True Giants
Race Information
The descendant kin of Annam All-Father, the Giants of Faerun carry on their broad shoulders and ancestry that is itself as tall and old as they are. Their vast stature and immense strength belies the truth of their diversity in faith, culture, and purpose.Playable options include the following || Hill, Frost, Fire, Stone, and Fomorian giants. All other types of giant, or giantish subraces, are not currently playable options.
Society
Those Below:
The Giant Blooded races common to the underdark are the reclusive and deformed Fomorians, the Industrious and cruel Fire Giants, and rarely the wise and contemplative Stone Giants. Giants in the underdark often carve small niches for themselves in that dangerous and predatory world, warding off all but the most beneficial of visitors with fury and strength.Those Above:
The Giant Blooded common to the surface are the gluttonous Hill Giants, the Warlike Frost Giants, and once more the contemplative Stone Giants. The giants of the surface are often less reclusive than their underworld kin, with both the Hill and Frost giants preying upon small humanoid races for wealth, glory, and more often than not sustenance. Once more the ambling stone giants remain territorial recluses, often occupying high mountain passes as private domains.Here be Giants:
While the homes of giants can vary wildly from type to type; there are often a few key features that remain universal. By nature of their size and sheer need for nourishment, giants often occupy vast natural features or monolithic structures built to accommodate their bulk. These locations are not close to, but rarely far from places that have what they need to survive-- be they fields of grazing livestock, or frequently traveled paths and passages. Rarely however, will giants choose to settle close to cities or urban centers, lest they be swarmed by those they intend to prey upon.The Old Ways:
Once, the giantish race was held in check by the Ordning, a magically imposed social structure that organized the True-Giants by type and purpose. However; Giantish society grew stagnant, decadent, and fell into a seemingly irresistible decline. Unable to reconcile with his children, or the race he had spawned, the Annam All-Father shattered the Ordning and departed for a much needed rest. This left the remaining giants to squabble for power and scheme amongst one another, while his bickering children took to conflict over how to carry forth their people into the future. Uncertain times have befallen the old race.The New Ways:
Without the Ordning the giantish people are once more free to seek their own growth and expansion in the world, having escaped a pseudo-magical compulsion to serve and remain in line. This has led to a greater number of ambitious giants attempting to stake a claim on the world, or to reclaim lost territory, similarly some rare examples exist of giants choosing to set out with adventurous intent, hunting the legacies of their long lost people. To be a giant in this era is to seek purpose and point in one’s nature, for there is no longer a clear answer as to who is the greatest, and what marks them as such.Giantish Ancestries
Hill Giants
A brutish and often dim witted subsect of giants, Hill giants were once granted domain over rolling hills in the old Ordning. Hill giants are largely characterized as hungry bullies, rarely seeking anything beyond their next meal, and an ability to secure it with as little effort as possible. While chaotic, a hill giant's impulsiveness was more often the source of its evil than any deliberate intention or idea. AppearanceHill giants are almost always rotund and wide creatures, with coarse messy hair in shades of black, red, and blond. Male hill giants were known to struggle to grow facial hair, often spouting at best scraggly beards. Mechanics: Poison Resistance
Fire Giants
Dangerous, industrious, and arguably the most organized of the subterranean giants. Known to build fortress forges from which they operated, this culture of giant was known to blend a series of often relished traits with their tendency to be cruel to smaller humanoids and beasts. They embodied the values of craftsmanship and dedicated labor, alongside a belief in bravery as the greatest trait an individual could have. However, they were still often evil, being known to take hostages for ransom or to attack would be foes with little true provocation. AppearanceWith ashen skin tones, fire giants were stocky and powerfully built. Their hair and beards was often flame red, orange, or yellow. Male giants were known to favor magnificently groomed mustaches, while the women were known to braid their hair. Mechanics: Fire Resistance
Frost Giants
Marauders from the far north, Frost Giants treat war as a game in which they excel, raiding for food and material each winter season. Their targets are often other giantish kin, smaller humanoids, and on rare occasions more powerful targets such as dragons. Ever opportunistic and materialistic, Frost Giants were also commonly seen as mercenaries amongst the most wicked of other ancestries. AppearanceFrost giants often had pale or dark blue skin tones, and sported lean and athletic builds. They sported some of the largest and fullest beards of any giant kind and had often braided hair that was snow white or gray. Mechanics: Cold Resistance
Stone Giants
Contemplative and reclusive, Stone Giants mostly wish to be left alone. Those who don’t often wish to find some validation in their long studied hobbies, be they scholarly or oriented upon craftsmanship. Rarely evil or good, most Stone Giants don’t trouble themselves with thoughts of morality, instead pursuing their interest with a private and dedicated attention, often bordering on deep obsession. AppearanceStone giants were tall, lanky, and lean by giant standards. They sported no hair of any kind, instead having a tough exterior hide of rocklike skin that was gray or bluish gray. Mechanics: +2 Wisdom Saves, Darkvision
Fomorian Giants
Twisted; deformed; hated. Fomorian giants are the misbegotten denizens of the underdark, long forgotten or ignored by the rest of their kin. Primitive, incapable, and disorganized, this type of giant was once known for beauty and magical prowess, but have long since fallen from such capability and grace. Today they are desperate opportunists, working with any who may aid or provide for them, or taking from any who can not stop them from claiming food or wealth. AppearanceDeformed and haunched, Fomorians were wretched creatures known for their massive bulbous eye and corrupted forms. They were known to be pale or gray, besuiting a kin that rarely if ever made it to the surface of the world. Mechanics: +2 Initiative, Darkvision, Undercommon Language
Civilization and Culture
History
The Gods of the Giants
Stronmaus: The neutral good inheritor of Annam’s legacy, Stronmaus is a god of Storms and Joy who strives to see the good in things and people, encouraging concepts of freedom and the purity of rain. He struggles with what his father has left him, and has become increasingly frustrated with the wickedness of siblings that he has become unable to ignore. Hiatea: The true neutral god of nature, agriculture, hunting, women and children. Hiatea is a god of providers, those who will set aside time and dedicate their energy to ensuring the home is stocked. She is worshiped by women of all giantish ancestries, but primarily Fire and Stone Giants. Grolantor: The chaotic evil god of war and strength, the patron of hill giants known for his bottomless hunger and unending egotism. Grolantor refuses all titles but his given name, for what could be better upon the lips of his faithful and foes than such? Looked down upon and underestimated by his kin, and with good reason, Grolantor nonetheless remains a proactive god who encourages schemes from his faithful. Memnor: The neutral evil god of pride and control, Memnor was known above all else for his attempts to usurp Annam All-Father, and his failure in doing such. An ambitious, secretive figure in the legends and myth of the giants, Memnor currently chafes over the appointment of the ‘giddy fool’ Stronmaus to leadership of the pantheon, and once more plots to usurp the leadership over the Giants of Faerun. Skoraeus Stonebones: The neutral patron god of Stone giants, Skoraeus has many titles. The King of the Rock, The Living Rock, The Great Creator. Introverted and wise beyond understanding, Skoraeus is steady, slow, and cautious in his understanding of things. Yet he is not without flaw, for Skoraeus often guards his wisdom with jealousy, offering little to none of it to even his most loyal followers as he guarded that which made him the wisest. Iallanis: The neutral good god of peace and mercy, Iallanis was an outlier amongst her often warlike and boisterous kin. It is said that any giant that keeps a garden can know her attention, and that she believes no giant is beyond redemption. An adept at making strong and meaningful connections with others, Iallanis was an ally to the Elven gods of the Selderine, and was known to keep court with goodly fae. Karontor: The neutral evil god of disfigurement and hate, Karontor was the giants god of death. Banished by his father for his wickedness and dreadful intentions, Karontor is a being warped by hatred to the point of deformity. Actively plotting against his long loathed brother Stronmaus, Karontor’s self-loathing and bitterness fuel his desire to escape exile and impose his will upon a hated world. Surtur: The lawful evil lord of the Fire Giants, Surtur is amongst the most prominent of his kin, guardian of an industrious and flourishing sect of their people. Despite this, his long standing though not deathly rivalry with his equally evil brother Thrym takes up much of his time, with the two competing in virtually all things. Surtur believes in order and strength above all things, and in the purity of controlled flames over the weak chaos of flames left to burn out of control. Thrym: The chaotic evil lord of the Frost Giants, Thrym was among the most prominent of his kin, custodian to the warlike and savage frost giants of the world's frozen places. The embittered rival of his brother Surtur, Thrym was a being that was always preparing for war, and imposed such preparations upon his chosen people. Thrym, more than any other god, taught his children that there was little value in the smaller races of the world, barring that of slave or servant. Diancastra: A chaotic neutral goddess of wit and pleasure, Diancastra was unique among her pantheon. For she was the child of a mortal giant and the All-Father, who ascended to godhood through legendary carousing and mischief making. An unfocused, aloof good of wanderers and partygoers, Diancastra was more interested in setting free elaborate and often dangerous pranks than she was in being a god. Regardless, she is legendary for her wit, will, and wanderlust.Characteristics
Kit Items
Darkvision
Eyes of the Tiger - No Nightwatch (Attached)
Eyes Of Werehyena
Eyes Of The Beast
Unequip Attached Eyes
(JCACC) Halfling Ears 1 Left
(JCACC) Halfling Ears 1 Right
(JCACC) Halfling Ears 2 Left
(JCACC) Halfling Ears 2 Right
(JCACC) Pointed Fang Left
(JCACC) Pointed Fang Right
[C] Tooth 1
[C] Tooth 2
Left Eye
Left Eye (Animated)
Right Eye
Right Eye (Animated)
[C] Spider Tail II
[C] Spider Part
[C] Spider Tail III
koopa spiked arm bands
Eyes of the Tiger - No Nightwatch (Attached)
Eyes Of Werehyena
Eyes Of The Beast
Unequip Attached Eyes
(JCACC) Halfling Ears 1 Left
(JCACC) Halfling Ears 1 Right
(JCACC) Halfling Ears 2 Left
(JCACC) Halfling Ears 2 Right
(JCACC) Pointed Fang Left
(JCACC) Pointed Fang Right
[C] Tooth 1
[C] Tooth 2
Left Eye
Left Eye (Animated)
Right Eye
Right Eye (Animated)
[C] Spider Tail II
[C] Spider Part
[C] Spider Tail III
koopa spiked arm bands
270 - 325 cm Lifespan:
500 Starting Language(s):
Common, Giant Suggested Alignment:
Dependent on Ancestry Racial Tension(s):
Dependent on Ancestry
Stats
Ability Scores:
+2 Strength, +2 Constitution, -1 Charisma
Saving Throws:
-1 Intelligence, -1 Wisdom, -1 Charisma
Damage Resistance:
None
Skills:
+4 Breach, +4 Athletics, +4 Intimidation (Strength)
+2 Strength, +2 Constitution, -1 Charisma
Saving Throws:
-1 Intelligence, -1 Wisdom, -1 Charisma
Damage Resistance:
None
Skills:
+4 Breach, +4 Athletics, +4 Intimidation (Strength)
Perks
Dark Vision
This creature can see in the dark.
Brutish Cleave
Once per short rest, after landing a melee attack on a target, you may spend a reaction to use this ability against a separate target within 2 tiles of you. This ability uses a Strength+Hit modifier vs AC and deals 1d12+Strength true damage. This ability is NOT a melee attack and does not trigger hit effects such as Sneak Attack, Smite, Booming Blade, Hunter's Mark, etc.
Throw Stone
Once per short rest, this creature can throw a stone the size of a cow at a group of people. Pick a target within 8 tiles. That target and all targets within 1 tile of the thrown stone must make a DC 14+Mastery Dexterity save. On a failed save, targets take 2d8+Mastery Mundane Bludgeoning damage and are knocked prone. On a successful save, targets take half damage and remain standing.