TEXT: Clan of Bones v3.5                                                                                                                                                    1
  Clan of Bones
  Crunch bones. Get Bones. Use Bones. Have Bones.
  The stench of evil plagues the land of the Principality of Ulek, east of the Lortmil Hills.  At one time, a
  sizable clan of barbarians inhabited the easternmost part of the land.  These barbarians were primarily
  half-orc outcasts who moved into the caves of the eastern Lortmil Hills long ago. The Clan of Bones, as
  they are now known, has traditionally lived off the land in the Lortmil Hills under the rule of a chief. 
  Organization
  Removed from the easternmost Lortmil Hills by the Pomarj forces, the Clan of Bones currently resides in
  the hills of Prinzfeld, moving from place to place as a nomadic unit.  They carry their few possessions with
  them, and hunt for whatever food and supplies they require.  Often, a group of barbarians will be sent to
  the stronghold of Havenhill to trade pelts, hides, and animal tusks for useful goods.  Most citizens,
  shopkeepers, and local authority figures of Ulek alienate the barbarians, refusing to conduct business
  with them at all.  Those that choose to trade with them do so and go about their business as quickly as
  possible.  It is not uncommon for the local authority to pay extra attention to the Bonesmen due to their
  exotic and unfamiliar lifestyles.
  The members of the Clan of Bones are mainly half-orc and human.  They are led by a chief who earns his
  title by succession.  The chief of the Clan chooses the First Warrior from among the mightiest of the
  Bonesmen.  The First Warrior is the one who leads the barbarians to battle while the Chief governs with a
  watchful eye.  Outsiders may never become the First Warrior, though they may one day attain the status
  of Revered Bonesman through proof of their worth to the other Bonesmen.  The Clan welcomes any
  barbarian who will agree to take the Oath of the Clan of Bones and whom is not in league with the
  Pomarj.
  The Bonesmen currently call the western hills of Prinzfeld their home.  They have made a pact with their
  hill dwarf neighbors: the Clan may work the land surrounding the dwarven caves, but may not mine for
  minerals and ore; in exchange, the Clan keeps the area free of goblinoids and other threats.  Under this
  agreement, the Clan of Bones is free to hunt the many exotic creatures in the area.  The Bonesmen have
  learned to use the rare and useful skins, bones, and juices of these creatures to create objects of
  amazing quality.  They trade these goods with the hill dwarves and the local Mine Ranger garrisons for
  extra supplies they cannot find or create themselves. 
  Among members of the Clan, it is a tradition to boast about one’s bone creations; it is part of a never-
  ending competition to see who can make the best goods.  Every year, when the moon is highest in the
  sky, the Chief holds a competition to see which individual can produce the best bone item.  The winner of
  the contest is awarded the most prized possession of the Clan: an ornamental helmet said to be made of
  the bones of a dragon, crafted by the first shaman of the Clan of Bones, Nam Ook. 
  Most Bonesmen spend all of their time directly helping the Clan in one way or another, though some
  leave their homeland to explore the world around them.  Chief Droogar Bonecarver tolerates this
  behavior, as long as the wandering Bonesmen return periodically with tales of the surrounding regions,
  intelligence concerning the Pomarj, or other useful information.  The wandering Bonesmen are also
  expected to bring metal or magical items back to the Clan, as both are scarce. 
  
  Clan of Bones v3.5                                                                                                                                                    2
  Chief Kroonam Bonecarver always encouraged his clansmen to fight their own battles and take on their
  enemies using up-front and in-your-face tactics.  Rarely do these clansmen ever use missile weapons,
  instead preferring to put their considerable muscle behind large, devastating weapons.
  Elements of the World and the Outsiders
  Outsiders – The Bonesmen understand that there are other civilizations out there. They are in no way
  hostile to others, unless provoked.  The Pomarj, through their treachery and atrocities, have earned the
  enmity of the Clan for all time; the Bonesmen attack them on sight. 
  Divine Magic - The barbarians worship the hills and are spiritually led by a powerful shaman of Ulaa.
  They also rely on divine magic to heal their wounded. They are therefore glad to travel with those that can
  make them stronger or increase their abilities in battle.
  Arcane Magic - The Clan wants nothing to do with wizards, sorcerers, or any of their kind.  They wield
  unnatural, destructive magic that most Bonesmen feel powerless against. 
  Oath of the Bonesmen
  “The bones of my enemies will be at my feet, and their blood will stain the battlefield red.  Their lives I
  shall take for my own.  We shall never rest until our lands are freed and our blood is avenged!”
  Clan History
  To record the history of the Clan of Bones on paper or stone would be disrespectful to the memory of
  those who have gone before, whose spirits watch over the Clan and guide its members.  Instead, the
  shaman-priests commit the traditions of the Clan to memory so that they may live in the hearts and minds
  of its people.
  Before the Hateful Wars, half-orcs in the Principality of Ulek enjoyed a wary yet peaceful life in a society
  dominated by humans and dwarves.  But once the war broke out, the half-breeds were persecuted by
  their neighbors, who thought they might harbor ties to the native Lortmil humanoids.  Driven from their
  lands, they fled to the unoccupied hills of eastern Lortmil.  The disparate exiles worked together for
  survival, forming a clan and calling themselves “Blood Among Allies”.  
  When the humanoids sought passage through the clans’ lands the next season, the clan had neither the
  strength to deny it, nor the desire to protect their former countrymen.  They entered into an uneasy truce
  with the goblinoids, allowing them to pass unmolested through the hills and into the heart of the region.
  Though the fighting was fierce, the humanoids were eventually pushed back out of the Lortmil by the
  combined armies of the Ulek nations and Celene.  The desperate goblinoids began attacking the clan,
  breaking the truce.  The chief of the clan treated with the local hill dwarves and forged a new alliance,
  which would later play a key role in ending the Hateful Wars in the Principality of Ulek.  
  Shortly after the Wars, the clan dropped the name Blood Among Allies, as it reminded many of the ill-
  fated pact between the barbarians and the humanoids.  The dwarves had taken to calling the barbarians
  “bonesmen”, because of their practice of painting their faces white before battle. The name stuck, and the
  barbarians began referring to themselves as the “Clan of Bonesmen“, then simply “the Clan of Bones”.
  Turrosh Mak and the Warlord have recently riled the warriors of the Pomarj, leading them deep into the
  Principality of Ulek.  As the Pomarj forces made their way to the ill-fated Pass of Celene, the Clan was
  forced to leave their home and regroup in the western hills of the Prinzfeld providence.  Enraged at the
  idea of surrendering land to the goblinoids, Chief Kroonam Bonecarver declared a personal vendetta
  against the invaders. He took a host of his most powerful clansmen and led a frontal assault against the
  Warlord, leaving his son, Droogar Bonecarver, in charge of the Clan. Weeks later, Droogar got word that
  his father and all his warriors were killed, their heads severed from their bodies. 
  
  Clan of Bones v3.5                                                                                                                                                    3
  Droogar was the first of his Clan to swear the Oath of the Bonesmen, but many have since followed in his
  lead.  Now his goal is to rebuild the strength of the Clan, slay the creature that beheaded his father, and
  liberate their homeland on the easternmost Lortmil hills that they may return to the peace that they once
  knew.
  Though he trusts and respects the hill dwarves and the Mine Rangers, Drooger does not care to ally the
  Clan with other military forces. The Chief of the Bonesmen believes the sheer strength of his Clan will
  bring the Warlord to his knees. Some see this as a potentially disastrous attitude; others believe Droogar
  is biding his time, allowing unknown schemes to bear fruit before acting.
  Bonesmen of Merit
  In the Clan of Bones, the half-orc Droogar Bonecarver is Chief. He is a wild but authoritative figure who
  has earned quite a bit of respect from the other Bonesmen; everyone follows his commands without
  question. Drooger earnestly believes that might is right, and only the strong survive in the world.  It angers
  him that he was cast out of the hills; he blames himself for not being strong enough to fend off the
  Pomarj. 
  Below Droogar is First Warrior Ooktok, a half-orc barbarian of great power who served under the late
  Kroonam.  Those in the Clan who have seen Ooktok fight believe he can slay a hundred goblins in one
  mighty cleave. 
  Head Shaman Ton-Quarill is an old devout cleric of Ulaa who serves as the wise man for the barbarians.
  Easily recognizable by the four giant bones running through his nose, this elderly human is the primary
  healer in the Clan of Bones. All Bonesmen traditionally show reverence to the head shaman. Ton-Quarill
  answers only to Drooger, when he deigns to answer at all. He does not remember, or perhaps he
  chooses not to reveal, his true name; he was given the name Ton-Quarill by Kroonam Bonecraver when
  the Bonesmen rescued him from an attacking band of Gnolls twenty winters ago. This bone-wearing
  human spends most of his time brewing potions and making little bone runes with special magic powers.
  Lyll Piatina is a female halfling that recently joined the Clan and quickly rose in rank as she displayed her
  worthiness. It is said that she can command beasts to do her bidding.  Although she is only a regular
  Bonesmen, none doubt she would be a formidable foe if encountered.  She is always seen with a jet-
  black leopard. 
  Innuet Stormbringer is a young male human cleric who is eagerly absorbing all Ton-Quarill can teach him.
  He was once a member of the Mine Rangers, but he could not resist the call of Ulaa.  He has been with
  the Clan for almost a year. 
  Requirements
  Each tier’s requirements are built upon those of the ranks below, and costs are cumulative. Thus a
  member who joins as a Bonesman will need to meet all the requirements for both Bonesman and Low
  Bonesman. But when a Bonesman advances to the High Bonesman rank mid year, he need pay only the
  additional costs of the High Bonesman rank (because he has already paid for all benefits from the
  previous rank that year).  Annual costs must be paid for all qualifying ranks on the first AR of the new
  year.  Initial costs are paid only once. If at any time you fail to meet the requirements of your rank
  (through level loss or another tragedy) your rank will be reduced to the highest rank for which you qualify.
  General
  • 
  Must possess the ability to rage.
  • 
  Must be adamant about the reclaiming of land from the forces of evil. 
  • 
  Must abide by the Oath of the Bonesmen. 
  • 
  Must be a citizen of the Principality of Ulek. (Must have had Principality of Ulek as home region for
  
  Clan of Bones v3.5                                                                                                                                                    4
  the past 52 Time Units.  Characters created within the last year whose home region is the Principality
  of Ulek are also eligible.)
  Low Bonesman
  • 
  Must have a +2 Base Attack Bonus.
  • 
  Must have 4 Ranks in Survival.
  • 
  Must always attempt to Live off the Land, and may not maintain a common lifestyle or above.
  • 
  A cost of 2 initial TU for being inducted into the Clan.
  • 
  A yearly cost of 2 TU spent at the beginning of every year.  This includes duties to the Clan, such as
  bartering or hunting for food.
  Bonesmen
  • 
  Must have a +4 Base Attack Bonus.
  • 
  Must have 6 Ranks in Survival.
  • 
  Must have 4 Ranks in Handle Animal.
  • 
  Must have 2 Ranks in Craft (Bonecraft).
  • 
  Must have 2 Ranks in Intimidate.
  • 
  Must always attempt to Live off the Land, and may not maintain a common lifestyle or above.
  • 
  An additional cost of 3 initial TU for being inducted into the new rank.  (total 5 TU)
  • 
  An additional yearly cost of 2 TU spent at the beginning of every year (total 4 TU).  This includes
  duties to the Clan, such as bartering or hunting for food, or being part of a raiding party.  
  • 
  The PC is told to adventure and reclaim some items for the Clan. A total of 300gp worth of magic
  items must be bought and then donated to the Clan during the course of the year (make a note on
  your AR). If one chooses to donate more then what they are expected, the Bonesmen look favorably
  upon your achievement, but the amounts do not roll over to next year nor does it apply to your next
  rank. If the donation is not met before the end of the year, the other Bonesmen scoff at your failure
  and you are required to do more duties for the Clan, totaling an extra 3 TU spent, even if it brings
  you into the next year.
  High Bonesman
  • 
  Must have been a Bonesman for a minimum of 6 real months. 
  • 
  Must have a +6 Base Attack Bonus.
  • 
  Must have 7 Ranks in Survival.
  • 
  Must have 5 Ranks in Handle Animal.
  • 
  Must have 4 Ranks in Craft (Bonecraft).
  • 
  Must have 3 Ranks in Intimidate.
  • 
  Must be able to Rage 2/day.
  • 
  No additional initial TU cost.
  • 
  An additional yearly cost of 2 TU spent at the beginning of every year (total 6 TU).  This includes
  duties to the Clan, such as bartering or hunting for food, being part of a raiding party, or training new
  Bonesman.
  • 
  The PC is told to adventure and reclaim some items for the Clan.  An additional 200gp (for a total of
  500gp) worth of magic items must be bought and then donated to the Clan during the course of the
  year (make a note on your AR). If one chooses to donate more then what they are expected, the
  Bonesmen look favorably upon your achievement, but the amounts do not roll over to next year nor
  does it apply to your next rank. If the donation is not met before the end of the year, the other
  Bonesmen scoff at your failure and you are required to do more duties for the Clan, totaling an extra
  5 TU spent, even if it brings you into the next year.
  Revered Bonesman
  • 
  Must have been a High Bonesman for a minimum of 6 real months.
  • 
  Must have 12 Ranks in Survival.
  • 
  Must have 8 Ranks in Handle Animal.
  • 
  Must have 6 Ranks in Craft (Bonecraft).
  
  Clan of Bones v3.5                                                                                                                                                    5
  • 
  Must have 4 Ranks in Intimidate.
  • 
  Must be able to Rage 3/day
  • 
  An additional cost of 2 initial TU for being inducted into the new rank.  (total 7 TU)
  • 
  No additional yearly TU cost, but must still pay the High Bonesman yearly TU cost of 6 TUs.  
  • 
  The PC is told to adventure and reclaim some items for the Clan.  An additional 300gp (for a total of
  800gp) worth of magic items must be bought and then donated to the Clan during the course of the
  year (make a note on your AR). If one chooses to donate more then what they are expected, the
  Bonesmen look favorably upon your achievement, but the amounts do not roll over to next year nor
  does it apply to your next rank. If the donation is not met before the end of the year, the other
  Bonesmen scoff at your failure and you are required to do more duties for the Clan, totaling an extra
  8 TU spent, even if it brings you into the next year.
  Benefits
  Low Bonesman
  • 
  Treated as a fellow Clan member in arms by other Clan of Bones members constituting a +4
  competence bonus to all Charisma checks when dealing with other Clan of Bones members.  
  • 
  Access to the following feats: 
  Extra Rage (MotW)
  Instantaneous Rage (MotW)
  • 
  Upon joining for the first time, the Clan of Bones gives you a small or medium Greataxe.
  • 
  Access to the following magic item:
  Boots of Striding and Springing (DMG)
  • 
  Access to the following magic item enhancement:  
  Bane (Humanoids, Goblinoid)
  Bonesman
  • 
  All benefits of the Low Bonesman.
  • 
  Treated as an ally by members of the Mine Rangers constituting a +2 competence bonus to all
  Charisma checks when dealing with any member of their organization.
  • 
  Access to the following feats: 
  Destructive Rage (MotW)
  Death Blow (S&F)
  • 
  Upon achieving this rank for the first time, the Clan of Bones barters for one Mithral Chain Shirt and
  gives it to you for your achievement.
  • 
  Access to the following magic item:
  Belt of Giant Strength +4 (DMG)
  • 
  Access to the following magic item enhancement: 
  +2 armor enchantment (DMG)
  High Bonesman
  • 
  All benefits of the Bonesman.
  • 
  Access to the following feats:  
  Intimidating Rage (MotW)
  Resist Poison (MotW)
  Improved Swimming (MotW)
  Extended Rage (MotW)
  • 
  Access to the following magic item enhancements:
  Mighty Cleaving (DMG)
  Spell Resistance 15 (DMG)
   
  Revered Bonesman
  • 
  All benefits of the High Bonesman
  • 
  Access to the following magic item enhancements: 
  Thundering (DMG)
  Flaming Burst (DMG)
  
  Clan of Bones v3.5                                                                                                                                                    6
  Leaving the Clan of Bones
  There are several ways to leave the Clan; few are honorable. Anyone may leave the group after attaining
  Bonesman status. This is frowned upon by the Clan and the tithe of the last rank achieved before leaving
  must be paid to retain friendly relations, but those that leave are deserters and may never rejoin.  If the
  tithe is not paid, the PC gets a -4 reaction penalty from any member of the Clan of Bones and outright
  denial to traverse tribal lands.
  Credits:
  Author:
   
  Nick Ventura
  Additional Design and Editing:
  PoU Metagaming Committee
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Ulek/Clan of Bones v3-5.pdf