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Giant

Giants, unlike many other races on Auxis, is more of a lineage than a race, taking many shapes and sizes beyond true blood giants, such as their smaller Goliath and Orc cousins. Each have their own defining features and defining tribal structures, but all come from a particular genealogical line which date back millennia.  

Description

  The appearance of giants varied according to the type of giant but they were generally humanoid in appearance, just much larger. Their bone structure was more dense than that of humans, giving them extra toughness but slowing them down a little. They each had thick and durable skin which was difficult to pierce, and as such often wore clothes that would appear to be uncomfortable. They mostly had grey skin, though some tribes had skin in shades of blue and green.   Among the ancestors of the original true giants, various other lineages have emerged. Direct descendants of the first giants such as hill and mountain giants exist in primitive states in the far north and deep in mountain caverns, and ogres and trolls often stalk forests and the base of mountains wreaking havoc on small villages. Other, intelligent races also have ties to the early giants. Firbolg and Cyclopes, for example, descended from rare lines of giants who lived in the prairies of the far north ages ago.   Pureblood giants and stone giants were the most intelligent of the direct descendants of the giants, and often lived in clans and small nomadic settlements in discreet regions of mountain ranges away from civilisation. Some rare giant subraces have been mystified, namely storm, frost and cloud giants, peoples who long ago discovered unique magic and fled civilised lands to live in peace.  

Abilities

  Most giants had superior senses to most humans. In general they could see and hear twice as well. The hill giant and stone giant species had a particularly good sense of smell. Some had the capacity to see well in low light or total darkness as well. They were immune to almost all diseases, and had a slight resistance to poison.   Giants were intelligent creatures with their own set of cultures and customs, and their intelligence varied across sub-races, but orcs, goliaths and most giants were at least on par with human intelligence. While they lacked conventional knowledge, they were especially proficient at smithing, crafting and art, creating weapons and tools for them to efficiently survive and spread.   Giants had a different sense of good and evil than most other creatures. A "good" (maat) act for a giant was an act that honored a giant's deity or family, displayed bravery, or honored another "good" giant, regardless of the consequences. An "evil" (maug) act was one of cowardice, stealing, betraying a giant's deity, family or trust, or an act that forced a giant from its natural terrain type.

General Information

Size

Medium-Large

Type

Humanoid

Average Lifespan

Usually less than a century

Homeland

The mountains of Auxis

Languages

Common, Giant, Orcish

Deities

Seldarine

Subraces

Half-Giants
Goliaths
Orcs
Half-Orcs
 

Appearance

Average Height

6'5 - 8ft

Average Weight

Upwards of 150lbs

Distinctions

Thick skin, little hair on the head but lots on the body. Tall, wide and heavy. Large teeth that usually protrude from the mouth.

Racial History

While the history of the giant people is eventful and full of wars and conflict, much of the specific events are told from the point of view of other mortal races - human and dwarf conquerors overcoming an orc menace or a giant stronghold in a mineral rich mountain. As such, we know little of the true racial and cultural history of the dwarves, only how they have evolved over time to the stage they are now.   Relics of the past suggest that the giants existed before all other mortal life, and likely wandered the material plane during the time of the gods. If Iallanis, Obadai and Arno did exist, they were likely the first of the giants to walk the planet. There is evidence of early civilisation from these figures, but stories suggest that soon after the first human civilisations were built the giants were pushed to the edge of society and pushed into the mountains. Over these centuries they developed a hardy and tough biology, increasing in constitution in order to survive their harsh condition.   Over many millennia the giants warred within themselves as much as they warred with the humans, dwarves and elves. Giant tribes scattered across the world, into jungles, arctic lands, mountains and forests, adapting to their unique environment and developing different cultures. The giants stayed small, operating in bands no larger than large families attacking those who came near. The orcs would develop large fierce armies, cutting down forests to build machines of war to attack vulnerable cities. Many wars were fought as mortals wished to expand their territory and the giants were all but quiet during these formative years of Auxis.   By the astral war, much of the giant population had diminished. Many wars had been fought and the mortal races were all too familiar with monstrous invasion. The giants, forced to adapt to this changing magical climate, either joined these villainous forces or be subjugated and killed. As such, giants, but particularly orcs, played a large role in the many hundreds of years of war in the second age.   By the third age, the giant population had once again fallen. Orc bands, no larger than small battalions, sometimes roamed the wilderness of Edea and Xedaris in search for prey, but most giants kept themselves to themselves. The largest conflict between humans and orcs in the third age was The War of the Orc  in the Kingdom of Edea, but this was no more than two decades of skirmishes and conflicts in the mountains of the The Undareen, despite the heavy losses.   Now, most wild orcs and giants are unknown and hidden. Half-orcs do often show up in society, particularly in Xedaris, but they are rare and private.  

Giant Society

Culture

Giant Society is often highly artistic and ritualistic, with clan and ancestral iconography a highly intricate and important aspect of giant culture. Giants lived in tribes or families, and their numbers were limited because of their size, and the difficulty of finding plentiful food. Ancestry was important to giants, and they often traced back their lineage dozens of generations, and was recited formally when introducing oneself to other giants. Once a relationship had been established between giants, whether it was amiable or hostile, this would be continued further down the lineage. Therefore, reciting one's lineage helped to dictate the relationship that would be established. Many giant tribes used simple music to convey the long storied histories of their ancestry.   Giants often differed in their religious views between species or even between tribes, having been known to argue and even war with one another over the exact desires of a specific deity. They almost exclusively worshipped the primordial deities, and had a particular affinity with Anum All-Father, the father of the original giants and their supreme deity. Giants often expanded their worship beyond the primordials to deities who exemplified particular cultural traits of a tribe. Groups who saw strength and glory as an ideal often worshipped war gods such as Bhagtru or Gruumsh, or those who valued duty or guardianship often worshipped Gorm or Torm.   Giants often worshipped through sacrifice and emulation. With no specific pantheon or written texts to follow, they passed down rituals through tradition, which often took the form of fasting, song, crafting offerings and performing rites. Occasionally, a tribe of giant would contain a shaman, who would commune with their god and create holy sites where unique incantations would be cast.  

Clans

Giants often lived in bans of a family or a close set of families in their tribes and villages. They rarely live among more than 20 individuals, and are highly nomadic. Another foundational tenet of giant religious creed was that the taller the giant, the closer they were to the throne of Anum, and therefore ranked higher in their culture. As such, the tallest as strongest giants often ruled the band and tribe. Although in most cultures this would result in tyranny, this was often met with humility, and a giant ruler would lead their clan for decades. However, some giant societies - such as orc societies, were much more anarchic and violent. As such, rulers ruled with an iron fist and ensured cooperation between clan members.  

Homelands

Giants of some kind or another were found all across Auxis and survived in many ecosystems. Many lived in mountain ranges where they could be safe from civilisation, in caves below ground or wandering dense forests or prairies alongside large beasts. Giants rarely build permanent shelter or worked these lands, not out of a respect of nature but due to their nomadic living styles. Tribes would often travel many miles over a season following a source of food.  

Interracial Relations

  Giants of all kinds were often at war with other races and even among themselves. Expansions of kingdoms and empires often brought about conflict with native giants, or greed and hunger brought these tribes into civilised lands causing conflict. Often, human and dwarfkind would look down or fear giants in the borderlands of their kingdoms, and send hunters and adventurers out to slay a tribe close to a particular trade route.  

Half-Giants

Half-giants are a rare race of peoples whose lineage can be traced back to a tribe of giants who broke their nomadic tradition and lived off of the land. Often found in the mountains of the The Undareen and the Brambled Peaks, they are an isolated and often rare people who only occasionally find themselves in wider society.   Half-giants are known for their physical abilities, and for their ability to deal heavy damage to foes during combat, but they are typically shunned by many people for their hulking figures and often simplistic views on life and goals. This is not to say that half-giants are stupid, as many of them, especially storm half-giants can have great intellect, but because of their ability to muscle through problems, they typically do not worry too much about details, and feel they can just plow right on to their goals.   The main thing a half-giant wants in life is acceptance from giants, humans, or both. Some Half-Giants attempt to gain acceptance by accomplishing heroic deeds. Half-giants who are raised among the giant culture will attempt to gain acceptance by honing their combat skills to perfection. Adventuring typically allows them to hone their combat skills and accomplish heroic deeds at the same time, so most Half-Giants who get the chance to will gladly join an adventuring party.   Half-giants, where they are rarely found in society, are often hired as protection by extravagant rulers for a high value. Those who arent enslaved often spend their lives in service of a single dynasty or ruler in return for immense riches and fortune. They are often so rare that there really is no half-giant "society" or religion to speak of. They simply adapt into the culture they were brought up in or serve, and often follow a deity which grants them the most strength and individual gain.
 

Goliaths

Goliaths were a rare but notorious subrace of the giant species, and word of a goliath entering a city would spread like wildfire. Descended from a race of highly religious, highly skilled barbarian giants, they follow strict codes and are passionate but stoic characters, who placed emphasis on strength and achievement.   Goliaths were massive. They averaged between 7 and 8 feet tall, making them even taller than orcs or half-orcs. Goliaths had noticeably bony or prominent supraorbital ridges above their eyes, which were often a bright blue or green and sometimes glowed a little. Goliath skin was often gray or brown and was extremely tough (often compared to stone). One of the most distinctive features of the goliath was the darker (often vertically symmetrical) patches of skin that covered their entire bodies. Goliaths believed that these markings somehow explained or controlled their fate or destiny. For this reason, goliaths never tattooed themselves as this could affect their future.   Goliaths' most notable characteristic was their competitiveness. They kept track of their accomplishments and saw everything as a challenge. Those not familiar with goliath psychology would often get annoyed when goliaths constantly reminded them how many times a certain thing had happened, thinking them arrogant or self-centered. This was not the case however. To goliaths, score-keeping was a natural and integral part of life, not meant to belittle or demean anyone. But a goliath's most fierce competitor was themselves. Beating their own records was the most satisfying victory for a goliath. They were also competitive with their companions and other goliaths, but were never arrogant or cocky.   Trust and honour were the key aspects of most goliaths. This tradition meant that goliaths tended to be good overall. This, combined with their competitive nature often led goliaths to valorous heroics. Goliaths were also notably daring and fearless. Feats of physical strength and agility, like jumping chasms or climbing cliffs, held no fear for goliaths. Goliaths were naturally curious beings and loved to explore.
 

Goliath Society

Goliath society's key focus was competitiveness, but their society also held equality and fairness in high regard. Goliaths lived in small tribes that numbered between forty and sixty goliaths. This was usually made up of three to five extended families. Most goliaths lived in the same tribe their entire life but on rare occasions, a tribe that got too large would split into smaller tribes or smaller tribes would merge together.   Tribes had very structured and ordained roles which garnered much responsibility but also respect. The key role was the chieftain, who was responsible for the care of each individual and stability of the tribe as a whole. Tribe chieftains only maintained power as long as they could prove they were suitable for that role. As a result, leadership constantly changed. New leaders were chosen by contests, and any goliath could challenge the chieftain in an attempt to replace them. The competitive nature of goliaths meant that the attitude and achievements of one would quickly inspire the whole tribe. Individuals within tribes would constantly be trying to outdo each other's good deeds. This meant that nearby settlements often stereotyped goliaths as a heroic and good people.   Goliaths had little empathy or pity for adults who couldn't take care of themselves but they would treat and take care of the injured and sick. Permanently injured goliaths were still expected to contribute in every way that they could. Arts and crafting in goliath culture were limited by the resources they had at hand in the mountains. As a result, goliaths were skilled in crafts like flintknapping, tanning, stitching, creating simple pottery, bone-carving, and painting. Art was one of the few things that goliaths understood to be non-competitive; they fully appreciated that art couldn't have a winner. Goliaths believed that art should be used to show people something they couldn't see in the real world. Goliaths decorated their tents, caves, weapons, and clothes with abstract designs with religious and astronomical significance.  

Magic and Religion

Very little magic was used amongst the goliath peoples, and they also rarely held in high honour deities or gods, unlike their traditional giant cousins. Instead, they often worshipped the land, the skies and their own ancestors, drawing their power from nature or from their inner strength in a barbarian fashion. Many tribes had highly experienced druids or shamans called Skywatchers, who made sure that resources were not over harvested and game animals weren't needlessly slaughtered. Skywatchers were often exempt from the teams that the captains assembled each morning. Skywatchers also oversaw festivals, rituals, and celebrations  

Orcs

Orcs are a subrace of giants which descended in the warmer climates of Auxis over many generations of in-breeding and modification. Their history is is the most violent of all giants, and have been a threat to most societies as long as can be remembered. As such, they are a highly stigmatised race and deemed innately evil, though they vary between tribes and cultures.   Orcs varied in appearance, based on region and subrace, but all shared certain physical qualities. Orcs of all kinds usually had grayish skin, coarse hair, stooped postures, low foreheads, large muscular bodies, and porcine faces that featured lower canines that resembled boar tusks. Many also had wolf-like ears that were pointed on the ends, similar to elves. Orcs were roughly the same size as humans and other similar humanoids, though usually robust and muscular. Over their many years of selective breeding and rationed diets they shrunk in size from their giant cousins, but retained their strength and muscular physique remained.   As orcs lived in different regions and settled under different environments eating different diets, their overall appearance would be markedly different. Some were taller, thinner and more lean, appearing more human-like. Some wore clothes and carried patterns which appeared more civilised as their culture blended with nearby settlements in mountains or forests. Occasionally, an orc would attempt to make their way in wider society, finding a trade or work where they could put to use their immense strength and natural skill with tools.
 

Orc Society

Orcs bred fast and lived short lives compared with most other races. They were considered adults anywhere between 11 and 14 years of age, middle-aged at 17, old at 23, and venerable at 35 years of age. The average orc seldom lived longer than 40 years, even if it managed to avoid violent death. It was unheard of for an orc to live longer than 45 years without magical aid.   Traditional orcish culture was extremely warlike and when not at war the race was usually planning for it. Most orcs approached life with the belief that to survive, one had to subjugate potential enemies and control as many resources as possible, which put them naturally at odds with other races as well as each other. Their warlock tendencies were spurred on by their worship of warlike and conquest such as Gruumsh, and holy sites were often ransacked and dedicated to worship of primal strength and the deities thereof.   Most orcs didn't build cities of their own, instead relying on those left behind by others and improving their fortifications or operating out of small camps and dens, often in natural caves. Orcs managed ironwork on their own, as well as stonework, though their tools were often inferior to those of more disciplined races.   Most orcs were part of a confederation of tribes, loosely held together by a despotic chieftain. Bands within these alliances might have wandered far from their homelands, but continued to greet those orcs who belonging to the same tribal network as kin.  

Magic and Religion

Orcs were the most magically adept of the giant sub-races, short of the half-orc. Much alike their tribal giant cousins, many orc communities had shamans, druids and clerics in their ranks who drew on herbal and divine sources of magic, but there were notorious orc mages and warlocks who altered orc warriors to be stronger and more fierce, and augment their warfare with dangerous magical means.   They were known to worship the giant deities, but most orc tribes worshipped a particular deity, usually belonging to the Deities of Fury or the Demon Lords. As such, the orcs were driven by a warlike fervour heightened by their worship, and in exchange for savagery and conquest they were rewarded with divine gifts by their gods. During the astral war many orcs fell under the leadership of such gods who came to the prime material plane, forming armies across the worlds.  

Half-Orcs

Half-orcs were humanoids born of both human and orc ancestry by a multitude of means. Having the combined physical power of their orcish ancestors with the agility of their human ones, half-orcs were formidable individuals. Though they were often shunned in both human and orcish society for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Their existence implied an interesting back story that most would not like to dwell on.   Half-orcs were, on average, somewhere from 5'9" – 6'4" in height and usually weigh around 155 – 225 pounds making them a little taller and stronger than humans on average. Most half-orcs had grayish skin, jutting jaws, prominent teeth, a sloping forehead, and coarse body hair, which caused them to stand out from their human brethren, though their canines were noticeably smaller than a full-blooded orc’s tusks. Half-orcs as such appeared bestial to humans, though amongst orcs they were considered human-like physically. Half-orc hair was most often black, though it grayed very quickly with age. In general, half-orcs did not live as long as humans, maturing by their sixteenth year and often dying before their sixtieth.   Like other half-races, half-orcs combined the natures of both their lineages into a unique whole, a trait which extended into their mentality as well as their physical qualities. Like humans, half-orcs were quick to action, tenacious and bold, and possessed an adaptability that was unusual among most races. This was useful to the race given that they were considered outsiders just about everywhere; they had the ability to thrive in unwelcome or unusual locations, which was a necessity for a half-orc’s welfare.   Half-orcs had a strength uncommon to most humans, though comparable with orcs. Half-orcs are less durable than their full-blooded kin, however, though they tend to be more dexterous and indeed, more so than most other humanoids. Half-orcs also had a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. Similarly, all half-orcs were capable of channeling their feral fury into a powerful attack. These qualities were only temporary, however, and like any other mortal, half-orcs would eventually tire as a battle wore on and could be broken physically.
 

Half-Orc Society

Half-orcs had no home to truly call their own in most places, except in small sanctuaries in Xedaris. Most half-orcs grew up amongst either humans or orcs, either in urban environments or—more often—along the outskirts of civilization, taking on many of the qualities of their home culture. Many half-orcs since the end of the Astral War were born to half-orc parents, though it was not wholly uncommon for a half-orc to be born to human and orc parents.   In most culture, half-orcs suffered prejudice. Within the lands of their human ancestors, half-orcs were commonly seen as savage thugs and looked down upon. As a result, most half-orcs in human society were forced into menial labor or violence for a career. Some chose to take on the life of an adventurer, perhaps merely as another acceptable means to wealth and power or sometimes as a way to throw off the shackles of other people's perceptions.   Within orc society, half-orcs were often looked down upon as weaker and inferior creatures, but overall they tended to fare better. Most orcs grudgingly acknowledged the superiority of the half-orc's intellect as well as their comparable strength. As a result, it was not entirely unusual for a half-orc raised amongst orcs to rise to a position of power within his or her tribe.  

Magic and Religion

Half-orcs often took up the study of magic, and their superior intellect compared to pureblood orcs often led them down the path of study common to wizards and sorcerers. Often, the natural adeptness at craft and toolwork which made orcs a formidable foe allowed them to become proficient at alchemy and enchanting, so it was not uncommon for the more appreciated half-orc in society to provide a great service in these fields.   Half-orc adventurers also delved into magic, searching for knowledge of old orc cities where arcane and divine magic was plentiful. Many also drew on divine magic, with half-orc paladins and clerics being exceedingly common. They often worshipped gods of the Tempest Domain, combining their natural fierce destructive skill in battle with a powerful ability to heal and repair.

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