Difference between revisions of "Giantborn"
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The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. Items with a * have had their pre-reqs altered to fit the setting (see [[Feats]] page). You must meet the pre-reqs for any racial feat you select. |
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the [[Feats]] page. Items with a * have had their pre-reqs altered to fit the setting (see [[Feats]] page). You must meet the pre-reqs for any racial feat you select. |
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− | : Fight On, Smash, Ironguts, Smoking Boulders*, Awaken the Giant (house), Smashing Fists (house), Giant's Fists (house), Intimidating Size (house), Aragorn's Defender (house) |
+ | : Fight On, Smash, Ironguts, Smoking Boulders*, Awaken the Giant (house), Smashing Fists (house), Giant's Fists (house), Intimidating Size (house), Aragorn's Defender (house), Fortitude of Giants, Giant's Crush, Giant's Wallop |
[[Category:Races]] |
[[Category:Races]] |
Revision as of 03:02, 13 March 2015
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Towering barbarians of ancient blood who hail from the savage frontier, the giantborn are a race of warriors who exist in scattered clan holdings and lodges across the distant reaches of the north. Found most often in Dran and Stormgarde, these colossal creatures are descendants of the great giants, whose empires are long past and left in dust.
Though of an old blood, the giantborn were forgotten for ages because of their seclusion. Most races knew them as stories and tales, and it was only with the rise of the Summer Kings, the Highborn, that they began to venture into the world once more.
The advent of the Summer Kings altered the outlook of the giantborn. The giantborn saw the advances of these races, these races they claimed as far-distant kin, and found their curiosity piqued for the first time in centuries. At first they watched from afar, preferring their seclusion among the mountainsides and amid what they saw as the Shadow of Aragorn. Things may have stayed this way were it not for the sudden surge of the savage oruch across their borders. The strength with which the oruch struck made them wake as giants of old from their slumber, and the giantborn formed treaties with the Summer Kings, and the two stood together for a time to drive the warriors back.
In the aftermath of the wars, the giantborn sought to retreat once more. Some contact with the Summer Kings remained, but the giantborn people preferred their distant frontiers and ancient cities and lodges. They would not emerge until yet another race came to their lands; the King Dranei. Charged with the protection of his people, he strode to the mountains where the giantborn lived, and challenged the might of the mountains for the blessings of Aragorn. Overhearing his challenge, the priests of the giantborn felt the very earth rumble.
Inspired, a priest of the giantborn stepped forward to bless the King, and offered the aid of his people to the aid of the human children of Dran to retake their land. And thus, a long friendship was born. Where the Summer Kings had opened a crack, King Dranei made it a wider-flowing river and the long-secluded kin of giants came forth from their secluded hollows.
Thus when Kreig returned from the heights of the Khardic Mountains, he did so with an army of giantborn to aid him. The emerging of the giantborn into more public consciousness occurred at this time, though the race remained largely in the north and in their own lands. Exposure to the world beyond their borders would now be found in Dran, Stormgarde and occasionally Myrddion and The Vast.
Slowly, with the pace of the ancient elements their bloodlines bear witness to, the giantborn once again make their way into the world.
Physical Description
Towering warriors hewn from the blood of giants, the Giantborn typically stand no less then seven feet tall with a few approaching and surpassing even eight or larger. They come from a mix of giant stock and therefore individuals may display a variety of traits, from a fire giant's brilliant hair coloring to a stone giant's craggy finish. These traits are not exclusive; a giantborn could also possess other traits and mixtures of fire, storm, and other great bloodlines as by now, their bloodline is truly mixed, combining into a single race that while not those of their forefathers, carries its proud heritage and more than a touch of resemblance.
Giantborn faces tend to be inhumanly broad and their shoulders as massive as their race's reknowned strength. They attribute their strength both to their heritage as well as Angoron's blessing, and many possess booming voices, and "larger than life" personalities that while they may not surpass the lucht, at least rival them. The giantborn possess strong features, over-emphasized for example, in comparison to a human's or even an oruch's, though possessed of a certain rugged nobility. Their hardened physique and giant's heritage tends to protect them from the elements in either extreme.
Society and Lands
The giantborn's history has been shaped by honor towards Angoron, and so they place value on physical strength, as well as viewing themselves as protectors of the land. This is not universally true, however: while Angoron is said to be the father of the race, not all accept this, and just as many giantborn may select alternate paths. Indeed, Gunahkar stands directly in opposition to Angoron, and their followers have at times threatened to split the race in twain.
Giantborn count their kinships in terms of clan: a clan is more an extended family. Thus, a clan is comprised primarily of kin and kinfolk. Each clan possesses a chief of some type, though clans tend to be loosely organized and not highly structured. More, they are a way to recognize and honor family bonds.
A giantborn's social life is divided between clans (which are primarily familial), and their Lodges. Despite the prevalence of each, it is said that by their natures, giantborn tend towards solitude. This makes gatherings relatively uncommon, and means that clans are often scattered or small. When they get together, however, they are known for their sometimes raucous celebrations, and when they do gather, it is at a Lodge.
Outside of clans, the central home of Giantborn social life is the Lodge. Lodges are places where the giantborn may relax and gather. They share tales and compete in contests of strength, discuss the latest happenings, practice the Recitation of Oaths, discuss the election of clan chiefs, conduct what politics they deem necessary, and in general, gossip.
When a giantborn refers to a "Lodge," it may be confusing to outsiders. This is because a Lodge is both a place with a roof and walls, as well as a philosophy, or way of viewing the world. Physical Lodges tend to align themselves with a single philosophy, though this not always the case. It is this tendency, however, that encouraged the dual use of the word. Life is just simpler that way, and the giantborn do not worry about it overmuch.
The term philosophy is used here for convenience--in reality, these are more outlooks or beliefs. The giantborn do not tend to complicate them overmuch.
There are many Lodges within Ea; they are not limited to the ones below, and players are always welcome to craft their own. While physical Lodges tend to honor or direct themselves towards one philosophy, any Lodge may through history, tradition, or otherwise, end up honoring compatible philosophies, or even house opposing ones, which can often become a cause of friction.
The roots of the Lodges lie within the giantborn's ancient blood. Some giantborn may find themselves drawn towards one over the other, though this is not universally so. Giantborn may also change Lodges multiple times within their lives. Lodges often cross clan ties, and they are a traditional way for a giantborn to find a potential wife or husband, as well as friendships.
Aside from the common Lodges, there is also the Great Lodge. This Lodge honors all views, it is said, and is a pilgrimage for many giantborn, who would visit at least once in their lifetimes. Upon its walls are scriven the history of their race, as well as important Oaths they have undertaken, both to their own kind and to other races, kingdoms, and nations. However, sometimes the details of these Oaths have been lost, though it is said, the general feeling of them remains. Individual Lodges often possess minor versions of these histories, as well as local versions and accounts of events.
Lodges, and Great Lodges, are guarded year-round by a guardian. Guardians of a Lodge are known as Keepers, and guardians of the Great Lodge are known as Keepers of the Mountain. Most of these guardians are warrior-priests, and are responsible for memorizing the Recitation of Oaths of their people. Guardians are expected to call for help from nearby clans if a Lodge is ever under attack. The Great Lodge possesses several guardians, sent and elected by clan chiefs.
It is said the Great Lodge guards the mythic path that is said to lead to the seat of Angoron. Roving bands of the Giantborn come and go from this Lodge, sometimes staying entire seasons to dwell in the shadow of The Mountain that is at the root of their ancient ways. It is said that this Great Lodge sits at the foot of the Khardic Mountain. The Great Lodge honors Angoron as the father of the giantborn.
The diversity of Lodges are seen as important to giantborn culture, though the underlying traits of the race remain the same. This does not mean that every giantborn respects all lodges: there are Lodges whose outlooks are naturally opposed to others. However, one of their Oaths is recited as:
- I honor the Lodges of Fire that light the way to the Great Lodge, I honor the Lodges of Stone that are the foundation of the Great Lodge... ...and so forth.
Lodges
These are some of the most common Lodge types among the giantborn, though by no means is it an exhaustive list. Physical Lodges tend to be named after whatever outlook they favor...which keeps things simple for visitors, but also means there are a lot of "Stone Lodges" all over Ea. If the Lodge favors more than one outlook, it might be something like Stone Hill Lodge. The giantborn tend to keep things direct and simple. You're welcome to use your imagination, expand, and craft your own Lodges and concepts.
Lodge membership tends not to be exclusive, or tied to class, though some may have particular tendencies. The giantborn spend time and dedicate themselves to those they're interested in. While some giantborn are members of several Lodges, others are dedicated to just one or two.
The term philosophical is used for convenience. In reality, these are more beliefs or outlooks. The giantborn tend not to complicate it overmuch.
Hill Lodges: Hill Lodges are few and far between, as their members tend to follow a more nomadic lifestyle. They favor simplicity in life, and aestheticism.
Stone Lodges: The Stone Lodges attempt to emulate the great mountains most of all. They favor stillness and serenity. They are known for their wisdom.
Ash Lodges: Members of this lodge test themselves against the land, and favor barren landscapes. They favor the strength of survival. Perhaps unsettlingly, some members of this Lodge possess an affinity for insects and vermin.
Cave Lodges: A throwback Lodge to earlier times, this Lodge favors a sort of primitiveness. Slavery has been known among this Lodge, which gives it a shady and mistrustful reputation.
Cliff Lodges: Members of this lodge are known for their benevolence, but also reclusiveness. They tend to be skilled in the crafting of stone, as well.
Cloud Lodges: An artistic Lodge, the Cloud Lodge favors creative endeavors, and finer clothes. They are known for their mighty alpenhorn, which may be heard across mountain peaks. A subset of them are also known as thieves, giving the Lodge a dubious reputation.
River Lodges: River Lodges tend towards an interest in trade, and are known for their love of drink and boasting. They are most easy among outsiders.
Rune Lodges: The original Rune Lodge was formed, according to legend, by escaped slaves who had been captured by maged intent on harnessing the power of mountains. While many giantborn choose their Lodge based on outlook, Rune Lodgers are typically born to it. It is said that the sorcerous tendencies of the Rune stem from experiments done long ago. Regardless of the truth, this Lodge is known for its sorcerous capability, and those with this talent may find friendship at these places.
Storm Lodges: The Storm Lodge tends to be at turns volatile and at peace, and are protective of their lands. They're considered good luck to have in battle. These Lodges are often built near gardens. Members of this Lodge may also enjoy the serenity and challenge of farming.
Wood Lodges: Known for their good natures, these giantborn swear to protect the wilderness. Much of this Lodge's time is spent tending to nearby wild landscapes, protecting them, and ensuring their health.
Fire Lodges: This Lodge is known for its militant bent. Unlike other Lodges, Fire Lodges tend to be more organized in the military sense, and may take on roles as mercenaries for profit.
Frost Lodges: This Lodge favors the destruction that Gunahkar brings, and are known for their skill at ranged combat. Their Lodges are often found in desolate, cold environments that test their strength.
Other Races
Giantborn and humans of the Savage Frontier get along well as they respect the humans' tenacity and ability to forge strong cultures and nations despite the hostility of the lands. Thus they are most likely to befriend or identify with the Aesir and the Dranei. In wars they fought side by side these humans, serving among the Dran, especially, in their mercenary armies in their wars in distant lands, acting as living siege engines and war machines carrying enormous weapons or pulling great machines of artifice and used to break entire regiments of armies.
Likewise, they resonant strongly with the oruch and half-oruch, with a particular respect for the oruch's racial hero, Adom who they view as possessing traits tied to Angoron in his quest for turning their strength towards good.
The giantborn, due to cultural conflicts as well as territorial ones, share more strained relations with the likes of khazad, egalrin, and gnomes.
Alignment and Religion
Giantborn follow all deities of Ea, with especial reverence of deities of strength, war and inspiration. Angoron above all holds a place among their people, though Gunahkar holds a strong following as well as Kor and similarly martial-minded deities.
Whichever deity they place most emphasis on, their worship tends to be personal in nature. Although they follow many of the same gods as humans and other races they tend to have their own spin of worship on them and they shy away from lawful deities.
Adventurers
Known for their strength and giant's blood, the Giantborn more then pull their weight as mercenaries, explorers, adventurers and bodyguards. They are not very cerebral and so tend to stay away from tasks that require focused and dedicated mental aptitude, but when they are found in lands away from their native ones, they are often highly sought and well paid for their abilities.
Giantborn in the Pathfinder Campaign
Surges in the activity of the forces of the Witch King of the high north have displaced many Giantborn from clan and lodge holdings in the most distant reaches and forced them further south from the Wintergarde and the high peaks of Dran into southern Stormgarde and the Dran Tablelands. Intermingling with other races has occurred in ways not foreseen before and clashes between them and those more native to the warmer climates is becoming common. The priests of Angoron foresee a looming calamity occurring upon the peaks of the Khardic Mountain, perpetually shrouded in storm and rumbling with earthquakes as a sign of the displeasure of the god.
Giantborn Racial Traits
The giantborn's legacy has them maturing and aging in a manner similar to half-elves.
The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9.
Giantborn Average Height and Weight | ||||
Name | Base Height | Base Weight | Modifier | Weight Multiplier |
Giantborn, male | 6ft 5in | 300 lbs | +2d12 | 3d8 lbs |
Giantborn, female | 6ft 2in | 220 lbs | +2d12 | 3d8 lbs |
Giantborn Starting Age | |||
Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
20 years | +1d6 | +2d6 | +3d6 |
- Classification: humanoid (giant)
- +2 Strength, +2 Charisma, -2 Intelligence
- Medium: Despite their tremendous size, Giantborn are an exception to the normal rules of size and so still count as medium sized aside from where explicitly stated otherwise.
- Giantblooded: Giantborn are considered to have the subtype of Giant.
- Normal Speed: Giantborn have a base speed of 30 feet.
- Low-Light Vision: Giantborn can see twice as far as humans in conditions of dim light.
- Endure Elements: Giantborn are accustomed to the extremes of temperatures. Similar to the spell "Endure Elements" they can exist comfortably in -50 to 140 degree Fahrenheit without having to make fortitude saves. Though they are native to northern lands, this protection extends to the extremes of heat as well.
- Heritage (Su): Giantborn are of the heritage of giants, and are treated as large for determining combat maneuver bonuses. This does not stack with effects like enlarge.
- Feat of Strength: Giantborn may perform feats of strength that even other giant kind marvel at. Once per day, he may take 20 on a raw Strength check, Climb check, or Swim check without need for taking several minutes to prepare. This may even be done during combat, though it may not be applied to a combat maneuver. Raw Strength checks are primarily things like bursting out of bindings and bursting doors -- sudden bursts of strength. A single use of Feat of Strength can also increase the amount a Giantborn can lift or drag by 4x, but only for one round.
- Clear-kenning: Giantborn receive a +2 racial bonus on Perception checks.
- Shoulders of Atlas: Giantborn can carry 50% more than normal (Medium: x1.5, Large: x3, etc.)
- Weapon Familiarity: Giantborn are proficient with the Great Axe, Earthbreaker, Glaive, Longspear and Shortspear.
- Languages: Giantborn begin play speaking Common and Jotun. Giantborn with high Intelligence scores can choose from the following: Khazdul, Yrch-speak, Auran.
Giantborn Racial Feats
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.
- Fight On, Smash, Ironguts, Smoking Boulders*, Awaken the Giant (house), Smashing Fists (house), Giant's Fists (house), Intimidating Size (house), Aragorn's Defender (house), Fortitude of Giants, Giant's Crush, Giant's Wallop