Mountain-folk
The mighty Archangels were the worst afflicted, and suffered through their curse in agony. Not only did they too lose their flight, but the curse afflicted their minds, making them bitter and violent. To avoid conflict with their brothers and sisters, they exiled themselves to the mountains where they remained for one hundred years. Their howls of agony were heard throughout the desolate valleys of soot and cinders. For this, they were called the 'mountain-folk'.Towering over most races of the world, mountain-folk stand eight to nine feet tall on average. They are a race of large, demonic humanoids who find themselves most at home in Ragnarok's mountains. They were once the mighty archangels and suffered through their curse. While it stripped their flight from them like it did their demon cousins, the curse also afflicted their minds, making them bitter and violent. To avoid conflict, they exiled themselves to the mountains where their howls of agony were heard from the peaks for a century until they returned transformed. This is how they earned their moniker.

A Nomadic People
Mountain-folk are an advanced hunter-gatherer society, living in large, family clans that often construct temporary villages high up within the numerous frigid mountains of Ragnarok. It is rare for such settlements to stay in one place for an extended period of time, and many such mountain-folk villages are often abandoned a year after settlement due to the changing seasons and the migration patterns of the creatures they hunt for food such as the mighty aurochs and the great, white mammoth.
Thrill of the Hunt
Every mountain-folk lives for the great hunt; the idea of victory over a powerful monster or foe, especially in competition with other mountain-folk. Every generation a group of young aspiring hunters are sent out into the wilderness to find and kill a mighty and dangerous creature, bring back the body and a trophy carved from it. This trial pits mountain-folk against each other on a level playing field, and it is through this trial that instills a sense of competitiveness measured in talent, dedication, and effort. It’s these factors that determine survival in their unforgiving mountainous home terrain, not a reliance on wealth, status, or Magic that might tip the scales in one way or another. Every mountain-folk, in some aspect or another, seeks to prove their bravery against the most dangerous creatures of the wild. Sometimes one may seek identity as a hunter or a servant to nature and spirituality. Hunters are often revered and seen as important to their fellow clansmen. To be a hunter is seen as a mountain-folk’s greatest honor. Mountain-folk hunters hunt either for food, honor or to earn the respect of their ancestors.Religion and Spirituality
Despite their apparent brash warrior culture, mountain-folk are deeply spiritual in nature. They put their faith and reverence into what they call the Breath of the Land, a mysterious force they believe speaks to them high atop the mountains through the whistling of frigid winds. Many elder mystics have attempted to listen to the Breath of the Land, claiming to have uncovered hidden messages and meanings that may lead them to some form of enlightenment. Other groups of mountain-folk revere in the Pantheon of the Wild, as the Pantheon's philosophy regarding the Hunt resonates with many clans. Meditation is a common practice among all mountain-folk. This is typically accompanied by a pipe infused with a herb called ridgebloom, which many mountain-folk hold sacred to the degree that it is often cultivated for such a purpose, or that travel to such a cultivated location is considered a rite of passage. Mountain-folk often use ridgebloom-induced meditation to commune with their ancestors, which they revere more than even their elders.Mountain-folk Names
Every mountain-folk has two names. One is given by the mother, the second by the father. These two names are typically combined into a two-syllable name. Surnames typically follow the same formula as the rest of demon-kind, with the first prefix being representative of their birth dominion and its second half paying homage to a great figure of demon-kind. Mountain-folk typically prefer heroes of their own people. Male Names: Akkal, Kornun, Gaarnus, Vernak, Kvarnuk, Rentus, Akmir, Krovor, Phanus, Rekkmor, DhrakkorFemale Names: Mepha, Hachi, Kaya, Opa, Magna, Fala, Tadi, Una, Mona, Shima, Siska
Surnames: (Dominion of Torment) Aul'Akkna, Aul'Vetra, Aul'Chitsa, Aul'Mika, Aul'Honon, Aul'Viho; (Dominion of Indulgence) Al'Kitchi, Al'Patwin, Al'Nigan, Al'Taima, Al'Payat, Al'Niakku; (Dominion of Doubt) Ul'Toka, Ul'Neka, Ul'Paco, Ul'Kresh, Ul'Zannitha, Ul'Malis
Mountain-folk Traits
Age. Mountain-folk reach physical maturity at around 30 years old, but are considered adults only at 50. They can live up to 600 years.
Size. Mountain-folk tower over almost any race in the world, save for perhaps the giants of old. Females average around 8 feet while males average around 9 feet. It is absurdly rare for a mountain-folk to be taller than 10 feet. Your size is Large.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Mountain-Grip. When wielding a melee weapon, you may increase its damage dice by one rank. You may also wield melee weapons with the two-handed property with one hand. When using a two-handed weapon in one hand, the weapon loses the heavy property and its damage dice are reduced by one rank. The damage dice progression is as follows: 1d4, 1d6, 1d8, 1d10, (1d12/2d6)*, 2d8, 3d6, 3d8, 4d6, 4d8, etc. *1d12 and 2d6 are considered a singular rank when increasing or decreasing a weapon's damage dice.
Home Among the Peaks. You gain resistance to cold damage and ignore difficult terrain resulting from rocky surfaces.
Languages. You can speak, read, and write Demonic and Trade-tongue.
Notable Mountain-folk
Mountain-folk Traits
As a mountain-folk, your traits are as follows. Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.Age. Mountain-folk reach physical maturity at around 30 years old, but are considered adults only at 50. They can live up to 600 years.
Size. Mountain-folk tower over almost any race in the world, save for perhaps the giants of old. Females average around 8 feet while males average around 9 feet. It is absurdly rare for a mountain-folk to be taller than 10 feet. Your size is Large.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Mountain-Grip. When wielding a melee weapon, you may increase its damage dice by one rank. You may also wield melee weapons with the two-handed property with one hand. When using a two-handed weapon in one hand, the weapon loses the heavy property and its damage dice are reduced by one rank. The damage dice progression is as follows: 1d4, 1d6, 1d8, 1d10, (1d12/2d6)*, 2d8, 3d6, 3d8, 4d6, 4d8, etc. *1d12 and 2d6 are considered a singular rank when increasing or decreasing a weapon's damage dice.
Home Among the Peaks. You gain resistance to cold damage and ignore difficult terrain resulting from rocky surfaces.
Languages. You can speak, read, and write Demonic and Trade-tongue.
City-born
As a city-born mountain-folk, you also have the following traits. Crowd Control. You gain a +1 bonus to attack rolls and saving throws while you have 2 or more enemies within reach.Clan-born
As a clan-born mountain-folk, you also have the following traits. Mountain’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. 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.
Genetic Ancestor(s)
Lifespan
500-600 years
Average Height
9'
Average Weight
650 lb.
Geographic Distribution
- Akkal Aul'Kainus
- Keema Aul'Tuma
- Korm Aul'Ironcatcher
- Tuli Ul'Verda
- Liska Aul'Luma
Mountain-folk Classes
Most mountain-folk adventurers tend to be druids, shamans, rangers, fighters, and barbarians, though barbarians try to channel and hone their rage into a tranquil fury so as not to lose control. These teachings are passed down through generations. Those who become bards are often storytellers who revere their peoples’ strong oral traditions while using percussion instruments. Mountain-folk sorcerers outside of those wielding the power of the natural elements are incredibly rare, and wizards are often city-born from the Dominion of Doubt. Mountain-folk rogues and rangers are often scouts for hunting parties or hired muscle in cities. Mountain-folk clerics and paladins are very rare and are often city-born, channeling their power from nature, or even the Breath of the Land itself. Mountain-folk warlocks and monks are almost entirely unheard of."There's nothing to prepare you for a mountain-folk walking towards you in the street. It's like a parent among toddlers; everybody is waist high or lower. To think, those monsters are the bulk of Ragnarok's armies. No wonder the Commonwealth stopped bothering them."
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