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<blockquote data-quote="BookTenTiger" data-source="post: 9174383" data-attributes="member: 6685541"><p><span style="font-size: 26px">People of Taielis, Part 4: Giants</span></p><p>[ATTACH=full]316455[/ATTACH]</p><p>Long before humans built citadels and cities upon the Five Isles, these islands were home to the giants. The giants, called Roquedain (meaning “Speakers of Stone”) in the giant language, built beautiful cities of stone, perfected the crafts of smithing and song, and often crossed the Inland Sea to raid coastal villages. However, ruins are all that remain of these cities; legends are all that is left of the giant heroes and their songs. Five hundred years ago, an empire of undead known as the Lich Crown conquered and enslaved the giants. It wasn’t until a group of giant rebels known as the Vault led allied armies of humans and enlanders against the Lich Crown that the giants were freed.</p><p></p><p>The giants of long-ago stood nearly twenty-feet tall. The surviving giants are much reduced, usually between six-feet and ten-feet tall. Giants have broad shoulders, big hands, and large heads with strong brows. Their skin tends towards colors of earth and stone, and their hair ranges anywhere from fiery red to obsidian black to alabaster white. Giants have a magical affinity with stone; they are natural stonesmiths and ceramicists, and can even speak with stones.</p><p></p><p><strong>Giant Attributes</strong></p><ul> <li data-xf-list-type="ul"><strong>Age</strong>: Giants reach adulthood around age 16, but live long lives after. They become elderly around age 120, and usually live until 150.</li> <li data-xf-list-type="ul"><strong>Height</strong>: Giants stand anywhere between six feet and ten feet.</li> <li data-xf-list-type="ul"><strong>Languages</strong>: Giants read, write, and speak Talis and Giant (also called Dain).</li> <li data-xf-list-type="ul"><strong>Names</strong>: Giant names trend towards long vowels and hard syllables: Dorandel, Marvuk, Noque, Abette, or a human named if raised in a human community. Since the arrival of humans, many giant families have taken on surnames connected to an ancestral heartstone, such as Gold, Topaz, or Travertine.</li> </ul><p></p><p><strong>Giant Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Large</strong>: Your size is Large, and your walking speed is 35 feet. You gain advantage on Athletics checks made to grapple or shove, and your carrying capacity is doubled. Your may ignore the Strength requirements of armor. All armor costs 1.5 as much as normal. You suffer disadvantage when making attacks with light weapons. Unlike other large creatures, you do not take up more space than a medium-size creature, and follow the same rules for squeezing and movement as medium-size creatures.</li> <li data-xf-list-type="ul"><strong>Long Arms</strong>: Giants have long, powerful arms. Your reach with unarmed attacks, melee weapons, and touch-range spells or powers is extended by five feet. Your range with thrown weapons is increased by ten feet.</li> <li data-xf-list-type="ul"><strong>Song of Stones</strong>: Giants have a spiritual connection with earth and stone. You gain proficiency in the Giant language, an ancient language that sounds like singing. At the end of a long rest, you may touch a stone or earthen ground and ask a single yes or no question about events that occurred within 100 feet and within the last century. The stone will always answer truthfully.</li> </ul><p></p><p><strong>Giant Aspects</strong></p><p>Giants have a spiritual connection with stone, earth, and soil. Choose one of the following aspects for your giant. This represents their spiritual bond with stone, not necessarily their culture or genealogy.</p><p></p><p>Giants are said to have a “heart that sings stone.” Each giant is born with an affinity towards a certain kind of stone, metal, or gem, known as their heartstone. When a giant becomes an adult at age 16, they often go on their Heartstone Journey, leaving their families and traveling to a place on the Five Isles where they feel at home.</p><p></p><p>Choose one of the following aspects for your giant.</p><p></p><p><strong>Stoneheart</strong></p><p>Your heart seeks the solitude of the mountains. Stoneheart giants spend much of their lives in isolation or small, rural communities high in the mountain slopes.</p><ul> <li data-xf-list-type="ul">Mountain Life: You gain proficiency in Athletics or Survival.</li> <li data-xf-list-type="ul">Stonestep: Though others clatter over pebbles and rocks, you know how to step carefully in mountainous terrain. You gain advantage on Stealth checks made when walking on stone.</li> <li data-xf-list-type="ul">Mighty Leap: You summon the strength of the mountains into your powerful legs. Your jump distance is doubled.</li> </ul><p></p><p><strong>Ironheart</strong></p><p>Your heart seeks the busy life of a city. Ironheart giants usually live in large towns or walled cities, earning a living through their inventive crafts.</p><ul> <li data-xf-list-type="ul"><strong>City Skills:</strong> You gain proficiency in Insight or Religion.</li> <li data-xf-list-type="ul"><strong>Skilled Craftworker</strong>: You gain proficiency in one set of artisan’s tools. During a long rest, you may craft an object (or a set of ammunition) worth no more than 5 gold pieces. This object should be constructable using this set of tools, or any other tools your are proficient in.</li> <li data-xf-list-type="ul"><strong>Word on the Street</strong>: You pick up on new languages very easily. At 1st level, and whenever your proficiency bonus increases (levels 5, 9, 13, 17), you gain proficiency in a new language of your choice.</li> </ul><p></p><p><strong>Hillheart</strong></p><p>Your heart seeks a communal life with other giants. Hillheart giants usually live in communities made up primarily of giants, learning and performing ancient giant rituals.</p><ul> <li data-xf-list-type="ul"><strong>Roquedain Skills</strong>: You gain proficiency in either Handle Animal or Performance.</li> <li data-xf-list-type="ul"><strong>Helping Hand</strong>: Hillheart giants go to extraordinary lengths to help their allies. As part of an attack, ability check, spell, or other action, you may also use the Help Action. Once you use Helping Hand, you may not use it again until you have completed at Long Rest.</li> <li data-xf-list-type="ul"><strong>Roquedain Ritual</strong>: The rituals of the giants grant control over the forces of nature. You may gain one of the following cantrips: Dancing Lights, Druidcraft, Gust, Magic Stone, Mold Earth, or Produce Flame. Choose Wisdom or Charisma as the spellcasting ability for this spell.</li> </ul><p></p><p><strong>Dustbound</strong></p><p>Your heart seeks the secrets of the Lich Crown. Dustbound giants reject giant culture and try to recapture the knowledge and power of their undead oppressors.</p><ul> <li data-xf-list-type="ul"><strong>Occult Knowledge</strong>: You gain proficiency in Arcana or Intimidate.</li> <li data-xf-list-type="ul"><strong>Secrets in the Shadows</strong>: You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</li> <li data-xf-list-type="ul"><strong>Command Spirit</strong>: You gain proficiency in the Dust language. You gain the spell Unseen Servant, which you may cast without verbal, somatic, or material components. Rather than an invisible force, the spell manifests as a ghost, skeleton, zombie, or other common undead. This undead servant has hit points equal to your level and a Strength score of 8 + your Proficiency Bonus. When used in this way, the spell is considered a Necromancy spell. Once you summon this special undead spirit, you may not do so again until you have completed a Long Rest.</li> </ul></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9174383, member: 6685541"] [SIZE=7]People of Taielis, Part 4: Giants[/SIZE] [ATTACH type="full" width="269px"]316455[/ATTACH] Long before humans built citadels and cities upon the Five Isles, these islands were home to the giants. The giants, called Roquedain (meaning “Speakers of Stone”) in the giant language, built beautiful cities of stone, perfected the crafts of smithing and song, and often crossed the Inland Sea to raid coastal villages. However, ruins are all that remain of these cities; legends are all that is left of the giant heroes and their songs. Five hundred years ago, an empire of undead known as the Lich Crown conquered and enslaved the giants. It wasn’t until a group of giant rebels known as the Vault led allied armies of humans and enlanders against the Lich Crown that the giants were freed. The giants of long-ago stood nearly twenty-feet tall. The surviving giants are much reduced, usually between six-feet and ten-feet tall. Giants have broad shoulders, big hands, and large heads with strong brows. Their skin tends towards colors of earth and stone, and their hair ranges anywhere from fiery red to obsidian black to alabaster white. Giants have a magical affinity with stone; they are natural stonesmiths and ceramicists, and can even speak with stones. [B]Giant Attributes[/B] [LIST] [*][B]Age[/B]: Giants reach adulthood around age 16, but live long lives after. They become elderly around age 120, and usually live until 150. [*][B]Height[/B]: Giants stand anywhere between six feet and ten feet. [*][B]Languages[/B]: Giants read, write, and speak Talis and Giant (also called Dain). [*][B]Names[/B]: Giant names trend towards long vowels and hard syllables: Dorandel, Marvuk, Noque, Abette, or a human named if raised in a human community. Since the arrival of humans, many giant families have taken on surnames connected to an ancestral heartstone, such as Gold, Topaz, or Travertine. [/LIST] [B]Giant Traits[/B] [LIST] [*][B]Large[/B]: Your size is Large, and your walking speed is 35 feet. You gain advantage on Athletics checks made to grapple or shove, and your carrying capacity is doubled. Your may ignore the Strength requirements of armor. All armor costs 1.5 as much as normal. You suffer disadvantage when making attacks with light weapons. Unlike other large creatures, you do not take up more space than a medium-size creature, and follow the same rules for squeezing and movement as medium-size creatures. [*][B]Long Arms[/B]: Giants have long, powerful arms. Your reach with unarmed attacks, melee weapons, and touch-range spells or powers is extended by five feet. Your range with thrown weapons is increased by ten feet. [*][B]Song of Stones[/B]: Giants have a spiritual connection with earth and stone. You gain proficiency in the Giant language, an ancient language that sounds like singing. At the end of a long rest, you may touch a stone or earthen ground and ask a single yes or no question about events that occurred within 100 feet and within the last century. The stone will always answer truthfully. [/LIST] [B]Giant Aspects[/B] Giants have a spiritual connection with stone, earth, and soil. Choose one of the following aspects for your giant. This represents their spiritual bond with stone, not necessarily their culture or genealogy. Giants are said to have a “heart that sings stone.” Each giant is born with an affinity towards a certain kind of stone, metal, or gem, known as their heartstone. When a giant becomes an adult at age 16, they often go on their Heartstone Journey, leaving their families and traveling to a place on the Five Isles where they feel at home. Choose one of the following aspects for your giant. [B]Stoneheart[/B] Your heart seeks the solitude of the mountains. Stoneheart giants spend much of their lives in isolation or small, rural communities high in the mountain slopes. [LIST] [*]Mountain Life: You gain proficiency in Athletics or Survival. [*]Stonestep: Though others clatter over pebbles and rocks, you know how to step carefully in mountainous terrain. You gain advantage on Stealth checks made when walking on stone. [*]Mighty Leap: You summon the strength of the mountains into your powerful legs. Your jump distance is doubled. [/LIST] [B]Ironheart[/B] Your heart seeks the busy life of a city. Ironheart giants usually live in large towns or walled cities, earning a living through their inventive crafts. [LIST] [*][B]City Skills:[/B] You gain proficiency in Insight or Religion. [*][B]Skilled Craftworker[/B]: You gain proficiency in one set of artisan’s tools. During a long rest, you may craft an object (or a set of ammunition) worth no more than 5 gold pieces. This object should be constructable using this set of tools, or any other tools your are proficient in. [*][B]Word on the Street[/B]: You pick up on new languages very easily. At 1st level, and whenever your proficiency bonus increases (levels 5, 9, 13, 17), you gain proficiency in a new language of your choice. [/LIST] [B]Hillheart[/B] Your heart seeks a communal life with other giants. Hillheart giants usually live in communities made up primarily of giants, learning and performing ancient giant rituals. [LIST] [*][B]Roquedain Skills[/B]: You gain proficiency in either Handle Animal or Performance. [*][B]Helping Hand[/B]: Hillheart giants go to extraordinary lengths to help their allies. As part of an attack, ability check, spell, or other action, you may also use the Help Action. Once you use Helping Hand, you may not use it again until you have completed at Long Rest. [*][B]Roquedain Ritual[/B]: The rituals of the giants grant control over the forces of nature. You may gain one of the following cantrips: Dancing Lights, Druidcraft, Gust, Magic Stone, Mold Earth, or Produce Flame. Choose Wisdom or Charisma as the spellcasting ability for this spell. [/LIST] [B]Dustbound[/B] Your heart seeks the secrets of the Lich Crown. Dustbound giants reject giant culture and try to recapture the knowledge and power of their undead oppressors. [LIST] [*][B]Occult Knowledge[/B]: You gain proficiency in Arcana or Intimidate. [*][B]Secrets in the Shadows[/B]: You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. [*][B]Command Spirit[/B]: You gain proficiency in the Dust language. You gain the spell Unseen Servant, which you may cast without verbal, somatic, or material components. Rather than an invisible force, the spell manifests as a ghost, skeleton, zombie, or other common undead. This undead servant has hit points equal to your level and a Strength score of 8 + your Proficiency Bonus. When used in this way, the spell is considered a Necromancy spell. Once you summon this special undead spirit, you may not do so again until you have completed a Long Rest. [/LIST] [/QUOTE]
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