Giant Species in The Realm of Beardsgaard | World Anvil


The Giants come from Jotunheim, solitary and ancient in the frozen forests. Their element is Air, and while their direct magic was lost long ago to the the ages and their solitary nature, they do have a mastery of influencing the weather in their lands.   Long ago some giants roamed far and wide in the realm, though there were always few of them. When they roamed, they mingled with other inhabitants, leaving some populations of other races rather larger than the rest of their kind. After the Wall of Winds, the giants of Jotunheim stayed there, and some were left behind in other lands, which became their homes.

Basic Information


Giants are generally humanoid, but far taller, stronger, and often strongly muscled, but not always.

Growth Rate & Stages

Giants are much like Humans and Gods, in that they are rather squishy and useless in the beginning, under the care of one or both parents, but giants become rather capable once they become ambulatory on two feet, usually about a year old. By five they are taller than any human, and reach their full height by about 20, but are still considered in their youth until 100, taking after the customs of their northern neighbors.   For the next 100 years they sometimes choose to raise families, but just as often not (hence their low population, along with being mortal). For the 100 years after that they settle in and prepare to live their last 200 years as an elder of their people, reaching an average of 500 years of age.

Ecology and Habitats

Most Giant species, especially the Prime Giants, need the cold and even sub freezing winds and weather of their vast mountains and coastline to be comfortable - there are no Giants in the swampy, thorny Daggers of Midgard not because they aren't welcome.

Dietary Needs and Habits

Giants live long lives, so they can afford to live life more slowly, needing to consume only as much food as a Human on average, although they can and do eat far more to prepare for the lean times. Fish and whale are a common part of the Giant diet, especially for those on the coasts, with more bear, moose and elk being hunted further inland. In the north, Star Yak are cultivated in well-loved herds, and seal is frequently on the dinner table.   Not much grows in Jotunheim, but nettle tea is a popular drink, sweetened with thickly boiled tree sap, as is spruce ale and pine wine. Sea kelps, lichens and tubers are an important part of the Giant diet, as is the meaty, briny little ice plant, and berries are an favorite treat at the right time of year.

Biological Cycle

As mortals, Giants age, so hair can go grey and fall out, skin becomes slack and wrinkled, and health deteriorates. Because they live longer lives than most of their mortal counterparts, and in such harsh conditions, that when food resources are low, they can go into a winter sleep to make it though the worst times.

Additional Information

Social Structure

Giants are a rather solitary species, living nomadically or in solitary homestead and strongholds, but there are some settlements and even two cities in their lands. Most of which are quite egalitarian, but the capitol has a strict hierarchy by age and status.

Geographic Origin and Distribution

Most (southerners) assume that Prime blooded Giants don't travel outside of their own lands, and it's true that they rarely do, but many of them know the way to Svartalfheim and further into Vanaheim, the north of both being of suitable climate.   Within Jotunheim, populations are scattered widely, with two scant cities, one at the north of the kingdom and one at the south, while much of the other land in those regions is completely unpopulated.

Perception and Sensory Capabilities

Giants have excellent vision, especially long sight, able to see clearly fathoms farther than most other species.

Civilization and Culture

Naming Traditions

Giants, many others in the Realm, begin life with their childhood nicknames, with clan names or family surnames that are a combination of both parent's surnames. Some keep these names all their lives, while some, when calling find their calling, skill or intention, they claim their own first and last names.

Beauty Ideals

As one might imagine, Giants are size queens, into height above most else. Some prefer thicker, more solid builds in their partners (particularly in the harder, more remote regions), some are enamored by the slim frames like delicate trees upon mountains.

Gender Ideals

As Giants can be rather solitary, they have to be able to do everything for themselves, but in settlements and societies, their small population defers to the most accomplished, and often the tallest, regardles of gender.

Relationship Ideals

In the upper levels of society there are still marriages for power and position, but outside of the capitol, Giants are more likely to live solitary lives where they occasionally interact with others, and even more occasionally pair off for reproductive purposes. They will sometimes settle into multigenerational families and family village structures, especially in more remote and northern regions.

Average Technological Level

Most of Jotunheim is incredibly rustic, with sheer muscle and simple tools getting the job done. In the capitol, artificers drive more advanced and often magic based technology, from cold fire to building machinery to defensive sentinel weapons.

Historical Figures

The first of the Giants was Gweluon Peakstrider, known as the First of the Mountains of Creation (many giants were made by the creator, but only nine made it into the historical records. Their deeds are revered among their people, and are considered high in social standing if you can trace your bloodline back to one of them, especially Gweluon.

Interspecies Relations and Assumptions

Giants didn't leave Jotunheim much even before the Wall of Winds, but after, the ones that lived there never left the north. As such, they occasionally encounter Night Elves, as well as Vanir. Giants have quite a bit of respect for the elegant and solitary Night Elves, but think of the Vanir somewhat as Gods.   In the early days of the Realm, Giants made their way south to find a home with the Water Elementals in Niflheim, and fit right in in the frozen lands.    Although full blooded Giants cannot visit the fire lands, through a series of events, a line of Fire Giants were born, but otherwise the two races do not mix.    Giants also made their way to Asgard during this time, giving rise to a some exceptionally powerful Giants that take things rather more seriously than their smaller ancestors.   Humans and Giants never did have much contact, and in the modern day Giants don't think of them at all.    Dwarves, however. There is a history. While there is a grudging truce after all these centuries, in those rare instances in which they come in contact, there is still a lot of bad blood and old wounds.

Giant Stats

Character Building: Dungeons & Dragons 5E
Generic article | Nov 15, 2023

How to build your D&D 5E character in the Realm of Beardsgaard

Type: Mortal
Ability Score Increase: Plus 2, Plus 1
Size: Large
Speed: 30 ft
Species Element Affinities: Air
School of Magic Affinities: Transmutation
Prime Traits
Mountain’s Endurance: You can supernaturally draw on unyielding stone to shrug off harm. 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.
  Gust: One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Legacy Trait
Skyblooded: Giants have an elemental tie to air so innate, what could be called magic is seen by them as little like a skill, like seeing twice as far as others, with a resistance to cold damage. You gain advantage on visual perception checks when outdoors with an unobstructed view, able to tell the weather is going to change an hour before it does. You also naturally acclimate to high altitudes, even if you’ve never been to one. This includes elevations above 20,000 feet.

Average Height
16-18 feet
Average Physique
Some Giants, for all their height, are proportioned in the lanky way of Humans, while some are built more like Dwarves, wide and brawny and terribly strong.
Body Tint, Colouring and Marking
Giants skin ranges from nearly snow white, often with a blueish hue to frozen bark to deep slate stone, with hair of the same.


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