCharge Warboss and da Nobz]] say," and their technology is decidedly crude if occasionally remarkably effective. Some Ork tribes have managed to carve out mighty empires, while more traditional clans like the Snakebites or the Feral Orks exist on a more tribal level.level, often outright shunning technology.



** ''VideoGame/MedievalTotalWar'' and its sequel have the scripted invasion of the Mongols in the late 13th century, which will probably steamroll any civilizations (or players who don't know much medieval history) that haven't spent the entire game preparing for them. They're technically a proper faction that you can engage in diplomacy, but with their seemingly-limitless hordes of veteran warriors commanded by fearsome and brilliant generals, they have little interest in anything but attacking the nearest targets.
*** ''Medieval: Total War'' even has a cheat code allowing you to play as barbarians/rebels. The code? ''"[[Franchise/ConanTheBarbarian conan]]"''.

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** ''VideoGame/MedievalTotalWar'' and its sequel have the scripted invasion of the Mongols in the late 13th century, which will probably steamroll any civilizations (or players who don't know much medieval history) that haven't spent the entire game preparing for them. They're technically a proper faction that you can engage in diplomacy, but with their seemingly-limitless hordes of veteran warriors commanded by fearsome and brilliant generals, they have little interest in anything but attacking the nearest targets.
***
targets. ''Medieval: Total War'' even has a cheat code allowing you to play as barbarians/rebels. The code? ''"[[Franchise/ConanTheBarbarian conan]]"''.



* ''VideoGame/MountAndBlade''. Two words: [[HornyVikings Sea Raiders.]]
-->''"I WILL DRINK FROM YOUR SKULL!"''

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* ''VideoGame/MountAndBlade''. ''VideoGame/MountAndBlade''.
**
Two words: [[HornyVikings Sea Raiders.]]
-->''"I --->''"I WILL DRINK FROM YOUR SKULL!"''
9th Apr '17 12:54:54 PM nombretomado
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* ''VideoGame/KingOfDragonPass'' is basically a fantasy barbarian tribe simulator. Subverted in that, while warlike and, well, barbaric by present-day standards, they have a lot of hidden depths and a culture that places a high emphasis on learning, literacy and commerce. And, of course, they're the good guys (arguably even more so in ''{{Runequest}}'', where they are traditionally put against a civilized, evil [[TheEmpire empire]]).

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* ''VideoGame/KingOfDragonPass'' is basically a fantasy barbarian tribe simulator. Subverted in that, while warlike and, well, barbaric by present-day standards, they have a lot of hidden depths and a culture that places a high emphasis on learning, literacy and commerce. And, of course, they're the good guys (arguably even more so in ''{{Runequest}}'', ''TabletopGame/{{Runequest}}'', where they are traditionally put against a civilized, evil [[TheEmpire empire]]).
7th Apr '17 10:48:55 PM Theriocephalus
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* The ''Literature/{{Dinotopia}}'' books have [[RuleOfCool sentient barbarian dinosaurs]] living in the Rainy Basin.

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* The ''Literature/{{Dinotopia}}'' books have [[RuleOfCool sentient sentient, barbarian carnivorous dinosaurs]] living in the Rainy Basin.



** The savage wildlings beyond the Wall, who scorn the feudal society of the Seven Kingdoms and consider themselves to be the Free Folk.

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** The savage wildlings beyond the Wall, who scorn the feudal society of the Seven Kingdoms and consider themselves to be the Free Folk. They are further subdivided into a large variety of independent tribes, such as the forest peoples who serve as the south's common image of them, cave dwellers who paint their faces and file their teeth to points, Hornfoot men with soles like leather and the Thenns, a hard and fierce people from the furthest north.



** The {{Bandit Clan}}s in the Mountains of the Moon, who live by robbing travelers visiting the Eyrie. They're considered a public menace.

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** The {{Bandit Clan}}s in the Mountains of the Moon, who live by robbing travelers visiting the Eyrie.Eyrie and raiding the Vale of Arryn when the knights aren't there to stop them. They're considered a public menace.



** The human tribes who live in the Warhammer World's northern latitudes are heavily influenced by their proximity to the [[HellGate Chaos Wastes]] - they worship the [[GodOfEvil Dark Gods]] and openly and proudly bear any [[RedRightHand gifts]] or [[MarkOfTheBeast marks]] of their deities. These tribes battle among themselves for supremacy, but occasionally launch raids into more civilized lands to the south, if not full-fledged invasions when a mighty warlord raises an army. They can be divided into three loose groupings: the Norscans live closest to the Empire and Kislev, and as capable sailors are essentially HornyVikings. The Kurgans live farther east and are fearsome steppe horseman similar to the Turks or Mongols, and threaten the distant lands of Cathay, while the Hung share a border with the Dark Elves of Naggaroth.

to:

** The human tribes who live in the Warhammer World's northern latitudes are heavily influenced by their proximity to the [[HellGate Chaos Wastes]] - -- they worship the [[GodOfEvil Dark Gods]] and openly and proudly bear any [[RedRightHand gifts]] or [[MarkOfTheBeast marks]] of their deities. These tribes battle among themselves for supremacy, but occasionally launch raids into more civilized lands to the south, if not full-fledged invasions when a mighty warlord raises an army. They can be divided into three loose groupings: the Norscans live closest to the Empire and Kislev, and as capable sailors are essentially HornyVikings. The Kurgans live farther east and are fearsome steppe horseman horsemen similar to the Turks or Mongols, and threaten the distant lands of Cathay, while the Cathay. The Hung share are also steppe nomads, are known for their treacherous natures and primitive society, and live to the farthest east, sharing a border with the Dark Elves of Naggaroth.



** The [[OurOrcsAreDifferent Orcs]] and [[OurGoblinsAreDifferent Goblins]] have a society built entirely around waging war, and at most will occupy and fortify a settlement they've captured. They're so violent that they spend as much time fighting other Greenskin tribes as the other races, which is good because they can be found ''[[TheUsualAdversaries everywhere]]'' in the world since they literally spread like fungus. They're also a softer take on this trope than the Norscans or Beastmen, since the Orcs and Gobbos are more concerned with having a good time on the battlefield than committing war crimes - their atrocities, like the infamous Blood River massacre [[ImAHumanitarian and barbecue]], are more a result of their BlueAndOrangeMorality than a commitment to Evil.

to:

** The [[OurOrcsAreDifferent Orcs]] and [[OurGoblinsAreDifferent Goblins]] have a society built entirely around waging war, and at most will occupy and fortify a settlement they've captured. They're so violent that they spend as much time fighting other Greenskin tribes as the other races, which is good because they can be found ''[[TheUsualAdversaries everywhere]]'' in the world since they literally spread like fungus. They're also a softer take on this trope than the Norscans or Beastmen, since the Orcs and Gobbos are more concerned with having a good time on the battlefield than committing war crimes - -- their atrocities, like the infamous Blood River massacre [[ImAHumanitarian and barbecue]], are more a result of their BlueAndOrangeMorality than a commitment to Evil.



** The [[OurOrcsAreDifferent Orks]] have shades of this trope--their culture is centered around waging WAAAGH!!!, their political structure is nothing more sophisticated than "do wot da [[LargeAndInCharge Warboss and da Nobz]] say," and their technology is decidedly crude if occasionally remarkably effective. Some Ork tribes have managed to carve out mighty empires, while more traditional clans like the Snakebites or the Feral Orks exist on a more tribal level.

to:

** The [[OurOrcsAreDifferent Orks]] have shades of this trope--their trope -- their culture is centered around waging WAAAGH!!!, their political structure is nothing more sophisticated than "do wot da [[LargeAndInCharge Warboss and da Nobz]] say," and their technology is decidedly crude if occasionally remarkably effective. Some Ork tribes have managed to carve out mighty empires, while more traditional clans like the Snakebites or the Feral Orks exist on a more tribal level.



* The Aslan in ''TabletopGame/{{Traveller}}'' are an example of this with overlap into ProudWarriorRace. They are a technologically advanced society that maintains a tribalistic social and political structure.
** The Vargr are a closer analogue to this then the Aslan.

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* ''TabletopGame/{{Traveller}}'':
**
The Aslan in ''TabletopGame/{{Traveller}}'' are an example of this with overlap into ProudWarriorRace. They are a technologically advanced society that maintains a tribalistic social and political structure.
** The Vargr are a closer analogue to this then than the Aslan.
31st Mar '17 7:54:59 AM Morgenthaler
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* Act 5 of ''[[VideoGame/{{Diablo}} Diablo II]]'' had you helping a friendly version. Barbarians were even a choosable class.
** The Barbarians have a great deal more backstory, as ''Videogame/DiabloIII'' exposes; the Barbarians believe themselves to have a god given mission to protect their territory, which houses the greatest gem in the Diablo universe (and also the ''largest''. This causes frequent clashes with the more civilized people who have no idea what they're guarding, and just see them as aggressive and territorial beyond reason. Sadly, with the corruption and subsequent destruction of said gem, most of them died off or went insane. Those that remain are still as badass as ever.

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* Act 5 of ''[[VideoGame/{{Diablo}} Diablo II]]'' ''VideoGame/DiabloII'' had you helping a friendly version. Barbarians were even a choosable class.
** * The Barbarians have a great deal more backstory, as ''Videogame/DiabloIII'' exposes; the Barbarians believe themselves to have a god given mission to protect their territory, which houses the greatest gem in the Diablo universe (and also the ''largest''. This causes frequent clashes with the more civilized people who have no idea what they're guarding, and just see them as aggressive and territorial beyond reason. Sadly, with the corruption and subsequent destruction of said gem, most of them died off or went insane. Those that remain are still as badass as ever.



* ''EuropaUniversalis: Rome'' includes barbarian incursions and uprisings as periodic occurrences. Unlike in other games, if they go unchecked for long enough, they'll actually establish a new faction from the victim's conquered territory.
* VideoGame/HeroesOfMightAndMagic has featured a Barbarian faction throughout the series. At least ''some'' of their towns that appeared throughout the campaigns were this trope, though the actual term 'Barbarian tribe' doesn't come up that often.

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* ''EuropaUniversalis: ''VideoGame/EuropaUniversalis: Rome'' includes barbarian incursions and uprisings as periodic occurrences. Unlike in other games, if they go unchecked for long enough, they'll actually establish a new faction from the victim's conquered territory.
* VideoGame/HeroesOfMightAndMagic ''VideoGame/HeroesOfMightAndMagic'' has featured a Barbarian faction throughout the series. At least ''some'' of their towns that appeared throughout the campaigns were this trope, though the actual term 'Barbarian tribe' doesn't come up that often.
12th Mar '17 4:42:24 PM gb00393
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** The Wildlings from beyond the Wall in a nutshell. The only time they prove a significant threat to the realm is when they band together behind a King-Beyond-The-Wall. The rest of the time, they're more of a nuisance south of the Wall, occasionally raiding towns and farms in the Gift (a stretch of land meant to help sustain the Night's Watch).

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** The Wildlings from beyond the Wall in a nutshell.Wall. The only time they prove a significant threat to the realm is when they band together behind a King-Beyond-The-Wall. The rest of the time, they're more of a nuisance south of the Wall, occasionally raiding towns and farms in the Gift (a stretch of land meant to help sustain the Night's Watch).
12th Mar '17 4:41:18 PM gb00393
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* The Dothraki in ''Series/GameOfThrones'' combine this and [[ProudWarriorRaceGuy the Proud Warrior Race]] trope. The Wildings and the hill tribes count as well.

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* ''Series/GameOfThrones'':
**
The Dothraki in ''Series/GameOfThrones'' combine this and [[ProudWarriorRaceGuy the Proud Warrior Race]] trope. trope.
**
The Wildings and the hill tribes count as well. also do this.
** The Wildlings from beyond the Wall in a nutshell. The only time they prove a significant threat to the realm is when they band together behind a King-Beyond-The-Wall. The rest of the time, they're more of a nuisance south of the Wall, occasionally raiding towns and farms in the Gift (a stretch of land meant to help sustain the Night's Watch).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BarbarianTribe