Knightfall
World of Kulan DM
THE GIANT RACES OF HARQUAL
Most of the races listed in this section are not available as player character races; however, there are a few exceptions (most notably stone giants and the vonakyndra).
PART ONE: THE 'TRUE' GIANTS
The giant races of Harqual, like dragons, are more inclined towards neutrality. They are the only giants on Kulan who are so inclined; however, their societies don't revolve around the concepts of the Balance. Instead, the true giants of Harqual lean towards neutrality due to their desire for survival.
The ogres and their leaders, known as Scions, have given giants a bad reputation on Harqual. This had led to a certain degree of hostility towards giants whether deserved or not. Many giants are, therefore, isolationists by nature living in a closer harmony with nature in order to hide their true numbers from “giant haters.”
BOG GIANTS (Fiend Folio)
These 10-foot-tall giants are the most rare of the true giants of Harqual. They are most often found in deep swamplands and jungles of the Far South; although, they can be found in any swamp or marshland on the continent. They are quite common in the southern forests of Heverkent as well as in the Lilliputian Jungle on the Thenin Peninsula.
In the north they are limited to the swamplands on the coast of the Sword Gulf, known as Le Marécage de Fey, and the deepest parts of the Great Harqual Forest. Rumor has it amongst the frost giants of the Northlands that there may be several bog giant tribes living in the Horrid Marsh and along the coast of the Dragon’s Eye Reach. The truth of this is not known.
Bog giants are always neutral. They are the most likely of the true giants to live within the Tenets of the Balance. In fact, many bog giant tribes are ruled by matriarchs who worship Mirella.
CLOUD GIANTS (MM)
The cloud giants of Harqual rarely touch the earth of the continent. They live in beautiful cloud citadels, which can be as large as many ground-dweller cities. These bands of cloud giants are often related by blood and tend to shun all other giants except for their own kind and the occasional storm giant. The cloud giants of Harqual live as humans would but on a much larger scale.
Cloud giant citadels are highly mobile and those living high above Harqual migrate south when winter comes. They settle their floating fortresses above the Heverkent Forest and the Hinderfall Mountains while in the Far South. When they migrate back north in the spring they usually settle their fortresses above the Great Harqual Forest and the Greystone Mountains.
Cloud giants, like humans, can be of any alignment, but they as a race tend towards being neutral. Cloud giants worship the deities of Harqual more often then one of the World Gods. This includes Gruumsh, Kord, Ptah, Ran, Sanh, and Vaprak. When they do chose to worship a World God then they often choose to venerate one of the giant deities such as Annam, Hiatea, or Stronmaus. Note that many cloud giants of Harqual consider Ptah not Stronmaus to be their patron deity and many of them take his teachings to heart traveling across the world and beyond.
Cloud giants aren't as insular as other giants when it comes to dealing with other non-giant races. They have a fondness for many of the avian races of Harqual including the aarakocra, giant eagles, and the race of avian elves known as the ee'aar. Cloud giant citadels are usually open to these allies as well as known spelljamming ships. Cloud giants are happy to receive such visitors as long as they are on their best behavior. Cloud giants often trade with the star gnomes of Kulanspace.
FIRBOLGS (MM 2)
Nearly as rare as bog giants, and even more reclusive, are the firbolgs. Firbolgs tend to be peaceful but are quick to anger when nature or their kin are threatened. Firbolgs dwell in communities known as steadings and live by hunting and gathering as well as by agriculture.
Firbolgs tend to live in more northerly climes but can be found in temperate regions as well. They are often mistaken for tall, bulky humans from a distance. However, spotting one of these reclusive 10-foot-tall giants is a very rare event. They rarely leave the hills and deep forests that they call home. There are dozens of firbolg steadings scattered across the Northlands from the Sival Forest in the west to the Lands of the Nashee in the east. They are also found in the Desinon Forest and the Will o' Wisp Woods.
Firbolgs are extremely rare in the Great Harqual Forest. There is only two known firbolg steadings, and they constantly move around while avoiding both the blood elves of the Knotwood and the silver elves from the Kingdom of the Silver Leaves. Most elven scholars believe the firbolgs tend to settle in the regions known as the Wild Treelands and on the edge of the Hallowed Lands on the western edge of Great Harqual Forest.
Firbolgs are almost always neutral. They tend to worship gods with nature, strength, or some aspect of the north in their portfolios. This includes Annam, Cronn, the Daghdha, Ehlonna, Hiatea, Kord, Larea, and Uller. Firbolgs respect and revere Cronn and Daghdha before all others. Males tend towards worshiping Cronn while females more often worship the Daghdha.
FIRE GIANTS (MM)
The fire giants of Harqual are known for being boorish and vindictive towards their enemies. However, not all fire giants are inherently evil. Most are usually partially neutral, whether it be LN, NG, N, NE, or CN, but can be of any alignment with a tendency towards neutral evil.
Fire giants are rare on Harqual as they prefer to live near active and dormant volcanoes. In truth, there is only one truly active volcano on the continent. This is Mount Vasnae in the Thunder Mountains. This range is known for the mountain orcs of the Black Kingdom. The fire giant tribes living near Mount Vasnae have a semi-permanent alliance with the mountain orcs and are completely evil with most tending towards being lawful evil.
The only other "well-known" volcano on the continent is the dormant, unnamed volcano known for the large community that now exists in the mouth of the volcano, Cauldron. This dormant volcano is part of the Kul Moren Mountains sitting near the range's northeastern edge. Fire giants live all around the dormant volcano and there are at least four separate fire giant tribes living in the Kul Moren Mountains as the mountain range is known for its hot spots (i.e. geysers, hot springs, lava tubes & vents).
Beyond these two mountain ranges, fire giants do not exist on Harqual is great numbers. There are a few scattered tribes in the mountain ranges of the Far South as well as in the mountains of the Storm Jungle. Fire giants are more often encountered on one of the many islands surrounding the southern lands of Harqual as well as the mountain range of Teverroot Island on the outer edge of the Sword Gulf. Here, nearly half a dozen fire giant tribes constantly fight the gray dwarves of Duroko and Durgan as well as the evil followers of Xuar.
Fire giants worship Lokun, the North God of Mischief and Fire, before all others. They, like the frost giants, see Lokun as their patron deity. However, a fire giant is more likely to forgo worship of the Sky Traveler for a deity that better suits that character's alignment and lifestyle. This can include deities such as Angrboda, Apollo, Baphomet, Gruumsh, Hades, Karontor, Kord, Konkresh, Surtur, and Vaprak.
FROST GIANTS (MM)
The frost giants of Harqual are the favored race of Lokun. Unlike other frost giants in other parts of the world Harqual's frost giants are rarely evil. They are also less inclined towards chaos but they are almost never lawful. Most are either neutral or chaotic neutral.
Frost giants are rarely encountered south of the Greystone Mountains; however, there are a few frost giant tribes now living in the Rilous Mountains: the mountain range on the Ragik Peninsula that came to Harqual during The Transformation. These tribes migrated south to the mountains soon after The Transformation ended. Most believe that Lokun guided the tribes' Jarls to the new mountain range through dreams and omens. (Frost giant Jarls are either clerics or shamans not blackguards.)
Most frost giants live in the high, rolling hills of the Northlands in the Desinon Forest and west of the Sival Forest near (and in) the Kingdom of MaShir. These frost giants live by hunting, ranching, and raiding other giant tribes as well as other races living in the Northlands. Those living closer to MaShir are more likely to raid others while those near the Desinon Forest tend towards hunting and ranching.
Those frost giants actually living within the border of MaShir do not raid others, however. They live as the citizens of that barbaric kingdom do; although, they still lean towards chaos. Most live on the mountainous island known as Tel'Meth just off the continent's northwestern coast. They raise dire sheep and dire goats in the highlands of the island living off the land in nomadic clan groups. Tel’Meth frost giants are not as large as other frost giants being only 10 feet tall and weighing 1,860 pounds (9 HD), and are always chaotic good. (Tel'Meth frost giants will have their own monster stats and racial traits, eventually.)
Frost giants are also common throughout the islands surrounding Harqual's northern coast. This includes the Sovereign Islands of Soleil, Hougard, and the Jarl Islands. Their numbers are highest on Hougard, which is the Godly Realm of Lokun followed by the Jarl Islands — a chain of islands where frost giant Jarls go to live out their remaining years. (At least, those not in favor with the Sky Traveler.)
Frost giants rarely worship deities other than Lokun. Those that do choose to worship another god usually pick another North God such as Cronn, the Daghdha, Larea, or Sanh. There are rumors of more evilly-inclined frost giant tribes living around the Greystone Mountains and Cold Barrens that worship either Angrboda or the demon lord Kostchtchie. The Interloper God, Uller, has made it his goal to gain worshipers amongst Lokun's followers; therefore, he is attempting to sway certain frost giant tribes to worship him by offering them power and wealth.
HILL GIANTS (MM)
The hill giants of Harqual are unchanged from the statistics and cultural information given in the D&D Monster Manual v.3.5. They often worship one of the following World or Interloper Gods: Baphomet, Erythnul, Gruumsh, Karontor, Konkresh, or Vaprak. (Hill giants are not available as a player character race on Kulan, regardless of the player character breakdown in the MM.)
ICE GIANTS (Frost & Fur)
Rarer than frost giants are ice giants. Ice giants live mainly in the great taiga forests of the Northlands but can also be found living on the tundra in areas such as the Frigid Plains and the Lashee Divide. They are also found on many of the islands of the North Sea such as Scon, Syoul, Tru, the Isles of Ice, and even the Cold Dragon Isles.
Ice giants tend towards chaos and evil in alignment but many of their kind are chaotic neutral as well, especially those living near good or neutral frost giants. However, as a race they are more like hill giants in temperament and intelligence. They solve most problems with brute force regardless of alignment and like their privacy. They have the ability to regenerate.
Ice giants are often covered with layers of ice in their thick hair & fur and in the white wilderness of the Northlands they have been known to simply lay down and hide in the snow rather than confront outsiders that might attack them. Note that some evil ice giants like to surprise opponents by using this tactic to surprise opponents.
Once in a long while, a southerner will mistake an ice giant for some sort of elemental. The barbarians of the Northlands never make this error. They have learned from past experience what to look out for when there is a possibility of encountering these unpredictable giants.
Chaotic neutral ice giants often worship Cronn or Lokun but rarely will they pay homage to any of the other North Gods. Chaotic evil ice giants worship Angrboda, Kostchtchie, or Vaprak. However, most ice giants pay homage to Uller. Unlike with frost giants ice giants see the Winter God as their patron not the Sky Traveler.
REEF GIANTS
Reef giants are said to closely related to stone giants and they indeed look similar to those mountain-dwelling giants. Appearance aside, reef giants are happiest when living near coastal areas around the reefs that they call home. Reef giants are only found in the Karmine Sea off Harqual's southeastern shores. They can often be spotted fishing along the continent’s coastline with their large tridents.
Reef giants are the friendliest race of true giants, and they are more than happy to swap stories and, sometimes, trade goods with outsiders. Reef giants will warn sea captains about dangerous sea creatures and hazards, but they will let cruel pirates and the like sail into dangerous territory.
Reef giants almost never live in deep water as they have a elemental connection to the continental shelves of the Karmine Sea. This connection is so strong that reef giants have the Earth subtype. Reef giants usually spend only two-thirds of their life in the water as they love to travel inland meeting new people and seeing new places. However, a reef giant will not stay away from the sea for long as they become sullen if away from the smell and taste of their aquatic home.
Reef giants can breath both air and water normally. They do not suffer any penalties for being out of the water for long periods of time. Reef giants often worship Aegir, The Old Man in the Sea, or Ahto, the Interloper God of the Sea.
STONE GIANTS (MM)
The stone giants of Harqual are unchanged from the cultural information given in the D&D Monster Manual v.3.5. They often worship one of the following gods: Annam, Calphas, Daghdha, Hades, Hergund, Meriadar, or Syreth.
Stone giant is available as a player character race in the Lands of Harqual with the following changes to their racial traits:
STORM GIANTS (MM)
One of the greatest of the true giant races are the gentle, yet immensely powerful storm giants. Storm giants, like cloud giants, prefer not to step upon the earth of the continent. Unlike cloud giants, however, most storm giants live under the warm waters of the Hallian Sea as well as the Guardian Bay, which opens up into the southern reaches of Aegir's Sea. They rarely travel north of the waters surrounding the Storm Peninsula in the west and the Varan Peninsula in the east.
However, not all storm giants live under the sea. Some, such as those in the Wulman Gulf, live on colossal floating citadels. These floating structures are even larger than they appear. The citadels float like icebergs with the bulk of the citadel underwater. (Strangely, Harqual is the only place on the World of Kulan where storm giants live in such a manner.)
Storm giant citadels whether underwater or floating on the sea are beautifully designed constructions made from coral and/or obsidian. These citadels always have places for both air and water-breathers to visit in comfort. How the storm giants of the Wulman Gulf get their citadels to float remains a mystery to other races. The citadels do not radiate powerful magic and there isn't any signs of the magitech that would be needed for such immense structures.
Unlike other storm giants, those living in the waters around Harqual are not overly reclusive. They are great friends of the sea-dwelling races as well as the reef giants of the Karmine Sea and any good-hearted cloud giants. They have a soft spot for merfolk and shoal elves in particular. Many of these races undersea communities are located near storm giant citadels. Storm giants find humans and most other land-dwellers to be crude beings walking around clumsily. They do have respect for the rakasta who they see as graceful and down to earth.
There is a rare breed of storm giant with violet skin, blue-black hair, and silvery gray eyes. These storm giants are almost always chaotic neutral unlike green-skinned storm giants who are often chaotic or neutral good. Violet-skinned storm giants are more reclusive than their green-skinned cousins preferring to build their citadels deep under water near the edge of the continental shelf. These highly chaotic storm giants are die-hard loners shunning even other storm giants.
There are rumors of even rarer albino-skinned breed of storm giant living deep under the waters of the Hallian Sea and beyond. It is said that they are completely evil and they worship the God of Evil Depths, Yeathan (a World God). It is said these corrupt storm giants rise to the surface to sink sailing vessels and swamp small islands with their powerful spell-like abilities.
Green-skinned storm giants are often clerics or fighters while violet-skinned storm giants tend to be powerful sorcerers. Green-skinned storm giants consider Aegir to be their patron deity, while violet-skinned storm giants have turned to worshiping Ran, the Interloper Goddess of Storms, as their patron deity. In reality, most storm giants pay homage to both these deities as well as other deities with the sea and storms as part of their portfolio. This includes Ahto, Deep Sashelas, Sanh, Stronmaus, and rarely Velit, The Sea Prince.
Most of the races listed in this section are not available as player character races; however, there are a few exceptions (most notably stone giants and the vonakyndra).
PART ONE: THE 'TRUE' GIANTS
The giant races of Harqual, like dragons, are more inclined towards neutrality. They are the only giants on Kulan who are so inclined; however, their societies don't revolve around the concepts of the Balance. Instead, the true giants of Harqual lean towards neutrality due to their desire for survival.
The ogres and their leaders, known as Scions, have given giants a bad reputation on Harqual. This had led to a certain degree of hostility towards giants whether deserved or not. Many giants are, therefore, isolationists by nature living in a closer harmony with nature in order to hide their true numbers from “giant haters.”
BOG GIANTS (Fiend Folio)
These 10-foot-tall giants are the most rare of the true giants of Harqual. They are most often found in deep swamplands and jungles of the Far South; although, they can be found in any swamp or marshland on the continent. They are quite common in the southern forests of Heverkent as well as in the Lilliputian Jungle on the Thenin Peninsula.
In the north they are limited to the swamplands on the coast of the Sword Gulf, known as Le Marécage de Fey, and the deepest parts of the Great Harqual Forest. Rumor has it amongst the frost giants of the Northlands that there may be several bog giant tribes living in the Horrid Marsh and along the coast of the Dragon’s Eye Reach. The truth of this is not known.
Bog giants are always neutral. They are the most likely of the true giants to live within the Tenets of the Balance. In fact, many bog giant tribes are ruled by matriarchs who worship Mirella.
CLOUD GIANTS (MM)
The cloud giants of Harqual rarely touch the earth of the continent. They live in beautiful cloud citadels, which can be as large as many ground-dweller cities. These bands of cloud giants are often related by blood and tend to shun all other giants except for their own kind and the occasional storm giant. The cloud giants of Harqual live as humans would but on a much larger scale.
Cloud giant citadels are highly mobile and those living high above Harqual migrate south when winter comes. They settle their floating fortresses above the Heverkent Forest and the Hinderfall Mountains while in the Far South. When they migrate back north in the spring they usually settle their fortresses above the Great Harqual Forest and the Greystone Mountains.
Cloud giants, like humans, can be of any alignment, but they as a race tend towards being neutral. Cloud giants worship the deities of Harqual more often then one of the World Gods. This includes Gruumsh, Kord, Ptah, Ran, Sanh, and Vaprak. When they do chose to worship a World God then they often choose to venerate one of the giant deities such as Annam, Hiatea, or Stronmaus. Note that many cloud giants of Harqual consider Ptah not Stronmaus to be their patron deity and many of them take his teachings to heart traveling across the world and beyond.
Cloud giants aren't as insular as other giants when it comes to dealing with other non-giant races. They have a fondness for many of the avian races of Harqual including the aarakocra, giant eagles, and the race of avian elves known as the ee'aar. Cloud giant citadels are usually open to these allies as well as known spelljamming ships. Cloud giants are happy to receive such visitors as long as they are on their best behavior. Cloud giants often trade with the star gnomes of Kulanspace.
FIRBOLGS (MM 2)
Nearly as rare as bog giants, and even more reclusive, are the firbolgs. Firbolgs tend to be peaceful but are quick to anger when nature or their kin are threatened. Firbolgs dwell in communities known as steadings and live by hunting and gathering as well as by agriculture.
Firbolgs tend to live in more northerly climes but can be found in temperate regions as well. They are often mistaken for tall, bulky humans from a distance. However, spotting one of these reclusive 10-foot-tall giants is a very rare event. They rarely leave the hills and deep forests that they call home. There are dozens of firbolg steadings scattered across the Northlands from the Sival Forest in the west to the Lands of the Nashee in the east. They are also found in the Desinon Forest and the Will o' Wisp Woods.
Firbolgs are extremely rare in the Great Harqual Forest. There is only two known firbolg steadings, and they constantly move around while avoiding both the blood elves of the Knotwood and the silver elves from the Kingdom of the Silver Leaves. Most elven scholars believe the firbolgs tend to settle in the regions known as the Wild Treelands and on the edge of the Hallowed Lands on the western edge of Great Harqual Forest.
Firbolgs are almost always neutral. They tend to worship gods with nature, strength, or some aspect of the north in their portfolios. This includes Annam, Cronn, the Daghdha, Ehlonna, Hiatea, Kord, Larea, and Uller. Firbolgs respect and revere Cronn and Daghdha before all others. Males tend towards worshiping Cronn while females more often worship the Daghdha.
FIRE GIANTS (MM)
The fire giants of Harqual are known for being boorish and vindictive towards their enemies. However, not all fire giants are inherently evil. Most are usually partially neutral, whether it be LN, NG, N, NE, or CN, but can be of any alignment with a tendency towards neutral evil.
Fire giants are rare on Harqual as they prefer to live near active and dormant volcanoes. In truth, there is only one truly active volcano on the continent. This is Mount Vasnae in the Thunder Mountains. This range is known for the mountain orcs of the Black Kingdom. The fire giant tribes living near Mount Vasnae have a semi-permanent alliance with the mountain orcs and are completely evil with most tending towards being lawful evil.
The only other "well-known" volcano on the continent is the dormant, unnamed volcano known for the large community that now exists in the mouth of the volcano, Cauldron. This dormant volcano is part of the Kul Moren Mountains sitting near the range's northeastern edge. Fire giants live all around the dormant volcano and there are at least four separate fire giant tribes living in the Kul Moren Mountains as the mountain range is known for its hot spots (i.e. geysers, hot springs, lava tubes & vents).
Beyond these two mountain ranges, fire giants do not exist on Harqual is great numbers. There are a few scattered tribes in the mountain ranges of the Far South as well as in the mountains of the Storm Jungle. Fire giants are more often encountered on one of the many islands surrounding the southern lands of Harqual as well as the mountain range of Teverroot Island on the outer edge of the Sword Gulf. Here, nearly half a dozen fire giant tribes constantly fight the gray dwarves of Duroko and Durgan as well as the evil followers of Xuar.
Fire giants worship Lokun, the North God of Mischief and Fire, before all others. They, like the frost giants, see Lokun as their patron deity. However, a fire giant is more likely to forgo worship of the Sky Traveler for a deity that better suits that character's alignment and lifestyle. This can include deities such as Angrboda, Apollo, Baphomet, Gruumsh, Hades, Karontor, Kord, Konkresh, Surtur, and Vaprak.
Fire giants can breed with humans and orcs, which is usually done by magical means; therefore, there are half-fire giants, called fire jovians, living anywhere that both humans and fire giants or orcs and fire giants coexist. Note that fire giants usually don't consider humans or orcs to be good choices as mates. Since fire giants are rare on Harqual, fire jovians are very rare.
This half-breed PC race is detailed in Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds (pg. 37).
FROST GIANTS (MM)
The frost giants of Harqual are the favored race of Lokun. Unlike other frost giants in other parts of the world Harqual's frost giants are rarely evil. They are also less inclined towards chaos but they are almost never lawful. Most are either neutral or chaotic neutral.
Frost giants are rarely encountered south of the Greystone Mountains; however, there are a few frost giant tribes now living in the Rilous Mountains: the mountain range on the Ragik Peninsula that came to Harqual during The Transformation. These tribes migrated south to the mountains soon after The Transformation ended. Most believe that Lokun guided the tribes' Jarls to the new mountain range through dreams and omens. (Frost giant Jarls are either clerics or shamans not blackguards.)
Most frost giants live in the high, rolling hills of the Northlands in the Desinon Forest and west of the Sival Forest near (and in) the Kingdom of MaShir. These frost giants live by hunting, ranching, and raiding other giant tribes as well as other races living in the Northlands. Those living closer to MaShir are more likely to raid others while those near the Desinon Forest tend towards hunting and ranching.
Those frost giants actually living within the border of MaShir do not raid others, however. They live as the citizens of that barbaric kingdom do; although, they still lean towards chaos. Most live on the mountainous island known as Tel'Meth just off the continent's northwestern coast. They raise dire sheep and dire goats in the highlands of the island living off the land in nomadic clan groups. Tel’Meth frost giants are not as large as other frost giants being only 10 feet tall and weighing 1,860 pounds (9 HD), and are always chaotic good. (Tel'Meth frost giants will have their own monster stats and racial traits, eventually.)
Frost giants are also common throughout the islands surrounding Harqual's northern coast. This includes the Sovereign Islands of Soleil, Hougard, and the Jarl Islands. Their numbers are highest on Hougard, which is the Godly Realm of Lokun followed by the Jarl Islands — a chain of islands where frost giant Jarls go to live out their remaining years. (At least, those not in favor with the Sky Traveler.)
Frost giants rarely worship deities other than Lokun. Those that do choose to worship another god usually pick another North God such as Cronn, the Daghdha, Larea, or Sanh. There are rumors of more evilly-inclined frost giant tribes living around the Greystone Mountains and Cold Barrens that worship either Angrboda or the demon lord Kostchtchie. The Interloper God, Uller, has made it his goal to gain worshipers amongst Lokun's followers; therefore, he is attempting to sway certain frost giant tribes to worship him by offering them power and wealth.
Like fire giants, frost giants sometimes breed with humans. (They never willingly breed with orcs.) Frost jovians are more common than fire jovians as frost giants tend to have better relations with the humans living in the Northlands, especially with the citizens of the Kingdom of MaShir. (Frost jovians have been know to migrate to more southerly lands.)
This half-breed PC race is detailed in Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds (pg. 37).
HILL GIANTS (MM)
The hill giants of Harqual are unchanged from the statistics and cultural information given in the D&D Monster Manual v.3.5. They often worship one of the following World or Interloper Gods: Baphomet, Erythnul, Gruumsh, Karontor, Konkresh, or Vaprak. (Hill giants are not available as a player character race on Kulan, regardless of the player character breakdown in the MM.)
ICE GIANTS (Frost & Fur)
Rarer than frost giants are ice giants. Ice giants live mainly in the great taiga forests of the Northlands but can also be found living on the tundra in areas such as the Frigid Plains and the Lashee Divide. They are also found on many of the islands of the North Sea such as Scon, Syoul, Tru, the Isles of Ice, and even the Cold Dragon Isles.
Ice giants tend towards chaos and evil in alignment but many of their kind are chaotic neutral as well, especially those living near good or neutral frost giants. However, as a race they are more like hill giants in temperament and intelligence. They solve most problems with brute force regardless of alignment and like their privacy. They have the ability to regenerate.
Ice giants are often covered with layers of ice in their thick hair & fur and in the white wilderness of the Northlands they have been known to simply lay down and hide in the snow rather than confront outsiders that might attack them. Note that some evil ice giants like to surprise opponents by using this tactic to surprise opponents.
Once in a long while, a southerner will mistake an ice giant for some sort of elemental. The barbarians of the Northlands never make this error. They have learned from past experience what to look out for when there is a possibility of encountering these unpredictable giants.
Chaotic neutral ice giants often worship Cronn or Lokun but rarely will they pay homage to any of the other North Gods. Chaotic evil ice giants worship Angrboda, Kostchtchie, or Vaprak. However, most ice giants pay homage to Uller. Unlike with frost giants ice giants see the Winter God as their patron not the Sky Traveler.
REEF GIANTS
Reef giants are said to closely related to stone giants and they indeed look similar to those mountain-dwelling giants. Appearance aside, reef giants are happiest when living near coastal areas around the reefs that they call home. Reef giants are only found in the Karmine Sea off Harqual's southeastern shores. They can often be spotted fishing along the continent’s coastline with their large tridents.
Reef giants are the friendliest race of true giants, and they are more than happy to swap stories and, sometimes, trade goods with outsiders. Reef giants will warn sea captains about dangerous sea creatures and hazards, but they will let cruel pirates and the like sail into dangerous territory.
Reef giants almost never live in deep water as they have a elemental connection to the continental shelves of the Karmine Sea. This connection is so strong that reef giants have the Earth subtype. Reef giants usually spend only two-thirds of their life in the water as they love to travel inland meeting new people and seeing new places. However, a reef giant will not stay away from the sea for long as they become sullen if away from the smell and taste of their aquatic home.
Reef giants can breath both air and water normally. They do not suffer any penalties for being out of the water for long periods of time. Reef giants often worship Aegir, The Old Man in the Sea, or Ahto, the Interloper God of the Sea.
While reef giants are friendly towards many land-bound race they rarely become intimately involved with humans, and a reef giant would never consider such a relationship with an orc. However, there are reef jovians. These half-giants are half-merfolk. They are nearly unheard of anywhere inland, and an individual reef jovian is always a unique character with a unique background.
Note that I don't have racial traits for reef jovians, but once I do, they will be added here.
STONE GIANTS (MM)
The stone giants of Harqual are unchanged from the cultural information given in the D&D Monster Manual v.3.5. They often worship one of the following gods: Annam, Calphas, Daghdha, Hades, Hergund, Meriadar, or Syreth.
Stone giant is available as a player character race in the Lands of Harqual with the following changes to their racial traits:
- +8 to Strength, +2 to Dexterity, +4 to Constitution, +2 to Wisdom.
- Automatic Languages: Barbarian and Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc, Terran.
- +10 natural armor bonus.
Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds doesn't have a listing for stone jovians; however, I'm likely to create them to go along with the other jovian races. Stone jovians are more common than frost jovians but rarer than hill jovians. They rarely live outside their giant parent's community but are drawn towards adventuring. Stone jovians are always half-humans; stone giants cannot breed with orcs for some unknown reason.
STORM GIANTS (MM)
One of the greatest of the true giant races are the gentle, yet immensely powerful storm giants. Storm giants, like cloud giants, prefer not to step upon the earth of the continent. Unlike cloud giants, however, most storm giants live under the warm waters of the Hallian Sea as well as the Guardian Bay, which opens up into the southern reaches of Aegir's Sea. They rarely travel north of the waters surrounding the Storm Peninsula in the west and the Varan Peninsula in the east.
However, not all storm giants live under the sea. Some, such as those in the Wulman Gulf, live on colossal floating citadels. These floating structures are even larger than they appear. The citadels float like icebergs with the bulk of the citadel underwater. (Strangely, Harqual is the only place on the World of Kulan where storm giants live in such a manner.)
Storm giant citadels whether underwater or floating on the sea are beautifully designed constructions made from coral and/or obsidian. These citadels always have places for both air and water-breathers to visit in comfort. How the storm giants of the Wulman Gulf get their citadels to float remains a mystery to other races. The citadels do not radiate powerful magic and there isn't any signs of the magitech that would be needed for such immense structures.
Unlike other storm giants, those living in the waters around Harqual are not overly reclusive. They are great friends of the sea-dwelling races as well as the reef giants of the Karmine Sea and any good-hearted cloud giants. They have a soft spot for merfolk and shoal elves in particular. Many of these races undersea communities are located near storm giant citadels. Storm giants find humans and most other land-dwellers to be crude beings walking around clumsily. They do have respect for the rakasta who they see as graceful and down to earth.
There is a rare breed of storm giant with violet skin, blue-black hair, and silvery gray eyes. These storm giants are almost always chaotic neutral unlike green-skinned storm giants who are often chaotic or neutral good. Violet-skinned storm giants are more reclusive than their green-skinned cousins preferring to build their citadels deep under water near the edge of the continental shelf. These highly chaotic storm giants are die-hard loners shunning even other storm giants.
There are rumors of even rarer albino-skinned breed of storm giant living deep under the waters of the Hallian Sea and beyond. It is said that they are completely evil and they worship the God of Evil Depths, Yeathan (a World God). It is said these corrupt storm giants rise to the surface to sink sailing vessels and swamp small islands with their powerful spell-like abilities.
Green-skinned storm giants are often clerics or fighters while violet-skinned storm giants tend to be powerful sorcerers. Green-skinned storm giants consider Aegir to be their patron deity, while violet-skinned storm giants have turned to worshiping Ran, the Interloper Goddess of Storms, as their patron deity. In reality, most storm giants pay homage to both these deities as well as other deities with the sea and storms as part of their portfolio. This includes Ahto, Deep Sashelas, Sanh, Stronmaus, and rarely Velit, The Sea Prince.
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