The main sources of barbarians are slave tribes and hunter-gatherer cultures from beyond the Tablelands. Life among slave tribes is often brutal and short. A barbarian might be the sole survivor of a raid or monster attack. She might be an exile or returned to her tribe to find it gone. Barbarian halfling tribes that draw power from the spirits can be found on the forest ridge, and no matter their location, all share a common manifestation of fury. For some, it comes from within, amplified by horrific life events, and for others, it may come from unity with ancient spirits, contacted through rituals whose ways are documented only in oral tradition, to be lost if the tribe is ever lost.
Use the defaults from the Player's Handbook or Xanathar's unless changes are mentioned below. From any other book please check with the DM.
Replace Bear with Klar, a massive kodiak bear with chitinous plate on the back, a stub tail that helps it balance when standing, and covered in thick sandy fur. It is one of the most feared predators in the land.
Replace Eagle with Kes-trekel, a deadly carrion bird with black plumage and crimson red head whose croak is considered a harbinger of death.
Replace Wolf with Dagorran, a fearsome frog-like reptilian pack hunter able to track prey psionically for days or even weeks without relenting.
No changes to Desert.
Replace "Sea" with "Air." At 6th, replace breath underwater and swim features with "you take half damage from falling." At 14th, replace "struck with wave" with "struck by a powerful gust of wind."
Replace "Tundra" with "Mountains." At 3rd level, change "icy spirits" to "earthern spirits." At 6th, replace resistance to cold with resistance to force. Replace immunity to extreme cold with gain advantage against effects that would knock you prone. Replace make ice with as an action you can touch sand or silt and turn a 5 foot square of it into solid, non-difficult terrain that can support any amount of weight for 1 minute. At 14th, replace "magical frost" with "magical stone."
At 3rd level, choose to draw power from the Black, a nether realm (necrotic), or a clerical element (radiant). Those who draw from the black cannot have a good alignment. When choosing an element, your backstory should include how the element came to accept you. See Cleric class for details.