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| Giants are
scattered throughout the continent. Hill Giants roam the land in
tribal units constantly on the move. Often, they can be found with Ettin
and Orcs. Roving bands are known to prey upon merchant
caravans. Small tribes have even been known to raid a town and take
squatters rights on the land until a greater force comes and ejects them
from their new home. Slaves of the Hill Giants normally are very
short lived. Often, their allies crossbreed with those who are
suitable and those deemed unworthy are fed to their pets. |
| Stone |
Frost |
Fire |
Hill |
Half Giants |
| CLOUD AND
STORM GIANTS
Cloud and Storm
Giants haven't been seen in several hundred years. It is widely
believed that these two races fled to the Storm Giant's cloud citadels and
have withdrawn themselves from the affairs of men. Scholars believe
these races may have withdrawn to find some way to circumvent the
Veil. Occasionally, ruins may be found where these races once
lived. The most famous ruins is the ancient Cloud Giant city now
called Caer-Haroken. |
| HILL GIANTS
Savage and wild, Hill Giants roam the wilderness of Traykon in large families
and small tribes. Hill Giant raiding parties are feared everywhere as
these monsters seldom ever stay in one location for long. Rogue Hill
Giants do occasionally surface who have grown tired of the nomadic tribal
ways. These giants often settle into one area and claim it as their
own, this is not always a pleasant arrangement for those who already live
in the area. Adventuring Hill Giants often find themselves
affiliated with groups who range far from civilized areas.
- Large size: As Large creatures,
Hill Giants suffer a -1 to their AC and -1 Attack Penalty.
- Hill Giant base speed is
40 feet
- Low-light Vision: Hill Giants
can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
- +14 Strength, -2 Dexterity, +8 Constitution, -4
Intelligence, -4 Charisma.
- Thick Hide: Hill
Giants gain a +9 natural armor bonus.
- Automatic Languages: Giant
(Hill Giants with an Int of at least 10 also know Common).
- Bonus Languages: Common, Draconic,
Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Effective Level: +4
|
| STONE GIANTS
Stone Giants
live on the eastern end of the Raven Mountains. They are a reclusive
race who seldom traffic with other races. They have a trade
agreement with the human settlement of Raven's Bluff. Also, they
herd giant sheep for food and wool. Hostile races have learned to
leave them alone due to their prowess at navigating the higher
reaches. Occasionally, a dragon will raid their villages for
treasure. The Stone giants have become adept at slaying these
intruders and Jagenash has decreed that his subjects should leave them
alone instead of risking a war.
- Large size: As Large creatures,
Stone Giants suffer a -1 to their AC and -1 Attack Penalty.
- Stone Giant base speed is
40 feet.
- Stone Giants gain a +4 racial
bonus to catch a thrown rock.
- Stone Giants gain a +10 racial
bonus to hide checks in rocky terrain.
- +16 Strength, +4 Dexterity, +8
Constitution
- Thick Skin: Stone
Giants gain a +11 natural armor bonus.
- Automatic Languages: Common
and Giant.
- Bonus Languages: Draconic,
Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Effective Level: +4
|
| FROST GIANTS
Frost Giants
are the terrors of the northern lands. White dragons are constantly
battling with them for slaves and territory. The Stone Dwarves
wage a constant battle with them for treasure. The Frost Giants are
forged into a lose Republic ruled by a Grand Jarl
Caraknar. The Seat of his power is an ancient fortress called Ice Keep.
About 300 years ago, the Frost Giant leadership was taken over by Priests
of The Dark One. The current Grand Jarl is a high priest of this
foul deity and consequently guards are often supported by undead as well
as winter wolves and young white dragons. In current years, the
Frost Giants have begun a push south and are in the process of claiming
more territory. This action has put them in conflict with both the
human and orc barbarian kingdoms.
Occasionally,
young Frost Giants leave their homes and seek their fortune as either
guards or adventurers. These giants must renounce their homes and
never return. Some primitive barbaric tribes have been known to
encounter one of these giants and elevate them to their leader.
- Large size: As Large creatures,
Frost Giants suffer a -1 to their AC and -1 Attack Penalty.
- Frost Giant base speed is
40 feet.
- Cold Subtype: Frost
Giants are immune to cold but take double damage from fire (normal damage
on a successful save).
- +18 Strength, -2 Dexterity, +10
Constitution.
- Thick Skin: Frost Giants
gain a +9 natural armor bonus.
- Automatic Languages: Common
and Giant.
- Bonus Languages: Draconic,
Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Effective Level: +4
|
| FIRE GIANTS
On the western
edge of the Dragon Mountains, the Fire Giants have a huge kingdom.
Their monarchy has struck a bargain with Jagenash and have a large portion
of the western edge as their own. In exchange, they have agreed to
act when Jagenash's Azer cannot get the job done. Their current
rulers are King Isor
Craigfire and Queen
Sharnaka Craigfire. The Fire Giant stronghold is the Blackfire
Citadel, a large obsidian structure seated upon the side of an active
volcano.
King
Isor has subjugated the Ogres that live around the Dragon Mountains and
uses them as his enforcement arm away from his direct domain. The
Ogres act as foreman for the giants, controlling their production towns
outside of the Mountain Range. Small human communities are kept as
slaves to act as smithing and craft towns to refine the ore produced by
the dwarves under Jagenash's control. These items are then sold to
the neighboring kingdoms and the proceeds are returned back to Jagenash
and King Isor.
Fire Giant cities are scattered throughout the mountain range. The
Giants have summoned Hell Hounds and Rast from the Elemental Plane of Fire
as guards and pets. These Giants have forgone their raiding ways and
prefer to extort tribute and "protection" money from any community that
moves into their domain.
- Large size: As Large creatures,
Fire Giants suffer a -1 to their AC and -1 Attack Penalty.
- Fire Giant base speed is
40 feet.
- Fire Subtype:
Fire Giants are immune to fire but take double damage from cold (normal
damage on a successful save).
- +20 Strength, -2 Dexterity, +10
Constitution.
- Thick Skin: Fire Giants gain
a +8 natural armor bonus.
- Automatic Languages: Common
and Giant.
- Bonus Languages: Draconic,
Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Effective Level: +4
|
| HALF
GIANT
Most Half Giants tend to be of Hill Giant/human stock. Half
giants from other giant races are possible but the are so rare as to be
creatures of legend. Hill Giant tribes where half giants are born
often treat the child as an outcast. None but the parents take any
interest in seeing the child grow to adulthood. Human towns where
these children are born all too often drive the human parent out of town
for fear of the "visitations" the dalliance eludes to.
Consequently, half giants tend to grow up solitary and alone.
Half Giants have no society of their own. They are outcasts in
whatever society they choose to live in. Most half giants
gravitate to areas around Hill Giant villages. They often seek to
gain some kind of acceptance and possibly garner a mate from the giant
population. Half giants who decide to live around humans all too
often find themselves targets of prejudice and wood be "giant
slayers" out to make a reputation.
When a half giant is accepted in Hill Giant societies, they often
lead the war parties and can advance to leadership of the whole tribe
given enough time to earn respect with their cunning. Half giant's
who forsake their ravaging heritage often enjoy the life of an
adventurer. Many travel until they find a patron willing to take
them on as an elite guard or soldier.
- Large size: As Large creatures,
Half Giants suffer a -1 to their AC and -1 Attack Penalty.
- Half Giant base speed is
30 feet.
- +6 Strength, +2 Constitution, -2
Intelligence, -2 Charisma.
- Giant Blood: Half
Giants are considered Giants for magic item use and special effects.
- Automatic Languages: Common
and Giant.
- Bonus Languages: Draconic,
Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Effective Level: +2
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