TEXT: EN World EN5IDER
  T
  he nation of NarʼAdsch was destroyed
  millennia ago in a divine calamity,
  and devils fell upon the world in the
  aftermath, leaving the survivors to work to-
  gether or die in the hellish invasion. After
  they successfully repelled the fiends they
  founded the tribe of NarʼAdsch, sworn to
  destroy all that which is infernal.
  Writing Finn Jäschke
  Color Art Matthew Burger
  Editing Mike Myler
  Layout Eric Life-Putnam
  I N T R I G U I N G
  O R G A N I Z A T I O N S
  Tribe of Nar’Adsch
  
  Intriguing Organizations: Tribe of Nar’Adsch | EN World EN5IDER
  HISTORY
  NarʼAdsch was once a proud kingdom until the day
  the gods came to the Material Plane in a violent clash,
  completely destroying the nation and killing people
  by the thousands. With the veil between worlds per-
  manently weakened, the devil Beelzebub saw a
  chance to invade the Material Plane, capitalizing on
  the opportunity and spreading his infernal influence
  beyond the confines of Hell.
  Battle-hardened by the fallout from the divine cat-
  aclysm, the survivors took up arms and defended
  themselves, sending devils beyond count back from
  whence they came. Afterwards these proud warriors
  gathered together to discuss the future of their na-
  tion—the king was dead, their cities in ruins, the veil
  between worlds was still thin, and those that re-
  mained were mostly the strongest warriors and
  mages. They decided to form a small tribal village
  dedicated to protecting their homeland from incur-
  sions by planar interlopers of all kinds.
  The years passed. While other nations were
  founded in the ruins of NarʼAdsch the tribe saved the
  world more than once from annihilation by devils,
  becoming influential beyond their borders. The veil
  is still thin and Beelzebubʼs infernal servants are seen
  regularly in the woods around their settlement, but
  they are quick to respond and eliminate intruders.
  GOALS
  The motto of the tribe is “Evil must never rule”. Some
  outsiders mistake this and think they want to fight all
  evil, but they focus exclusively on the infernal.
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  Though they originally formed to save the world from
  Beelzebub, over time theyʼve became more and more
  radical. Their official goal has evolved to destroying all
  things infernal and many in the tribe wouldnʼt mind
  putting an end to Hellʼs most powerful commanders.
  ACTIVITIES
  Since the veil between world is still thin around the
  tribe, their main activity is to immediately kill any in-
  truder from Hell. Other than that their far-flung
  agents try to find out about potential infernal cults or
  individuals that might have formed a pact with a
  devil. When anything infernal is detected by the tribe,
  they eradicate it as soon as possible.
  MODUS OPERANDI
  The warriors of the tribe are merciless in their quest
  to eradicate fiends and the evil they bring. Often
  called “The Reapers of NarʼAdsch,” the tribeʼs warriors
  destroy anything that threatens to bring the infernal
  into the world—they eliminate cults, murder individ-
  ual worshipers, and even kill neutral and good
  warlocks for fear of eventual corruption. Most people
  still believe the NarʼAdsch are a force for good despite
  stories of excessive violence: entire villages being
  burnt down to bury a portal to Hell they were unable
  to find, mass executions because they couldnʼt find
  the cult members in a group of people, and similar
  horrifying tales. Fortunately, when they hire out-
  siders to perform a job, the outsiders arenʼt expected
  to act with the same brutality (although devotion to
  the cause is appreciated).
  SOCIETY
  Most members of the tribe live to fight. While growing
  up, the tribeʼs youths are sorted into three groups (po-
  tential druids, barbarians, and rangers) then trained
  for approximately 5 years until they are ready to fight
  against devils like the rest of their community. In fact
  the only thing that determines oneʼs social standing in
  is their strength and skill at killing infernal servants.
  There is no discrimination based on gender, sexuality,
  
  EN World EN5IDER | Intriguing Organizations: Tribe of Nar’Adsch
  USING THE NAR’ADSCH
  Here are some suggestions for GMs looking to include
  this powerful barbarian tribe:
  • The tribe hires the party for a mission that blossoms
  into several throughout the campaign before they
  meet with an Eldest to conclude an infernal subplot.
  • While fighting a cult the adventurers encounter a few
  warriors of the tribe that are targeting the same
  cultists.Intheconfusionsomeconflictarisesallowing
  the true enemies to escape before both sides yield
  and then ally with one another to hunt their foes.
  • The tribe suspects one or more PCs to be infernal
  worshippers and attempt to kill them—though they
  might be wrong it provides an introduction
  between them and can be developed into a more
  fruitful relationship.
  religion, or race, and tieflings have even been ac-
  cepted since the tribe knows that a person is not at
  fault for the crimes of an ancestor. On occasion there
  arises a person in the tribe with skills that donʼt fit any
  of the three core groups. They are often trained by
  outsiders so they can offer their full strength of sup-
  port—a highly intelligent child could be sent to a
  nearby city to study and become a wizard, a charis-
  matic one might be trained by a traveling bard.
  The oldest member of the tribe is known as the El-
  dest; the Eldest is both the leader of the community
  and its chief representative to outsiders. Most of
  these venerable individuals have been druids able to
  endure far longer than usual but non-druid Eldests
  are not unheard of.
  There is no need for money in NarʼAdsch—every-
  one knows their place and does their best to ensure
  the tribeʼs survival. When trading with outsiders they
  barter goods and wares instead of gold coins.
  Tribe members who canʼt fight anymore due to in-
  jury or old age instead train the young, craft weapons,
  or serve the tribe in some other capacity. Priests of na-
  ture are responsible for providing food for the tribe
  by using their magic to make plants grow—the mem-
  bers of the tribe nearly all choose vegan diets.
  BEYOND THE BORDERS: AGENTS
  The tribe has members who work as covert agents in
  almost every major city around the world. If they no-
  tice an emergency like an infernal cult they alert the
  Eldest who then decides whether to send warriors or
  hire outsiders. Outsiders arenʼt paid in gold but in
  magic weapons or spellcasting services and because
  of that adventurers are more likely to take these jobs
  than simple mercenaries. These spies also work as
  ambassadors with local politicians.
  Some rulers like the tribe and try to have a close re-
  lationship
  with
  their
  agents—on
  occasion
  the
  NarʼAdsch have even provided troops to local rulers
  that have proven to be close allies. Many tribesmen
  aspire to become agents because it allows them to
  visit other countries and experience something alto-
  gether new but these individuals are chosen only by
  the Eldest.
  BECOMING A MEMBER
  Anyone who can prove they killed a spined devil is al-
  lowed to become a member of the tribe. Warlocks that
  made pacts with a devil can never enter or work with
  the tribe no matter the circumstances. Since being a
  member of the tribe means dedicating oneʼs entire
  life to it PCs are unlikely to join however they can still
  build a relationship with the NarʼAdsch, undertaking
  missions and earning weapons, spellcasting, or even
  the aid of warriors.
  Typical missions include eliminating a warlock, de-
  stroying a cult, sealing a portal, or finding an artifact.
  If someone completes multiple missions for the tribe
  there are a few ranks that the tribe uses to describe
  that person:
  Fellow Devilslayer (3 Missions)
  > The tribe is willing to silver the weapons of a Fel-
  low Devilslayer for free.
  > They are also willing to lend them one uncom-
  mon magic item for the duration of a single
  mission.
  > Once a week, a member of the tribe can cast any
  druid spell of up to 3rd level or ranger spell of up
  to 2nd level on a Fellow Devilslayer.
  > Members of the tribe treat a Fellow Devilslayer
  like a soldier would treat another soldier of an al-
  lied army.
  
  Intriguing Organizations: Tribe of Nar’Adsch | EN World EN5IDER
  Friend of the Tribe (10 missions)
  > A Friend of the Tribe can borrow any one rare
  magic item for the duration of one mission and
  any one uncommon magic item for a month to
  be used as they please.
  > The spells the druids cast for a Friend of the
  Tribe can be of up to 5th level and ranger spells
  can be of up to 3rd level.
  > A Friend of the Tribe is treated exactly like that: a
  friend.
  > When requested, the tribe sends 1d10 low-tier
  warriors (see below) to assist the Friend of the
  Tribe.
  Outsider Hero (20 missions)
  > When someone becomes an Outsider Hero the
  tribe gifts them one very rare magic item (ran-
  dom or determined by GM).
  > For the duration of one mission, an Outsider
  Hero can borrow any number of rare, uncom-
  mon, or common magic items (within reason).
  > The druids and rangers of the tribe can cast any
  spell of up to 5th level once a week for an Out-
  sider Hero.
  > Once a year, an Outsider Hero can have any druid
  spell of up to 9th level cast for them.
  > The people of the tribe see an Outsider Hero as
  someone to be respected and are likely to follow
  their orders.
  > The Eldest is in close contact to an Outsider
  Hero.
  > When requested, the tribe sends 2d10 mid-tier
  warriors (see below) to assist an Outsider Hero.
  SAMPLE NAR’ADSCH TRIBE NPCS
  Low-Tier (Challenge Ratings 2–4)
  Archer*, Berserker, Druid, Veteran
  Mid-Tier (Challenge Ratings 5–9)
  Druid of the Primordial Ways*, Gladiator
  High-Tier (Challenge Ratings 10+)
  Archdruid*, Tribe Barbarian (see above), Warlord*
  * These statblocks are not part of the core rules for Fifth Edition and can be found
  in supplementary books produced by the first-party publisher of the game.
  Tribe Barbarian
  Medium humanoid (any race), any alignment (not
  lawful evil)
  Armor Class 17 (Constitution)
  Hit Points 237 (25d8 + 125)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  20 (+5)
  8 (–1)
  12 (+1)
  8 (–1)
  Saving Throws STR +10, WIS +5
  Skills Athletics +10, Nature +3, Religion +7, Stealth +6,
  Survival +5
  Senses passive Perception 11
  Languages Common plus two other languages
  Challenge 12 (8,400 XP)
  Righteous Fury. The barbarian’s attacks are magical. A
  weapon deals an extra 4 damage when the barbarian
  hits with it (included in the attack).
  ACTIONS
  Multiattack. The barbarian uses its Terrifying Crow. It
  then makes 3 greataxe attacks.
  Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft.,
  one target. Hit: 16 (1d12+10) slashing damage.
  Terrifying Crow. Every enemy of the barbarian that is
  within 120 feet and can hear it must succeed on a
  DC 17 Wisdom saving throw or become frightened for
  1 minute. A creature can repeat the saving throw at
  the end of each of its turns, ending the effect on itself
  on a success. If a creature's saving throw is successful
  or the effect ends for it, the creature is immune to the
  barbarian’s Terrifying Crow for the next 24 hours. A
  creature that is not native to this plane of existence
  must instead succeed on a DC 17 Charisma saving
  throw or it is banished to its native plane.e
  
  EN World EN5IDER | Intriguing Organizations: Tribe of Nar’Adsch
  NEW BARBARIAN TOTEM: ROOSTER
  The rooster’s crow is said to repel devils and many
  barbarians of the tribe have taken it as their spirit
  animal. A barbarian that chooses the rooster as their
  spirit animal gains the following features:
  Embody Totem
  At 3rd level, the spirit of the rooster inspires you to fight
  dirtier. While raging, your weapon attacks score a
  critical hit on a roll of 19 or 20.
  Animal Aspect
  At 6th level, you gain the pride of a rooster. You have
  advantage on Wisdom saving throws made to resist
  mind-affecting effects, including fear, the charmed
  condition,
  and
  spells
  like
  detect
  thoughts
  and
  suggestion.
  Attuned
  At 14th level, while raging, when you are the target of
  an attack you can use your reaction to distract the
  attacker with a terrifying crow. The attacker has
  disadvantage on the attack, and if they are not native
  to this plane, the attacker must make a Charisma
  saving throw (DC 8 + your proficiency bonus + your
  Constitution modifier). On a failed save, they are
  banished and return to their native plane. On a
  success, they cannot be banished by your terrifying
  crow for 24 hours.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 257 - IO Tribe of Nar Adsch.pdf