Giantlings Species in The Sundered Worlds | World Anvil
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Giantlings

Note: all giantling characters have the type giant as well as humanoid.

Giants—or Ordlings among themselves—are some of the only beings to survive the Sundering. Their empire was broken, and they lack the power they wielded in the The Realm That Was, but they are here. They are not quite mortals, neither are they divine. They retain the Ordning and ties to their gods, but those things no longer have a place in the Sundered Worlds. Giants have taken a myriad steps to find their new place in the new planes, and some of those steps have resulted in mortal folk with ancestral ties to giants.

Goliath

Formed in fervent fortitude, he forged and founded folk of flint
Strength of stone in souls he sculpted, seeking something Sundered-stilled
— From The Saga of Skoraeus the Silent

Stone Endures

Skoraeus the Silent, eldest child of Amman and Othea and heir to the Throne of A Thousand Judgements, abdicated his birthright after the Sundering. He believed it was the gods' responsibility to dedicate their power to the peoples the worshipped them. Revered in stone giant society, Skoraeus left his siblings to do just that.
Though he does not dwell on the Prime Material, Skoraeus is intimately involved in what remains of stone giant culture. He is the Keeper of Secrets, and his methods of preserving his people are largely unknown. However, one of these methods became quite obvious when hairless, grey-skinned mortals joined the burgeoning societies of the Sundered Worlds.

From Stone to Stone

Goliaths are large, broad mortals with mottled grey skin and no hair anywhere on their bodies. Their eyes are typically shades of grey, but it's not uncommon for them to be white or black.
Age. Goliaths mature in their late teens and live to be in their nineties.
Size. Goliaths are some of the largest mortals, regularly reaching upwards of 8 feet in height. Your size is medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone'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. After you use this trait, you can’t use it again until you finish a short or long rest.

Jotunn

"Unfreeze your brother or I'll send you to bed without supper."

Ice and Wind

Legend says that a sorrowful polar bear went to the frost giants and begged for the power to destroy those who had killed her mate. In response, the frost giants made her into a yeti. Following these legends, early mortals sought out the frost giants that survived the Sundering and asked for power to survive the frigid, frozen places of {PLANET}. When they returned, they were jötunn.

Frigid Folk

Jötunn have shaggy white hair on their heads and down the sides of their faces. While many also have similar hair across their bodies, it's not enough to provide protection against the elements.
Age. Jötunn mature in their late teens and live less than a century.
Size. Jötunn are large mortals, but not the largest by any standard. Your size is medium.
Speed. Your base walking speed is 30 feet.
Chilling Gaze Jötunn have a natural ability that yetis also have—a gaze that freezes people in place. You can use your action to target one creature you can see within 30 feet of you. If the target can see you, it must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) against this magic or take 3 (1d6) cold damage and be paralyzed until the end of your next turn, unless it is resistant or immune to cold damage. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis and jötunn for 24 hours. Once you have used this ability, you cannot use it again until you have finished a short or long rest.
The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.
Ice Veins. A jotunn is influenced by the magical, icy forces that made them. You are resistant to cold damage.
Snow Camoflauge. You have advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Lettin

It's really not as complicated as you're thinking.

Two for the Price

Ettins found that they fit in quite comfortably with the new mortals. So comfortably, in fact, that some were able to have children. Eventually, those children became common enough to be a distinct ancestral line.

Better Than One

Lettins are tall mortals with earthy skin and thick hair. Like their ettin ancestors, they have two heads and wide shoulders to bear them. The heads have their own distinct personalities and mannerisms.
Age. Lettins reach maturity in their late teens and live less than a century.
Size. Most lettins are around 7 feet tall. They tend to be heavier than mortals of similar size because of the structure needed to support two heads. Your size is medium.
Speed. Your base walking speed is 30 feet.
Dual Coordination. When you take the Attack action and attack with a one-handed melee weapon that does not have the heavy property, you may use a bonus action to attack with a different one-handed melee weapon that does not have the heavy property you are holding in your other hand. You add your ability modifier to the damage of the second attack as normal.
If either weapon has the thrown property, you may throw the weapon instead of making a melee attack.
Two Heads. Though you lack the magical resistances of your ettin lineage, having two heads confers certain benefits. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, and stunned.
Wakeful. When one of your heads is asleep, the other head is awake. You gain the benefits of a long rest as long as at least one head completes the rest.1

Ogre

 

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Not to be outdone by his brooding older brother, Grolantar sought to make a people of his own. Since HE isn't beholden to the Ordning anyway, it didn't matter that his mortals wouldn't either. He made his people wide and sturdy, like the hills that roll across the vast lands of the Prime. He could not give them his pride, but he carries enough of that for all of them anyway.
Ogre origin points include the Tangran Steppe, the Balarkavi Range, {PLACE}, and {OTHER PLACE}.

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Grolantar modeled his people after himeself. Ogres are tall, fat mortals with skin in shades of earth, grass, mud, and bark. They range on the taller end for mortals but are shorter than others who trace their lineage to giants.
Age. Ogres mature in their early twenties and live just under 100 years.
Size. Ogres usually range between 6 and 7 feet. Your size is medium.
Speed. Your base walking speed is 30 feet.
Hills and Hollers. You let out a terrifying shout. Each creature within 20 feet of you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. The DC for this saving throw equals 8 + your proficiency bonus + your choice of Constitution or Charisma modifier.
You may use this ability a number of times equal to your proficiency bonus and regain all expended uses once you complete a long rest.
Rolling Expanse. Like foothills rolling across an open plain, you can move as far as the eye can see. You can move through the space of creatures your size and one size smaller or larger than you as if it were difficult terrain, and you can move through the space of creatures at least two sizes larger or smaller than you normally.
Quake. Your powerful legs propel an earth-shaking stomp. As an action, you can stomp the ground and cause each creature within 10 feet of you to make a Strength saving throw (DC equals 8 + your proficiency bonus + your choice of Strength or Constution modifier). On a failure, they fall prone and take 1d6 bludgeoning damage. Objects and structures automatically fail the saving throw.
The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.

Trollite

My dearest friend,
It seems the changes your magic wrought are more than skin deep. My son's name is Nabrall, and he already shows regenerative capabilities beyond what my people are capable of. It seems our misadventures may have consequences far beyond our small lives.
— A letter from Zhag Wildwish to Zevrij the First

Trollskin

When the first orcs were exploring the world, a powerful sorcerer came across a lonely troll. The sorcerer lived with the troll for a time, learning his ways and his understanding of the Realm That Was and the Prime as it was now. In turn, the sorcerer taught the troll magic. When it came time for the sorcerer to leave, a great storm blew through the area, and they were injured by debris. The troll used his own regeneration power and the magic he had learned to save the sorcerer, leaving both of them changed forever.

Generations of Regeneration

Trollites are tall and lanky. Their skin is almost a hide and generally warty, usually in shades of green and brown.
Age. Trollites reach adulthood in their mid teens and live 70 to 80 years.
Size. Trollites are typically between 6 and 7 feet tall. Your size is medium.
Speed. Your base walking speed is 30 feet.
Fast Healing. While trollites do not heal as quickly as their troll ancestors, they still posses remarkable healing capabilities. You may use an action to expend one hit die to regain hit points. Additionally, you regain a number of hit dice equal to half your total hit dice + 1 when you finish a long rest.
Tough Claws. You have unusually long, hard fingernails that you can use to make unarmed strikes. On a hit, you deal slashing damage equal to 2d8 + your Strength modifier.

1Yes, technically this means one head could just be awake forever. No it's not badly balanced, I'm writing this with the assumption that you're only going to do that if it serves the story or character in an interesting way.


Cover image: by Athevra via Adobe Spark

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