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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. |
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. |
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== Giantborn in the Pathfinder Campaign== |
== Giantborn in the Pathfinder Campaign== |
Revision as of 20:00, 8 January 2018
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Towering barbarians of ancient blood, the giantborn were forgotten for ages because of their seclusion. Today, they exist in scattered holdings and lodges across the distant reaches of the north. The great giants from whose blood they once hailed now lie dead, their empires long past and left in dust. Most races knew their descendants 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. 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 river. 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 ancient 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 their bloodlines have mixed over the centures, 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. 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 Honor of Angoron: 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.
Kinship: Giantborn count their kinships and friendships in terms of clan and lodge. It is said a giantborn cannot choose his clan, but he may choose his lodge. Gatherings are infrequent, but when they do happen, they can be as thunderous as the mountains, or as contemplative as the wind.
Clans: A clan is more an extended family, 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. They are mostly a way to recognize and honor family bonds.
Lodges: The diversity of Lodges are seen as important to giantborn culture, though this does not mean that every giantborn respects all lodges: there are Lodges whose outlooks are naturally opposed to others. This is true, even as one of their most common 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.
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 way of viewing the world. Some physical lodges can hold more than one lodge, while some are single hosts. Either way, lodges can be places filled with life, voices, and debate.
The roots of the Lodges lie within the giantborn's ancient blood, but have not strictly adhered to them over time. As a result, 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.
Some Lodges encourage a more primitive view of the world, while others are more sophisticated. Regardless of their outlook, Lodges are places where the giantborn may relax and gather along shared interests. At Lodge, giantborn 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.
The Great Lodge: 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.
Common Lodges
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, they may in truth honor multiple outlooks, even opposing ones, which can often become a cause of friction.
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. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.
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.
Character Options
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, Smashing Fists, Giant's Fists, Intimidating Size, Angoron's Defender, Fortitude of Giants, Giant's Crush, Giant's Wallop, Athletically Talented
Optional DM Rules
Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.
The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.
These rituals and options are beyond the scope of any one PC working on their own.
They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).
You are welcome to build on these ideas, or expand on them.
Ritual Magic
Lodgesend: This ritual varies widely from clan to clan and Lodge to Lodge. When a giantborn prepares to undergo a journey, or a quest, the members of the Lodge may enact this ritual to send the Lodge's protection and energy with them. The gift also depends on the nature of the Lodge in question. Hill Lodges may grant the recipient the ability to subsist for a time without food or water, for example.
Wordkeep: Maintaining the stories drawn on Lodge walls is an important task. To better preserve them and to share history, Keepers will sometimes arrange visits to different lodges, often as part of an exchange. These are marked events, and giantborn will gather to watch and celebrate as drawings are exchanged--the visiting Keeper inscribing memories from their Lodge, making the memories shared.
This is not as common as it might suggest--finding information about giantborn history is still a patchwork affair, and often involves visiting several lodges and listening to interpretive stories along the way.
Sacred Objects: Though giantborn exist within dual networks--one by blood, one by outlook--they spend much of their time in solitude. They value found, inanimate objects along their routes--objects that remind them of a story or event. These objects may sometimes be passed from one giantborn to the next, as a way of maintaining connections across the distance. Sometimes the story comes with them. Sometimes the object is enough.
Despite the race's great size, the objects are often small--that is, portable, where many of them may be carried or accumulated over time. Legend also suggests that the closer the material is tied to a mountain, the more powerful it is. For example, part of a blade may be tied to a mountain's ore, and so on.
Character Page Badges
Want to show off your Giantborn Pride on your Character Page? Use the following wikicode! (More badges here!)
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{{Badge}} {{Badge-Icon|Giantborn04.jpg}} {{Badge-Content}} {{Badge-Title|Giantborn PC Badge}} {{Badge-Entry|Heritage}}Which giants do you trace your ancestors to? {{Badge-Entry|Clan}}Your familial ties. {{Badge-Entry|Lodge}}Your friends and outlook. {{Badge-Entry|Faith}}Your Faith {{Badge-End}}