Races
Barbarian
The cold north — big, loud, slower by design. Starts in Halas.
Barbarians are the tallest of the non-giant races and the only human-adjacent people who chose the north. They kept the old gods, built a stone city on a frozen island, and refused the civic habits of Qeynos and Freeport as a matter of principle.
At a glance
| Field | Value |
|---|---|
| Starting city | Halas |
| Continent | Antonica (via Everfrost Peaks) |
| Size | Large |
| Vision | Normal |
| Innate | Slam attack (high strength), cold resistance, slightly slower movement |
Available classes
Beastlord (Luclin), Rogue, Shaman, Warrior.
Barbarians have a narrow class list but an exceptionally strong one — the best Shamans of Norrath are Barbarian by racial stat alone, and the Barbarian Warrior is the classic tank archetype.
City of origin
Halas sits in the frozen crater of the north, reached from Everfrost Peaks. The city is small by continent-capital standards — a single longhouse, a single bank, a single tavern — but it sells what Barbarians need: axes, furs, meat, and mead. Trainers for the four allowed classes live here.
The path out of Halas runs through Everfrost, then through Blackburrow (the gnoll cave) or Qeynos Hills to reach the rest of Antonica. The Blackburrow gnolls have a long grievance with Halas and will attack you on sight.
Lore notes
Barbarians follow Rallos Zek less often than outsiders assume. Most revere Tunare (the Mother) or The Tribunal. The Shamans of Halas remember the old mammoth-herd stories, and Barbarian naming conventions — two syllables, first name only — predate the Combine by centuries.
Play note
Barbarians are bigger than they need to be. Expect to bump your head on Kelethin branches, tangle with Kaladim's low arches, and generally take up space. The slam innate lets a Barbarian Warrior interrupt caster mobs at close range without a weapon swing — a useful trick in early dungeons.
