Giant Races

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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.


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 It is widely believed that these two races fled to the Storm Giant's cloud citadels and have withdrawn themselves from the affairs of men. Scholars believe these races may have withdrawn to find some way to circumvent the Veil.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.


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.


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 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 Unnamed 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.


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 emissaries 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 other beasts 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.


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.

Ogre

Ogres are large brutish creatures that are distant relations to giants. They are tribal in nature and small tribes can be found throughout Traykon. Often, Ogre tribes will find employment as guards or "overseers" for a particularly brutish lord or merchant. The Fire Giants of the Dragonspine Mountains use local Ogre tribes to act as overseers of their human "subjects" in outlying towns. This constant proximity between virile young ogres and humans has led to a surge in half ogres born.

  • Large size: As Large creatures, Ogres suffer a -1 to their AC and -1 Attack Penalty.
  • Ogre base speed is 30 ft.
  • Darkvision: Ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an Ogres can function just fine with no light at all.
  • Giant Blood: Ogres are considered Giants for magic item use and special effects.
  • +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma
  • Automatic Languages: Common and Giant
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, and Sylvan.


Half Ogre

A night of spent passions between a human an an Ogre can produce a lasting creation. These rare creatures are most often the result of rape as Ogre raiders invade human civilizations. The resulting offspring always appear human at birth and grow as normal humans. Only their great strength and resilience marks them as having an "unusual" parentage.

Half Ogres may never know their true lineage. Most mothers die during childbirth due to the massive trauma bearing one of these children causes. Unless others who raise the child inform it of its parentage, the half ogre child will always think itself fully human. When a half ogre breeds, the child is completely human.

  • Medium Size
  • Half Ogre base speed is 30 feet.
  • Low-light Vision: Half Ogre 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.
  • +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
  • Automatic Languages: Common
  • Bonus Languages: Any