BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Firbolg

Firbolgs, also known as feygiants, are a tall race of forest-dwelling humanoids, distantly related to giants. They tended to avoid contact with other sentient races. They were both the most intelligent and the most powerful of the giant-kin.  

Description

  The first thing one will notice about firbolgs is their size, being among the tallest humanoid races in Exandria. Firbolgs average between 7 and 8 feet (2.1 to 2.4 meters) tall and can weigh between 240 and 300 pounds (90 to 135 kilograms). Firbolgs are covered in thick fur, ranging from earthy colors like brown and ruddy red, to cool grays and blues. Their faces are somewhat cow-like, having long, floppy, pointed ears and broad, pink noses.   Firbolg pregnancies were typically about two years long. This was much longer than other giant-kin, who had pregnancies roughly equivalent to humans. Firbolgs reached adulthood at about 30 years, and could live as many as 500 years. Some scholars postulated that this long life was because firbolgs had fey blood, but most giant races had long lifespans. Firbolgs consumed about twice as much as a human to survive.   Firbolgs possess great wisdom, living in concert with the natural world. This allows them to communicate with beasts and plants, though they possess no innate ability to understand the creatures in turn. They are capable of detecting the presence of magic around them, and can briefly become invisible to slip away from threats. When a firbolg desires to, they can cloak themselves in a magical disguise, allowing themselves to blend in with the shorter folk of the world. Despite their gentle nature, firbolgs are also capable of prodigious feats of strength.   Firbolgs enjoyed quiet time in the woods, in harmony with nature. The forests were sacred to them and symbolized the heart of the earth and the adaptability of life. They saw themselves as the forests' caretakers.   Firbolgs considered greed to be one of the worst vices. They believed that one should only ever take what one needs and no more. They saw no value in material wealth such as gems and gold, but sometimes would find prankish ways of taking valuables from strangers, out of a sense of fun. Firbolgs believed that charity was a virtue but also believed that it was harmful for the recipient to know the identity of the provider; because of this they appeared to be reclusive amongst the other races, although they were very sociable with established friends. They were extremely honest and could not lie without feeling physical discomfort, even if the lie was by omission.

A firbolg shepherd

Society

Firbolgs had a family-centered, clan-based society. They lived in settlements in remote forested areas. Rarely, they inhabited cavern complexes dug into the hillsides. They used their magic to ensure that their homes remained a secret to outsiders. These clan settlements were small, with between about four and sixteen members, often with a shaman or druid, and lived separate from each other. A few firbolg clans were nomadic.   A typical firbolg home was a one-story log building. A large fireplace with multiple openings warmed a central common room.   As caretakers of the woods, they carefully and resourcefully lived off the land, making sure to ensure balance. During summer, they stored excess nuts, fruits, and berries, so that they could provide food to the forest animals during winter. Although they did farm, it was only to supplement their diets; they preferred a more hunter-gatherer lifestyle, rather than the brigand/raider lifestyle of many other giants. They ate small portions of meat with most meals, and reserved large roasts of meat for special celebrations.   Most firbolg tribes preferred isolation from other races, avoiding their politics and struggles. If intruders entered their territory, they would usually try an indirect approach at causing the "invaders" to leave—driving game away to discourage hunters or redirecting streams or forest trails to confuse parties. If these methods failed, the firbolgs would at last confront the outsiders. If the outsiders seemed peaceful, the firbolgs would peacefully ask them to leave; if the outsiders seemed evil or seemed to have no concern for the forest lands, the firbolgs might mount a devastating attack. On occasion, they would trade with peaceful folk living nearby in exchange for providing services utilizing their great strength.   Firbolg adventurers were rare and most often were individuals separated from their tribes—orphans, exiles, lone survivors, or the like. A few adventured to gain knowledge.   Firbolgs seemed to have a natural tendency toward druidic magics, and many of their chieftains were thus druids. Others became rangers or fighters. Other adventuring vocations were rare; firbolg warlocks were completely unknown. About five percent of firbolgs encountered were shamans.   Firbolg communities were known to rally around individuals who contracted lycanthropy, rather than shun them, using all resources at their disposal to help the afflicted find a cure.

Government

The firbolgs had rejected the Röðun, the customary social order amongst giants and giant-kin, and preferred to exercise free will by using a system called "the code". This was conceived in ancient times, although its exact origins had been lost, and the exact implementation varied from one community to the next. It promoted the idea that the society was the most important aspect and superseded the individual. Actions were more important than relatives or heritage. If "the code" was breached, a firbolg might be enslaved within their own tribe or banished completely, although transgressions were uncommon. The implications of "the code" meant that the firbolgs would treat all intelligent creatures as equals, and thus they did not exhibit the same superior attitude that other giants and giant-kin displayed. For every decision made, they considered the effects on the forest and the rest of the natural world. During a famine, they would rather go hungry themselves than strain the land.
The Code
Bravery, Effort, and Honor over birth.
The tribe's honor over yours.
The blood of the runt is the blood of a king.
Give a thousand for nothing.
Truth is the honor of the tribe.
Firbolgs had a rough form of democracy known as "the cast". This involved summoning all the firbolgs in a tribe who then would cast their vote on an issue by using a rune-engraved stone. The actual "casting" of votes varied from clan to clan. In some cases, it involved literally tossing the stones. At one firbolg settlement in the Fulmen Mountains they had built an enormous scale, and set their votes in the appropriate weighing pan.   Exile was often used as a form of punishment for an unforgivable act, such as killing a rare or beautiful animal. An outcast firbolg was never permitted to return home.   Nearby clans would gather once a year at the fall solstice at an enclave to settle any disputes among the clans. Shamans would preside over such events, which often simply were a time of celebration.

Religion

In general, firbolgs worshipped the Giant Pantheon. In particular, they admired the god Hálfgerður who was considered the father of all giant-kin and was himself a nature lover.   However, there was little consistency across firbolg clans. A small number of firbolg living near Drepost worshiped the Dwarf goddess Priroda. While in truth, the firbolgs were descendants of Drottni and Hálfgerður, the firbolgs near Drepost believed that firbolg were carved them from stone and that the dwarves were the result of the "leftovers" of this process.

Player Race Features

  • Ability Scores. Choose any +2; choose any other +1.
  • Size. Medium.
  • Speed. 30 feet.
  • Firbolg Magic. You can cast detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
  • Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character. Most firbolg speak Giant due to their origins from the Giant Pantheon, although several clans speak Dwarvish due to their belief that they originated from the Dwarvish Pantheon.