Mayfair Games - Role Aids - 744 - Giants

Embed Size (px)

Citation preview

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    1/99

    74

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    2/99

    Table of ContentsHistory 3 - 4Giants , 5 - 8Giant Magic " 9 - 12Giants at War 13 - 15Giants as Player Characters , , , , , . ,15Titans , 16 - 19Chaos Giants. , .. , 20 - 23Dwarven Giants 24 - 29Fire Giants , 30 - 37Forest Giants 38 - 45Frost Giants 46 - 49Hill Giants .. , 50 - 55Sea Giants , .. 56 - 63Stone Giants 64 - 69Storm Giants 70 - 73Two-Headed Giants , . , 74 - 77Death Giant 78 - 80Clanfast , 81 - 92Index , 92 - 95Giantlands Map 96How to Use This Book Inside Back Cover

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    3/99

    Giants 1987 Mayfair Games Inc.

    All Rights Reserved.

    Bruce Humphreyditor: Thomas Cookover Art: Ray Rubinnterior Art: Rick Walker, Jerry O'Malley, and Ray Rubinaps: Jerry O'Malley and S. L Scott

    and Role Aids are trademarks for roleplaying aids and adventures published byMayfair Games Inc.

    o pari oj this book may be reproduced in any [orm or by any means except for the indus ion of brief quotations in a review, withoutermission in writing from the publisher. Permission is granted to the purchaser of this book to copy the maps and histories for personalse,provided that none of the copies is sold or traded.ll characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.

    Manufactured in the United States.ISBN: 0912711411

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    4/99

    -- HISTORY . _GM NOTE: In this text for the GIANTS reference work,unless otherwise noted, the term "humanoid" refers tothose classes most often designated by humans, demi-humans, and humanoids.The Titans, ancestors 01 the Giants, originated in theworld of Neberon, where they were created by its deity toprotect lesser creatures from that world's dragons, who hadbeen turned to evil by the malign Dark Master and hisminions. The Titans drove the dragons into exile and tookover the guardianship of the world. During the ages ofrelative peace which followed, the Titans, imaginative,creative, and powerful creatures, formed numerous lesserraces of Giants. Some Titans, looking on these new raceswith love, joined with them and in turn created still moreGian traces.The passing of ages wore heavi lyon the Titans. More and

    more, the Titans came to think of Neberon as their ownworld, to do with as they wished. The Titans neglected theirroles as guardians and imagined themselves lords. It isbeleived that Heirnlakin, a great lifecrafter, was one of thefirst Titans to claim overlords hip. Afterwards, the Titanswho were in the forefront of this movement were calledHiemlakites, or "Protectors," as they preferred.As the Titans turned from their original ways, their for-tunes began to fail. Most attempts at creation performed bythe Titans were failures; many of those which were notfailures turned to evil. Even relative successes, such as theHill Giants, were imperfect and warped from the Titans'true intents. Hiemlakin himself pushed for greater Titan

    control over lesser races, claiming that these races' confu-sion and lack of self-control upset further Titan attempts atcreation.At that moment, the first of the Chaos Giants, bred by theDark Master and his Queen, Azurg, appeared. The ChaosGiants' goal was to subvert and harry the Titans. Yet theTitans persisted in their folly and in the end declared them-selves the Gods of Neberon. Hiemlakin's party celebratedand crowned its leader with a diadem of living diamonds,the legendary "Crown of Council."Such blasphemy could no longer be tolerated. The Crea-tor of the Universe, He who fashioned the Titans longbefore, turned His rage and sorrow on His wayward chil-

    dren. The resultant storms and cataclysms overwhelmedTitan fastnesses. Other races of Neberon waged war againstthe Titans and their Giant allies. Only the evil dragonsabstained; these remained in their hidden caves and gloatedon the downfall of the dragon enemies. Yet the evil dragonswere fearful of the revealed might of the other races.Immense magics were unleashed by both sides but, in theend, the Titans and their kind were driven from Neberon.When Hiernlakin's followers saw him overwhelmed by agreat wave which destroyed the "Protectors:" center, thefollowers flocked to the last existing Titan fastness where ahost of Giants had gathered. These masses were a pitifulsight, a vast army which cowered in the holocaust it had

    prompted. Theohaden, the last remaining Councillor ofthe Titans, stood before the assembled legions. Fire Giants

    and "Protectors" clamored to be led on a final, gloriouscharge against their enemies. Theohaden realized the de-struction of the Giants was at hand and sought a differentway. He convinced his people to unite and they forged aspelJ which ruptured the barrier between the worldlydimensions which separated Neberon and Earth.The Giants were thrust into a wandering existence, usingtheir magic to travel to other universes. Many Titans,includingTheohaden, recovered from their folly and vowedto follow the ancient tenets .of Giantkind, although theirguardianship was forfeit. While the Titan horneworld waslost, honor could be regained. Itwas a host of Giants, led byTheohaden and his followers, which ended its travels in ourworld. Others continued their wanderings, searching for aland they might never find. Several "Protectors" wereamong those who returned to original Giant beliefs andremained to build a new civilization.Once arrived in their new world, the Giants spread outover the lush and fertile land. The Giants thrived andmultiplied. Yet, since they were cast from their horneworldbecause of their arrogant treatment of other races, theGiants now avoided the indigenous peoples and creaturesof this world. The Giants settled in scattered and barrenlocales; they displaced no one and aided where they could.The Titans developed a great city on an isolated moun-tain. They called it Haven and established it as the earthlycenter of Giantkind. Theohaden settled there as First Coun-cillor and guided the building and restoration of Giantculture. While the other Giants settled in their own areas,

    all treated Haven as the home of their kind and culture andemulated it in their own keeps.For a time the Giants did well in the land. They were.accepted bymany of their new neighboring races, who oftenresembled those the Giants had known in Neberon. LesserGiant numbers grew until clans of Giants could be foundalmost anywhere in the world. The greatest Giant numberswere centered around Haven and the other primary keeps.The Titans soon grew fearful that their new world mightbe invaded by the servants of the Dark Master. Under theguidance of the Titan Runemaster Crestalm, a magicalbarrier was established which acted as a barred door againstthe Chaos Giants and their evil allies. The Titans called on

    all the powers of their Rune Magic and forged the greatestTitan creation in this world: the Key Guardian, a pylonwhose vast energies were designed to bar the entry of Titanenemies into this dimension. The Titans, proud of andsecure in their measures, relaxed and returned to their indi-vidual labors.While they continued to build and learn, the Titansretained a deep and troubling sense of unfulfillment.Although successful, the few Titan attempts at lifecraftingand creation were mere shadows of the great achievementsof their own ancestors. As time passed, the Titans becamedissatisified and unrest led to discord. One by one, Titansdisappeared from Haven. Some Titans set out into the

    wilderness, never toreturn. Others called upon their magicsand left the world altogether. Some Titans even sought 3

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    5/99

    suicide due to boredom and despair. Theohaden himselfwas found dead along the walls of Haven; he apparentlychose to take his own life in preference to watching theinevitable downfall of his kind.As Titans dwindled in number and dispersed, the otherGiant races formed a Council to govern the Giant people.

    The Council's leaders were comprised of Frost, Forest, andSea Giants. These Giants knew their far-separated realmswould lose touch and fall awaywithout Giant unity. Giantunification was important even to the less-agreeable raceswho still sought their own kind in this unusual world.While few issues could be completely decided without theleadership of the Titans, the Council could recommendaction or study of problems. The formulation of such acouncil allowed the Giants to remain somewhat unified,despite moral and philosophical differences and the lossoftheir Titan lords.Soon after the founding of the Council, the Councillors

    discovered that Haven had been completely abandoned. NoTitans remained in the city, although several had beenpresent only months before. While legends persist that atleast one Titan remains in the ancient sealed caverns of themountain, no Titan has since been seen. The Councildecided that the riches and tradition ofHaven were too greatto leave abandoned. The Giant Council claimed Haven inthe name of all Giants, including their lost Titan sires andrenamed the cityClanfast. The Council populated Clanfastwith the greatest scholars, teachers, and creators ofGiantkind.Giants continued to thrive, although not without trou-

    bles..Rumors persisted that evil Chaos Giants penetratedthe Great Barrier and were scheming todefeat the effectsofthe Key Guardian. Some Giants suggest that the Chaoscould have been the cause of the disappearance of theTitans ..Still other claim the Chaos could have instigatedseveral of the Titans' deaths in those last years of Haven.Certainly the most recent problems between some of theGiants and other earthly races seemtohave no logical cause.Recently, immense tensions have arisen between Giantsand other races of the world. Relations have decayed, par-

    ticularly in the last few years, often with violence as theresult. Giants have always occupied the same geographicareas and the present problems have been unrelated toloca-tion, alliances, or past good will between races.These tensions between Giants and lesser races are

    mirrored in strains among Giant races themselves. ManyGiants have becomeestranged: Frost and Fire, Dwarven andSea. Some races, such as Forest and Stone, have withdrawninto themselves and refuse to deal with other Giants orlesserracesexceptwhen absolutely necessary.Such estrange-ment has occurred before hut not on the scale or of thebitterness seen recently.The High Ranges War was fought soon after the disap-pearance of the last of the Titans. This war was primarily

    between the Fire and Frost Giants but the depredationsupon the Fire race soon drew in the Dwarven and StoneGiants as well. The Hill Giants were also lured into thebattle, unwitting dupes of the Fire Giant leaders. The HillGiant race suffered greatly as a result.The tide turned when the Hil1 Giants realized they had

    been deceived and joined the Frost allied races. In the end,the Fire Giants, enclosed by siege in their Fire Mountainfastness, renounced war and their embittered ways.

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    6/99

    ____~GIANT~S----Aswith most things, "Giant" is a relative term. There aregiants and there are Giants. A true Giant is much more thanjust a humanoid grown large. In fact, each type of Giant is

    easily identified and in most cases an enlarged humanoidwould be as different from a Giant as is a lion from aSphinx.True Giants range in size and power from the immense,god-like Titans to the child-like Dwarven Giants. While theraces of Giant-kind seldom cooperate or agree amongstthemselves, they do maintain a kinship which causes them

    to band together in the face of an exterior threat. In thissense, Giantkind still maintains a roughly unified struc-ture. However, the only times Giants have all actuallybanded together into true armies have been at the call of theTitans, who still hold the respect and fear of their lesserchildren.The true Giant races number ten: Chaos, Dwarven, Fire,Forest, Frost, Hill, Sea, Stone, Titans, and Two-Headed.Two other special types of true Giants are not actual races:Storm and Death Giants.The Titans were the first Giants created in the Beginning,the Titans' purpose being to defend the world from evil andits prime servant, the dragon. Titans in turn created theprimary lesser Giants: Hill, Stone, Fire, Frost, and Sea.These became Titan allies in the perpetual war against evil.From these Giants came the offshoot races: Dwarven, frommine-dwelling Frost Giants, and Forest, hom woodlandFrost and Titan dans ..Two Giant types came to be apart from the direct machi-nations of the Titans. Chaos Giants were bred from Titanswho had been captured by the Chaos-Queen, Azurg. Thescattered beings called Storm Giants rose from the fusion ofTitan and Frost blood in an isolated community long ago.While the Chaos Giants remain a constant bane to theTitans, Storm Giants maintain themselves primarily sepa-rate from their collective cousins.The Death Giant is a special case, indeed. Created by thevery laws of Nature, the Death Giant employs the greatest ofall forces, that of life itself, and controls Giantkind popula-tion in an impartial and emotionless manner ..Over the eons; the Giant races have drifted apart Not allGiants have followed their ancestral responsibilities. Somehave turned to evil. Other Giant races have declared neutral-ity in the eternal war between good and evil.

    BiologySome sages have declared that Giants are a physicalimpossibility. A few have even gone so far as to claim this inthe presence of Giants (something the Giants findextremely amusing) ..That Giants do exist cannot be denied. Yet they appear toviolate several "laws" of physics and nature, Like dragons,Giants exist through a combination of biology and magic.The most unique consequence of a Giant's great size isthe high pressure within his body. A Giant's blood is verythin, facilitating its travel throughout the circulatory

    system. The sheer weight of a Giant's blood and flesh causesGiant blood pressure to soar to heights unbelievable tomany physicians. As a result, severe wounds to a Giantspurt blood in horrifying amounts and distances. Much oGiant medical knowledge is devoted to the care and healingof such wounds.If Giant wounds acted as do human wounds, Giantswould be far harder to kilL Thick skin has long been aGiant safeguard to their high internal pressure. Whatwould otherwise be a deep cut from a sword is instead a merescratch to a Giant (resulting in a Giant's typically lowarmor class). A Giant's hide is strong proof against firecold, acids, and blunt weapons ..Of all the variant methodsof combatting a Giant, the most effective is a good sharpsword, for it is usually blood loss from a deeply-inflictedwound which ultimately kills a Giant.To support such great weight, strong but light bonesallow Giants a build similar to humans. Giant bones have ahigh metal and mineral content, making them lighter,stronger, and more flexible than human bones. In additionto this, individual bones are formed in a pattern of tiny cellscreating a honeycomb effect. As a unit, Giant bones are thusvery light, while they can bear loads far greater than anyother similiar material.For this reason, Giant bones are occasionally used inspecial structures which require extreme weight-support.Once the integrity of the bone is destroyed, by being brokenor even chipped, the cells no longer can support oneanother. Continual use from this point on causes rapid

    bone breakdown. Like penetrating wounds, broken bonesare a deadly threat to Giants ..Only complete bedrest for theinj ured Giant can save a broken bone from dissolving underthe weight to which it is constantly subjected.In order to efficiently move such great mass, Giantmusculature is radically different from a humanoid's.Giant muscles do not attach to particular points of theskeleton. Instead, muscles wrap the bones, adheringlengthwise, thus major attachments are made at manypoints, not just a few.Giant ligaments are numerous, with "tie-down" pointswhich limit the amount of strain each length must assume.Due to the immense pressure the body sustains while

    supporting a Giant, the musculature of the knee and leg of aGiant is quite alien to humanoids. The unusual designforces Giants to move comparatively slowly for their size.Giants also have more muscle fibers and extra bundles ofmuscle which allow the Giants to move great weights. Interms of equivalent weight, Giants can lift much more thancould a similarly-sized humanoid. These muscle bundlesand their coordination limit Giants' movements to a certaindegree, making the Giants lessflexible than other creatures.Since Giants were created by magic, they are inherentlymagical creatures and residual Giant magic manifests itselfin varying ways with the different Giant races. The basicresult of this magic is a protective aura which every Giant

    possesses toone degree or another. The aura gives the Giantan increased magic resistance and combines with the thick

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    7/99

    Giant hide tocause sam spells cast at the Giant to reboundagainst the caster.Another effect of such internal magic is the Giant'sgr ater adaptability, which results in more rapid Giantmutation and division into multiple Giant ra s. The verypecial Giant runemagi draws on this internal magic tosome extent, which explains why other races find the runesso difficul t to cast. Magic is also a factor in the vitality of aGiant, as it allows internal organs to withstand the

    tremendou train of a Giant's weight.AGiant' brain is unitary and highly complex in particu-lar areas. The fact that a Giant's braini not divided intotwo halves, as are human brains, permits a Giant to actwithout the typical human indecision. Giants experienceno nfli t between their emotions and logic; they cannotbe 'of two minds" on a problem, which makes their deci-ions much simpler and keeps Giants from agonizing overproblems. The outer layers of a Giant's brain, wherememory is stored, are heavily convoluted and omplex.For Giants, memory is a real as the present This fa ilitypermits Giants to relate ancient stori s and traditions asaccurately as when the events were first told or experienced.

    The constant reality of Giant memory also gives Giants aspecial outlook on death and their own past, Ithas, in pan,kept the diver e Giant races somewhat unified as well asgiving their ancestors, th Titan, a ontinuing plac in ihGiant view of th world.everal secondary nerve lu ter are located in the Giant'slower body and serve as pan of a Giant's altered nervousystem. These clusters amplify the brain impulses to themuscles and have a part in coordination, balanc ,and sen-sation. Without these nerve bundles, Giant would be farclumsier and slower in reacting than they actually ar .Giaru legends vary in their truthful contents. It is saidthat orne Giants cannot survive in daylight, that they are

    turned [0 stone when Iully expo ed LO the sun. While gener-aJly false, under certain spe ifi onditions, this event canoccur. When a Giant is lacking particular hemicals in hidiet (such a in the case of extreme starvation), his internalmagic and chemical balances are catalyzed by sunlight,Thi catalvzation crystallizes the Giant's body and creates aGiant statu of a granite-like material.he traditions regarding cur e on Giant treasure ar alsotrue to a point. Most Giant treasure does bear a minor GiantCurse bu t this effect is uni ntentiona I.The magical aura of aGiant is absorbed over a long period of time by metals andspecially gems, which gives these objects a magi al" barge." Thi magi a ts upon the naiur (alignm nis) ofthose who seek to take the treasure. In effe t, the treasure ionly cursed by the evil of those who claim it.

    The growth pattern of Giants is primarily standardamong most of the variant races. Giant young feed con-t ntly in their early month and grow from about thr e-f etlong La hom their normal adult height in JUSt two years, atwhich point Giant training may begin. Until this stage isreached, the children are little more than ravenous beastswho have occasionally been mistaken [or large, ferociousogres. Once the children are two years old, Giant growthpatterns stahilrze and they enter normal society asadol scents.The period of adolescence for Giants begins at two yearsand runs basically until the age of twenty, when mostGiants attain full growth. Titans, Forest, and Sea Giants all

    have somewhat longer maturation p riods, A Giant ion-sidered an adult at the age of thirty, when he or she a hievesfull emotional and mental maturity. Middle age for a Giantis r ached at about fifty years; a Giant is considered old atseventy years of age.AGian r's limited lifespan is attributed to the effe t of thegreat Giant mass and the stress of Giant weight on internalorgans. The oldest Giant of record was Vertamin, a FrostGiant who reached the age of eighty-six. Titans and Sea

    Giant, how ver, have slightly different life ycles. SeaGiants are able [0reach one hundred years of age, appar-ently due to the life-supportive effects of the water. Titansare virtually immortal demi-gods and are thus immune tosuch mundane natural limitations.General Giant InformationAlthough the Giant races are individual and independ-ent, the races do share a number of traditions and habits.Some of these similar tendencies come naturally from theGiants' mutual origin's while others are handed down in akind of unwritten Giant law.Giants are usually quite consistent in their tr atrnent of

    "lesser" races. The Gian tswere created to guard and protectthese races and as such all Giants possess an air of arrogantsuperiority over these peoples. The friendliest Giants willbe very paternal, often treating humanoids a children to behumor d and prote ted. Other Giants regard humanoids asbeing totally inept and defenseless. 'viI Giants will com-pletely ignore the "bug-like" creatures around them unlessthe humanoids trespass or harm the Giants. All Giants willdefend themselves if attacked, no matter who the attackersmight be.Giants have a pe ial tradition regarding humanoidswho eek Giant aid. Should a humanoid request a hearingbefore any council, he must prove himself the equal of aGiant. The surest way to earn the respect ofa Giant is to killa dragon in single combat. For obvious reasons, there arefew takers for such honor.Another way to prov oneself worthy of councilor aid isto fight a Giant in ritual combat. This method i morepopular with the Chaotic and Evil Giant races than withthe Good or awful ones. Some races and tribes have othermethods but all trials entitle the su ces ful per on to entryinto the brotherhood of Giarukind, Most Giant ra egreatly respect such an achievement, although som.Chaotic Evil Giants will require the claimant to reprove theprowess which brought the brotherhood title (in essenceundergoing the test a second time).Dragon-Killers, those who seek tdgain the recognition of

    Giants by killing a dragon, must provide proof of theirachievement. This proof is traditionally the presentation ofthe head of the conquered dragon. Giants will not accept aliving, tamed dragon as proof of the humanoid's abilities,since "the only good dragon is a dead dragon." pon pres-entation, the defeated dragon's head ismarked with a magi-cal rune ( eline) which causes the dragon head to tru thfullyanswer the questions of the Giant runemagician, In thisway, the Giants may b certain that it was, in fact, thehumanoid clairnanu ) who killed the dragon.The greatest of all Giant honors! given anyone who killsa dragon in inglecomabat. Any group whi h kiUsa dragonthrough solely physical means also gains significant.respectbut is not entitled LO Giant brotherhood. A group whichemploys magic in its onquest of a dragon may be allowed

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    8/99

    to speak among Giants but. this is uncommon. Individualvictory over a young adult dragon is praised while groupdefeat of a less-than-mature dragon is considered extremelycowardly.Giants truly respect persons who seek Giant counsel afterproving their mettles in such fashions. Giant-Killers arerespected as brother warriors, despite having proven theirvalor against Giants. The most Lawful and Good Giants donot force humanoids to become Giant-Killer. These Gian tsinstead require the claimants to be victorious in single,non-deadly combat with a Giant in ceremonial combat.Such combats are fought only with clubbing weapons andonly until one fighter has fallen. Still, accidents do occur inthese ceremonies, especially when one of the combatantshappens to be three times the size of the other.Having earned the respect of Giants (in whatever

    fashion), the claimants are named "Brothers in Clan" andare often also called "Runebrothers." A ceremony pro-claiming this honor is held in front of the gathered tribe ocouncil. During the ceremony, the claimants are markedwith permanent six-inch by six-inch runes (Teelis) on somepart of their bodies, identifying the honor and what Giantrace claims them as brothers.Some recipients of the brotherhood honor leave theceremony with forever rune-marred faces because they didnot respond quickly enough when asked where the runeshould be stained (Giants have never been known for theirgreat patience). Most Giants will respect a person bestowedof such a rune, i f begrudgingly (as with most Evil Giants).Giants have no specific societal divisions between sexesChaotic races tend to treat everyone equally, while Lawful

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    9/99

    ones have a rigid structure based on general equality.However, the value of Giant women in bearing children hasled LO the practice of females not taking pan in combatunless unable or unwilling to bear children. This combatrestriction is primarily for the protection of the race anddoes not prevent female Giants from learning weaponsskills or taking pan in hunting expeditions.Giani Councils are a tradition among the races, evenhen the race is democratic or mona.rchic. Councils are

    typically comprised of specialists in a panicu.Iar area whooffer advice on various topics to the leaders, tribes, 0 : races.While most Councils serve in an advisory capacity, noGiam leader (not even a king) will lightly disregard aCouncil. Councils form a secondary leadership body andhave occasionally Ied revol ts of whole races against despots.

    In any village, there are often two or three Councils,notably: the Council of Elders, the Council of War, and tl~eCouncil of Women. Other Councils, although lesser IIIstature and tradi lion , include Hunting, Artisans, Tellers(storytellers), and Traders. Village Councils are eX.lremelypowerful in the administration of a settlement.'. smce l~1eCouncillors are often the most successful and influentialmembers of the community.Each Giant race has a Grand Council comprised ofCouncillors from numerous villages. The Grand Counciloften acts as advisory to a king, elected official, or electedbody. In practice, such Councils are extremely important,as they are separate from the formal power Slruclu:e of therace and are not responsible to the same constituency.Councillors are often called upon to act as judges, emissar-ies, and generals in situations to which race leaders cannotauend.The Unified Council, which meets at Clanfast, contains

    three representatives from each race: one each of Elders,War, and Woman. The methods of the representatives'selection may differ, as do the power and prestige awardedeach race, but members of the Unified Council occupy aunique place among Giantkind. Council members are thepeacemakers and diplomats, the generals and the traders, ona national scale. Unified Councillors settle disputes amongthe G iant races and act as intermediaries in the solu tions ofdisagreements. Unified Councillors are accorded honor andrespect by all Giants.Cou nc ill ors at each I eve 1 are chosen in wa ys particu lar tothe individual tribe or race. Among democratic Giants,Councillors are selected by lot or acclamation, while

    monarchic races select Councillors by appointment. Theonly Giants who fail La participate in this process are theChaos Giants, who as yet remain removed from the world.G ia n rs of all types use sim ilar archi teet u re, depend ing on

    each race's capabilities and surrounding material availabil-ity. The most advanced and construction-oriented Giantscreate architecturally aesthetic and "finished" works. Mosttypical Giant buildings are similar to those of the ancientGreeks.Pylons engraved with magic Giant runes ~re used asboundary markers. These markers both magically ~ard

    away small animals which might infest Gia~l buildingsand warn intelligent creatures of the boundaries of Ciarnlands. Columns are a typical architectural form for Giamtemples and gateways, a. tradition which stems .[rom thelegacy of the Titans, who frs t developed the tech niq ues andpassed the methods on to their descendants.

    Guards and PetsWhile Giant races have special creatures allied to them or

    particular to them as pets, several types of guard and petcreatures are common to al [ Gian L S . In return for care, food,protection, or pay, these creatures perform special servicesfor the Giants. Giants never take slaves and prefer a work-ing, businesslike relationship with their servants.Humanoids are the most common guards hired byGiants. These guards deal with pests too small for Giants Lahandle effectively themselves. Most common among these

    guards are humans, although dwarves and elves often serveparticular Giant races. These guards often police foodstorage areas and individual buildings rather than majorfortifications. Giants will seldom use such guards inwanime, as Giants normally disregard humanoids' combatabi lities.

    T ypica Ipets owned by Gian ts inel ude mundane dogs andwolves, large cats such as lions and tigers, and bears. Largeintelligent monsters, such as dinosaurs, griffons, masta-dons, manticores, owlbears, roes, and sphinxes will often befound in the servitude of Giants. Some ani mals, such as theoccasional cat and ferrets, take up residence in Giant Keepsand live off the rats and. vermin which infest the homes.

    A special creature which has evolved as a symbiote ofGiantkind is the urnloth, This small, mouselike mammal, amere three inches long, has four grasping hands and aprehensile tail. The umloth is extremely resilient, withspring-like bones, and can virtually flatten itself to becomenearly impossible to crush.The u11110th lives off the insects and vermin whichinhabit Giant bodies and homes. By feeding on suchcrea-

    tures, the urnloth benefits the Giants even while infestingthem in turn. The primary abiIityof theumloth comes fromits being a colony creature, When linked physically andtelepathically, umloths can form large units, often acting asGiant clothing 01 " as masses of carrion eaters similar toslimes and puddings.

    Umlotk colonyHTK: ID4 per square fOOL of area,AC: 9, MT I: 3 ",A tt: Iper creature in perimeter,Dm: ID6,Align: Lawful NeutralTHACO:20,Size: S (3")IT: Semi-Specials: Form masses , resilient,telepathic (see below)Magic Resistence: Standard

    The umlorh colony functions much like a slime or apudding in its attack and movement. Once the colonyreaches zero HTK. the individual umloths sea tter and flee,the colony thus dissolving.

    Notable of the umlorh is its ability to telepathicallycommunicate with any creature coming into a non-combatant contact with it. If the encountered creature ismammalian, the umloth (or colony) will obey the creatur~.A colony can move through any opening and perform basiccommands such as "fetch" and "attack." A colony can moveobjects which weigh up to one hunched pounds.

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    10/99

    _ _ _ G . _ . , IANT MAGIC _From the beginning, Giants were magical. Magic is

    integral to Giant existence; it allows Giants to exist wherenon-magical creatures could not. The Titans, veritablemagical engines, are able to create and change the worldaround them with their magic. Titans are so formidablyendowed they even unconsciously emanate magic. Of theTitan descendants, the Forest Giants are most T'itan-Iike,although each race has great magical power within itslimited realm.Giant magic (called runemagic) is unlike that of anyother creature. Giants have developed a magic which ismuch like themselves, steadfast and solid. The Titans were

    the first practitioners, developing and refining Giantmagic, which was then passed down to the other races. Eachrace has taken a part of the Giant magic and expanded itwithin the realm, so each Giant is an expert with the magicwhich best relates to him.Runes are the center and mechanism of Giant magic.

    Normal spells are cast by tracing the outline of a particularrune in the air or on some object. Spells may be madepermanent by etching the rune on a chosen object or sur-face. The greatest Titan runernasters, such as Kirlanin,could create a permanent spell by tracing a rune of fire inthe air. The source of magical power for the rune is thecaster himself. While the spell will not permanently drainthe caster of energy, the temporary drain can be consider-able. For most spells, rune creation would kill a humanoid.Runes are cast on varying ranks of skill, just as spells. Thehigher the rank level desired, the more energy required LO

    cast the rune. The ability to cast high-level runes dependson the magical energy of the caster, an innate limit. Greatrunemasters have awesome inherent magical power.Knowledge of runecasting only comes into play in thequality of the spell, the finesse of control, and its efficiency

    in the use of the magic power. An inept runecaster mayinvoke the same rune as a skilled one; however, the resultwould probably be a poor quality, uncontrolled spell whichwould waste much of the caster's energy. In addition, aninept runecaster may experience side effects from such anattempt (covered following).

    Runes do not have strict limits on their range, duration,area of effect, or time to cast. The longer the rune takes tocast, the longer the duration and range, larger the area ofeffect, and less the energy cost to the runecaster.The base energy cost to cast any rank rune results in theloss of an equal number of skill levels in the Character'sclass. Thus a SkillS fighter (or any class) can casta basic 6thrank rune and will function during the next twenty-four

    hour period as a Skill 2 fighter. A humanoid can onlyrecover skill levels lost runecasting by regaining theexperience.Runes are obviously not intended to be used by Player

    Characters but such use could be allowed at GM discretion.Runecasting requires great skill, not merely the knowledgeof the runecast form. The primary Character attributes forlearning runecasting are wisdom and intelligence.A Char-acter who wishes to learn runecasting may do so by studyingunder a Giant tutor for a period of one year.

    At the end of the learning period, the Character will beable to recover skilllevels lost from tutorial runecasting at arate of one level per day. Characters increasing skill levels inrunecasting do so at twice the experience point require-ments of magic users. Runecasters are not considered multi-classed Characters (unless the Character is normally multi-classed) and are not to be treated as such when consideringexperience point distribution.To determine the base parameters of a runecast, first

    reference the rune's rank level (a listing of Giant runemagics and their respective ranks follows). Add the rank toone lor the time in rounds to cast (min. 2, max. 8). Add therank to 2 for the duration in segments (min. 3-18 seconds,max. 9 - permanent, each point from 3 doubles duration)and for range (min. 3" - 30', max. 9" - 90', each pointfrom 3 doubles distance). The standard area of effect is a J"(10') sphere.These parameter numbers can effectively be "traded"between parameters if the caster chooses (duration could be

    made shorter, the range equally longer, to the minimumsand maximums of each). This cost.s the caster nothing, as itis merely a redesigning of the rune made while casting. Oneadditional skill level is temporarily lost if the rune is physi-calJy carved onto a surface (stone, wood) or if the rune istraced in the air.

    9

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    11/99

    Runes by Rank1st Claref[; "Light"This rune causes a glow to emanate [rom the object uponwhich the rune is drawn. The intensity of the glow iscontrollable by the caster throughout the duration of therune, the intensity varying from a dull sheen to a near-sun Iigh t brigh mess. Khiban: "Bar"This rune locks any door upon which it is placed to allbut the caster. The opening edge of the door must bisect therune. Na other ru ne or magi c spell wil J cou n teract this runethroughout its duration. Teelis: "Brother"This is a permanent rune stained on a worthy humanoidbya Giant race. The rune is only magical in that it imparts astory of how the wearer won this honor to any Giant touch-ing the rune.2nd __ Aelien: "Clearmind"Th is rune dispells all continuing magic affecting a Char-acter's mind. such as Controls, Charms, illusions, etc. Saithed: "Drowse"Normally used as a sleeping aid by Giants, this runeworks especially well on humanoids. Any humanoidcoming within range of the rune will fan asleep within onesegment unless successfully saving vs. Magic. AHEctEdCharacters must rethrow every round the rune is in effect,which is until the Character is out of range or the rune'sduration elapses. Wylideh:"Evilbane"When used as an area effect, this rune lowers the attacksand defenses of evil beings within range by two (each addi-iional rank used in casting lowers one point).When used as a mark on a weapon, item, or object, thisrune adds three to normal attacks against evils ..Any evilcreature using the object must save vs. Poison or suffer 3D6HTK of damage.

    Jrd Hrelshai: "Victory"When marked on a weapon, this rune adds three to thepossessing Character's "to hi t" and damage rolls. Idleth: "Steadfast"When marked on a weapon, armor, item, or shield.jhisrune subtracts three from the Character's Armor Class. Seline: "Speech"Allows the caster to speak to any creature, living or dead,upon which the rune is cast. The number of questionsanswered equals the number of ranks expended to cast therune. The creature will answer [he questions truthfully andto its fullest knowledge.4th Ghrenod: ''Truth''The Character coming into contact with this rune seesthrough all illusions, knows all alignments, detects all liesspoken, etc. This rune is often inscribed on kings' thrones.

    Shaeloth: "Repulsio n"These are actually two runes, both of which are negativeimages, cast as one. When placed on an item or creature(s),these runes repel one another to the range determinedduring the runecasting. This rune is often used in architec-ture to support by repulsion extremely heavy objects.5th Briphe: "Teleport"Access of this rune instantaneously transports the casterfrom one location to another, across distance and planes.

    Creghla: "Imprison"Often used as a trap, this rune causes a brief flickeringcage of shadow to appear around the affected person. If asave vs. Spells at +3 is not made, the person is then drawninto a netherwordl yprison and may no t return except whensummoned by caster. ~ Dledark: "Enduring"The inanimate object (only) on which this rune is markedcannot be damaged, magicked, altered, or passed throughby magic. Only by physically moving the object can it or itslocation be altered in any way. Tan test: "Guard"Th is ru ne rnake s the item, person, Orthing upon which itis cast completely invisible to all senses, normal Ormagic.In effect, an inanimate object vanishes and may not be used(for it cannot be SEen, felt, etc.) throughout the rune'sduration.No ESP, demonic senses, hearing, normal sight, etc. willSpot a Character wearing this rune; the Character cannotattack physically when in the effect of this rune but he/shemay cast magics. Tan test affects all items worn or carried bya living host.

    6th EHarl: "Alteration"Through invocation .0 this rune, the caster gains fullcommand of the physical form of an object/creature's whodid no [make a save vs. 5pell s. Ina nirnate ob jects remain so,while animate objects may become inanimate. Possessionof a physical form does not bestow the form's magicalabi Iities upan the possessor bu t does a!low use of all na turalphysical (non-magical) attributes. Fregha: "Permanence"This special rune is used in conjunction with anotherrune [0 make the original permanently effective withouthaving to "trade" for duration points. Hyladir: "Warding"This rune prevents the approach of any specific, identi-fied creature or type of creature. Identification may includenames, races, alignments, frames of mind (greed, hatred), Orobject-bearers, .The identified creature/type upon missing a save vs..Spells at +4 becomes nervous (morale check) when betweenfull and half maximum range, physically ill (loss of 106HTK) when between halt and quarter range, and drained(loss for one day of ID4 points from each of I'T, ST, IN, andDX) when within quarter and eighth of the range of effect.When the creature/type comes closer than one-eighth of

    the maximum range of the rune, it is afflicted with arandom Giant Curse. Undead are not affected by this spell.

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    12/99

    7th Jreg/Falelb: "Absorb'V'

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    13/99

    users within the same range lose three spell levels per day.Any creature touched by the cursed loses one skill level perLauch(or permanently dies, if a monster) for a twenty-fourhour period. Each time the cursed drains an energy levelfrom a creature, the drained creature also loses the appro-priate hit die.Fire: In this case, the cursed gains a magical aura of heataround his body. For each day the curse isin effect, this auraexternally increases thirty degrees, internally (to the cursed)one degree. After three days, others feel uncomfortabl inthe cursed's presence (temperature is now 180 degreeswithin 5' of the cursed) and the cursed constantly sweats.After another two.days (five total), water boils within a 30'radius of the cursed. The cursed Character begins to per-manently lose two HTK per day of continuing curse.After two more days (seven total), clothing and paperburst into flame at the touch of the cursed, who beginshallucinating (treat as Confusion). After ten total days ofcurse, metal m ,Its in the cursed's hands and the cursedbegins to permanently lose four HTK per day until thecursed's death or the Giant curse i.sremoved.Muddle: This curse causes all of the cursed Character'ssenses to begin to fail. The cursed's range of vision andability to see at night decrease by 10%per day while theability to taste anything, including poisons, disappearscompletely within three days. The cursed's hearing fails inone week and all sensation vacates the cursed's hands, leav-ing the hands numb (cursed's THACO is increased by onefor each three days of exposure to curse).2

    The ursed can no longer sense odors after four days.Spells and magic items may still be used by the cursed butonly at half normal ranges and durations due to the cursed'ssensory deprivated situation. Effects are permanent until .curse is removed. Regaining of senses requires the sameamount of time as the respective losses.Warp: This curse causes the cursed to gradually take on thecharacteristics of Giants but does not grant the cursed any ofthe necessary physical attributes (see Biology). The cursedcreature grows one inch in height per day, loses one IT andone AP point per day to a minimum of three each. Thecursed does gain one ST point but also gains one point ofTHACO every t.hree days. Effects are cumulative. Once ahumanoid is larger than 12' tall, he may no longer move orLight and he/she will die at a height of 15'.Lesser Giant Curses (also called Minor Curses) do suchthings as: lower a single ability (ST, IN, etc.) by ID6 pointsor several abilities by ]D4 points, broadcast the cursedCharacter's thoughts to all other Characters within speak-ing distance, give the cursed Character a phobia about acertain creature so that the Character flees in terror at thatcreature's appearance, or give the Character some disease orsome physical disability (at GM discretion).Giant Curses may only be removed by a Giant runecasteror a council ofmagic users and clerics (Giant or humanoid).In the latter case, at least two magic users must cast Dispel1Magics while two clerics Remove Curse. These humanoid

    spells must be cast simultaneously to have any effect.

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    14/99

    IANTS AT WAR~While numerous small skirmishes between villages andclans have occurred, as have individual battles involvingsignificant numbers of Giants, few true wars among Giantshave ever occurred. The only actual war on recent recordwas the High Ranges War of two centuries past. The Frost,Stone, and Dwarven Giants still hold a bitter grudge againstthe Fire Giants for that deadly strife.Because Giant war is so deadly, humanoids have seldomfought in one. On those occasions when Giants have foughtwars against lesser races, many humanoid warriors died butthe Giants invariably lost. This seeming incongruity hasoften been due to the efforts of the numerous humanoidmagic users and sharnen, who are much more numerousthan Giant runecasters. Also, small size has aided human-oids; victorious armies often included dwarves, the nemesesof Giants among humanoids. Such a record makes bothGiants and humanoids alike hesitant to call for war.As opposed to participating in agressions betweenGiantkind, Giants are more often found as mercenaries inthe pay of some humanoid lord. Hill Giants are the mostcommon mercenaries and the most welcome by their fellowwarriors in the humanoid ranks. Stone Giants are alsocommon, although their unnerving, silent efficiency makesthem less well-received by humanoid fighters. The mostfeared mercenary Giants are of the Fire race; whole units ofhumanoids have been known to break rank when faced withthe charge of a single such berserker.Giants seldom fight in actual units during battle. Giantsare much more likely to act individually, as they are able todestroy entire humanoid units singlehandedly. When over adozen Giants serve one side in battle, they do occasionallyform a cohesive unit but since most Giants have not thetemperament for such combat, these units often dissolveinto individuals within two or three skirmishes. Whenemployed in battle, Giants are often positioned to counterenemy Giants; as such, Giant involvement is seldom a deci-sive factor in humanoid conflict.The metal weaponry and armor used in Giant combat isconstructed primarily byDw.arvenand Fire Giants. Human-oids who employ the services of Giants often provide theirhirelings with weapons and armor but most Giants feelthese items to be of inferior quality. Humanoid employersalso find this an expensive proposition and so are not ofteninsulted upon Giant refusal of these provisions.Giants have developed a number of specialized weapons

    to use when fighting different enemies. Foremost are theGiant dragon-doom weapons, used to hunt the Giants'greatest of foes. Other weapons used against Giant-scaleopponents are primarily large-scale versions of those usedamong humanoids: maces, clubs, swords, and spears.WeaponsFor combat with small adversaries such as humanoidsand their allies, Giants have an entire arsenal of specializedweapons which has developed over the centuries of Giant

    and humanoid conflict. The most renowned Giant weaponis the "Toothed Destroyer," a spiked boot which has

    become an object of Giant legend. The most common Giantweapon used against humanoids is the scythe-like "Reap-ing Angel" with which a Giant can cut down a dozen menwith a single swing. The spinning blades of the "Whirl-wind" can chop an entire phalanx to shreds as can the flat,oar-like "Death Boatman" (the use of which resembles thepaddling of a canoe).Other, more mechanized Giant weapons include the"Thresher," the "Man-Beater," and the "Bloody Hedger,"all armored and motorized automatons which slay withruthless efficiency. Few Giants use these weapons unlessthey are certain to be fighting humanoids, as these special-ized weapons are of little use against large opponents.

    Toothed Destroyer - This legendary weapon does 2D4HTK of damage to any humanoid kicked or in a hexthrough which the wearing Giant passes. Reaping Angel- This weapon allows a swinging attackthrough two hexes and does 2D8 HTK of damage to allstruck; saving throws are applicable (see Combat). Whirlwind - At +2 to hit, this weapons attacks allopponents in hex and does 3D4 HTKofdamage; opponentsto the possessor of this weapon are allowed no swingingattacks. Death Boatman - This Giant weapon allows twoattacks per round and does 4D4 HTK of damage; it can beswung as an attack.Ranged WeaponsGiant ranged weapons are almost exclusively for useagainst small enemies. Few Giants have any distance visionof which to speak. As such, ranged weapons powerfulenough to be used against large enemies are all but useless.If a Giant isclose enough to selectively choose a target, he isusually also close enough to swing at it. Against smallerenemies, however, Giants are often forced to cast numerousmissiles in the general direction in the hopes of blanketingthe target.Favorite weapons for Giant ranged attacks are thebowling ball-like "Thrumblers" and huge logs termed"Crumblers," both of which are rolled toward opponentsand are capable of crushing and scattering whole forma-tions. Giants will also scatter box-loads of six-inch diameterstones, called "Hail Bashers," ahead of their lines, expect-ing to disrupt and confuse opponents. These strategies areoften externely effective as a prelude to the Giants' fearsomeattack and melee.

    Thrumbler - This weapon does 6D6 HTK of damage toall occupants of hexes in a path 15" long leading directlyaway from the attacking Giant. CrumbIer - At +2 to hit, this weapon does 3D4 HTK ofdamage to all occupants of hexes in a path 2" x 6" leadingdirectly away from the attacking Giant. Hail Basher - Cumulatively, these small projectiles do2D6 HTK of damage to all occupants of hexes in a 3" x 3"area. 1

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    15/99

    "Dragon doom" weapons are several polearm-lype to Iused by Giants La hum and kill all types of dragons. Themost popular of these weap ns is irnilar to the boar-spearused by humanoids but po e e a broad blad (which canbe used like an axe) and a haft barb (which keeps the dragonimpaled).Another favored dragon-doom design i a halberd-axewith shaft and rear spikes. All dragon doom weapons aredesigned to perform a variety of uses, trom chopping Lautting and thrusting. Bashing weapons are not often

    i.n luded among dragon-doom arsenals as these more oftenthan not prove ineffective against the fabled dragonresilienc .

    Giant comba is much more complex than merely greaterize doing greater damage. till, when between Giantkindagainst creatures akin in ize, Giant warfare is similar tobaule among humanoids. Giants first fought in warith the dragon races and Giants are buill for combat withnernie of their own stature. When confronung a target farmaller han themselves, Giants gain many advantages andp rat under ome sp cial Iimitations.

    Due to the immense size of Giant and their weapons,ombat amongst Giants requires much room. As well asving great strength which allows them to use huge weap-s, Gian ts are comparatively long of arm and solidly builtor their height A s such, Giants requir at least as muchpace around them as is equal to their height in order to useant weapons L O best advantage.Thus, Hill Giants, being generally ]0' tall, will lend toight no closer than 10' apart from either their opponents orheir allie . In this way, Giants can wing their weaponsreely. Regardless of the opennes of a ornbai area, no more

    han one Giant (of any size) may occupy a 10' square at anyne lime.Giant physiology being what it is, magical attacks musto at least three HTKof damage or they do none. This is dueo Giants' thick skins and residual magic auras, whichrotect them from relatively small magics. Those minoragical attacks which rebound when used against solidbjects, such as walls, will also rebound when used againstGiant, although the Giant will till suffer normalormal physical alta ks again t Giant mu t do at leastwo HTK of damage or they do none. This is due to thiants' thick skins and the fact that even their clothing isremely durable, to say nothing of their armor. When in'attle with humanoids, Giants can frequently be seenrouting arrows like pin-cushions.With hand-held weapons, Giants can hit any hex withinrange which is equal to their height When fightingreature le than one third their height, Giants select onearget in a hex as the primary obje t of th attack: otherargets in the arne hex may also be attacked (at -3) as theiant's weapon passes through th hex, depending on theeapon used. These other targets suffer "peripheral"lta ks, although the damage from such attacks hurts asuch as any other.When a target in any hex is auacked, one additionalumanoid in the hex (if present) suffers a peripheral attackor every five feet (rounded down) of the Giant's height.

    This additional peripheral attack is due to the huge size ofthe Giant weapon. A successful peripheral attack does one-half normal damage.Any humanoid subjected to a peripheral attack may giveup his next movement or attack round La "dodge" theperipheral attack. A Character dodging a peripheral attackgains a save vs. Death Magic against the attack which ( if thesave is successful) negates damage and allows the Characterto move 2" in any direction; failing the save results innormal peripheral attack damage. No humanoid may suffermore than one peripheral attack for each Giant attack in aparticular hex.Against eatures less than one quarter of a Giant'sheight/mass, Giants can make a "move through" attack bysimply passing through the hex occupied by the reatur s.The attack is at -3and does 104 HTK of damage [or each 5'of the Giant's height (stomping or kicking damage-as theGiant passes).A move-through attack is made against all creaturesoccupying the attacked hex. If the Giant is unaware of th epres nee of the creature(s) within the hex, the attack is madeat -5 .A a rule a Giant's fi t doe ID4 HTK of damage, hiskick, ID6 HTK of damage, per 5' of height. Each HTK ofdamage done by a Giant acts as one point of stru turaldamage when made against a building.Gian ts are very strong even in consideration of their size.In terms of the size of objects a Giant might throw, Giants

    can hurl a one-foot diameter stone twenty feet for every fivefeet of their height. A 10' tall Hill Giant can throw aone-Foot LOnefony feel, while a 20' tall Ti tan can throw thesame stone eighty feet.One foot smaller/larger on the size of the thrown objectadd / ubtracts ten feet on the Giant's throwing range.

    Roughly, a tree trunk 6" thick and 5' tall equate to a }'diameter stone for the purposes of a Giant's ranged attack.Like peripheral attacks, when a Giant ranged atta k ismade, it is done against the entire target hex, not just thedirect target Thrown-object attacks are made at -3 to theprimary target and -5 against all other "peripheral" targetswithin the hex. When a Giant throws or fires a particularlylarge object (one which would till the entire target hex), allcreatures in the hex are attacked at -3. Wounds from suchalta k are the result of broken stone shards bunting 0[the thrown object and the pani ked s altering of otherCharacters in the target area.Giants may also make a "swinging attack" which attacks

    through two connecting hexes but does onJy half normaldamage. Both attacked hexes must be in range of the Giant.All targets in both hexes are treated as "peripheral" andmay dodge the attack. Any creatures struck by such a swing-ing attack are brushed one hex directl y away from the Gian tand suffer the stated half-damage. Swinging attacks may bemade by any type of weapon, although spears and otherpointed weapons do 1D4 HTK less than the half-damagenorm, since they ar being used as clubs.If a Giant is killed by an attack and had less than lenremaining HTK before the deadly blow, the Giant will fallinto an adjacent hex, doing ID4 HTK of damage per 5' of itsheight to any creatures in that hex.Giants are placed at a particular disadvantage whencombatting certain creatures. Giants have an addi tional +4

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    16/99

    to their THACO when battling dwarves, shire-folk, andcreatures of similar size. Giants also have diffieul tycombat-ting especially rapid or nimble creatures, as the Giantsbuild up much momentum in combat, making it difficultfor them to change the direction or timing of an attack. Allcreatures with minuses to defense due to high dexteritiesdouble those minuses in combat with Giants.Giants operate most effectively against creatures who arelarge and/or slow. Creatures with pluses to their defensedue to low dexterities double those pluses when fighting

    Giants, as the creatures cannot avoid the massive Giantweapons. Giants prefer to fight larger enemies, so Giantswill first attack those opponents nearest their own size.Against dragons or other great lizards, Giants fight at +3to damage and -3 to THACO due to their traditional train- .ing in combatting these enemies. The dragons of this world,not being native enemies of the otherworldly Giants, gainno battle advantage, although the Giants retain theirbenefits.

    __ ~GIANTS AS __PLAYER CHARACTERSOnly Giants between the ages of twenty and thirty yearshave the temperament to become adventurers. Before theseyears, Giants are still growing and maturing; afterwardsthey begin to settle down into the more traditional Giantways.Adventuring Giants are extremely rar and are consid-ered to be somewhat peculiar by their fellow Giants,Of adventuring Giants, 7 0 % are Hill Giants, 1 0 % Forest,

    5% Fire, and 5% Frost; all other Giants adventure at about 2%each race. In a random roll for race, a Player would have anextremely small chance of becoming a Giant (roughly onein ten thousand, or two 00 rolls on percentile dice).Giant equipment runs between five and fifty times stand-ard cost for outfitting a humanoid, takes three times as long

    to create, and is often impossible to find.Giant Characters are necessarily limited in their actions.Only the largest of dungeons can accommodate Giants,

    who have to crawl through normal humanoid hallways.Giant appearances so upset most humanoids that adventur-ing Giants are often attacked on sight. Because they are themost visually impressive of adventurers, Giants are oftenthe primary target in combat. In short, Giant adventurerstend to have short life expectancies.Giants who try to adventure would not have the maturityexpected of a runecaster and so would not be accepted as astudent of runemagic. No Giant adventurer will know rune-magic, although one could know normal magics.

    Giant ClassesIn consideration of classes, Giants can be fighters, magicusers, or druids. Having been exiled by their god, Giants

    cannot become standard clerics. If they opt to becomeadventurers, Giants do not roll on their norma] tables to hi tbut instead use the class tables, adding two to their normalchance to hit. Although adventuring Giants are given theserestrictions, they are still able to use the special Cianicombat rules and Giant weaponry.

    Giant Fighter Magic User DruidChaos 7 9 -Dwarven 6 5 -Fire 9 f:~ 5 2Forest 5 6 9Fr-ost 7 7 ~ 7" 'Hill 5 3 3 -Sea 1 5 ' , i t 7 '. 1 1 ~ ~ , :. .. _ _ . 7 ' ,...I-:-Stone 7 5 7

    Ii I' ;"

    ~i I t .-Storm 7 7 - ru -Titan NA NA NA ,-2-Headed 4 2 !i. -Category dhaos Dwarven Fire Forest Frost Hill Sea Stone Storm Titans 2..HeadedStrength' 2 8 26 2 5 27 2 4 2 0 29 22 2 4 31 29Intellect- 304 308 3D8 308 3D6 3D4, 3D8 '3D6 3D6 4blO 2D4Insight- 3D8 3D8 3D6 3D8 3D6 3D4 3D8 3D6 3D6 4 DIO 2D4Stamina- 3DIO 3DIO 3D8 3DIO 3D8 3D8 3010 3D8 3D8 3DlO 3D 10Dexterity 3D6 3D4 206 3D4 2D6 2D4 3D6 2D6 3D4 3D6 3D6Appeal- 3D6 306 306 306 2D4 3D6 2D6 3D6 308 2D4 For statistics which supercede numbers in the respective sourcebooks, bonuses art'!at GM discretion .._. Chaos Giants ra,nge in Appeal frgm 1D6 to 406.

    1

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    17/99

    APPROACHES

    STARFIRE

    Sleeping Quarters

    Creative Arts

    Metallurgy! Architecture

    Relaxa tion/Enterta inment

    6

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    18/99

    _ _ _ _ r , . . L J . . . ' IT AN~S_---As the first Giants and the progeni-tors of the other Giants, the Titans arethe epitome of Giantkind, serving asmodels for most of the others, creating[he basis for Giant civilization. TheTitans are incredibly huge, powerful,and gifted with magic. To the varioushumanoid races, Titans are virtuallygods; to their related Giant kin, theyare fathers, protectors, and patronsaints.

    TitanHTK: 20D8, AC:-5MV: 18" , Att: 1,Dm: Sword: 7DS, or Fist: 5D6Align: Lawful GoodTHACO: 7Size: L (24')IT: Semi - GodlikeSpecia l s : Immunity, regeneration,ultravisionMagic Resistence: 55%

    In their appearance, Titans live upto their repu ration asdemi -gods. Theyare typically gold-skinned, althoughsome have skin the color of othermetals such as bronze, copper, plati-num, and silver. Titan hair is usuallysilvery white or golden (somewhatdarker than their skin) while somehave bronze or coppery hair. Titanshave extremely noble and sculpturedfeatures.Titans usually wear tunics, robes,and cloaks made of metallic mesh.Their armor is often gold, silver, ortrue-silver but the greatest fighterswear armor which gleams the electricblue of adamantium (-4 to AC, non-magical). Unless killed by another'shand, Titans Jive virtually forever.They cannot contract diseases and theyregenerate at a remarkable rate (5HTK

    per hour of sleep).The ordered society of the Titans isvery stable; democratic decisionsregarding problems affect the Titanpeople as a collective. IndividualTitans do not need laws for they follownatural impulses which are strictlyLawful Good. However, many Titanshave a tendency toward control oflesser races for the Titan good.Titans live by doing good forpeople, who then gift the Titans withfood and treat them as guests. Having aTitan visit is a great honor and duringthe Titan's stay, the household (and

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    19/99

    robably the community as well) isto receive great gifts. Titan giftso no 1 necessaril yearn e as moneta ry orhysical presents. More often someor touch of magic will be theegacy of a Titan's visit,

    The Titan may sing a song, theeauty of which will be rememberedhroughout the later history of theown. Some form of art may be left orn existing work might be improvedmmeasurably. In any case, a Titan'sresence in any town will be felt forears to come; such v is i ts h av e been the-asis for great fortunes and townu Lalions.As the originators of all Giant cul-re, incl udi ng py Ions (original! y used

    o mark areas under their protection)nd col urn os, Titans continuallynfluence their descendants. The wordf a Titan is virtual law to all Giantultures with the marked exception ofhe irascible Chaos GiantTitan crea live tendencies lean

    oward social or biological rather thannanimate art. Some Titans do archi-ectural or rnetalurgical work but mostreat this as a passing fancy rather thanrious craft. If their culture could beompared to one of humanoids, Titansould basically be ancient greek inheir outlook and cultural leanings.While all Ti tans are great storytellers

    nd musicians, some noted Giantsmong their descendants rival them inkill. In their care for "lesser races,"itans may council great leaders ofumanoids, take on great quests, andight dragons wherever found .. Withhe exception of the Chaos and Two-eaded Giants (of whose actions theyisapprove), Titans treat all otheriants as beloved children.While the Titans created andestab-shed Giant art and architecture, theyo not value these. objects in and ofemselves, Titans will live in meagereans as readily as opulence, attach-g no significance to either. Theirreek-like columns and pylons areere conveniences, undertaken par-ally to give Giantkind some sense ofonstance and permanence.Titans have a magic which is virtu-lly immeasurable. They can cast allumanoid druidic, clerical, and non-vil magical spells as a natural ability,lthough these take one segment toast and are not considered importanty the Titans themselves. Most trueitan magic, the kind they find worthtudying and improving, involves

    either Titan arts or Titan runes (whichin some cases is one and the same).Titan singers express their magic inthe form of song, sculptors create liv-

    ing statues, lifecrafters make newforms of life, etc. Anything is possiblewhen a Titan sets hand to it.* Magic I tern s

    + Book of Exalted DeedsThis holy book is sacred to clerics ofGood alignment. Reading of the workwill require one week but upon corn-pleuon the Good cleric will gain oneIT point and experience points suffi-cient to place him or her exactly halfway into the next skill level. Clericsneither Good nor Evil will lose twentyLa eighty thousand experience pointsfrom perusal of the work (never lower-ing any Character below Skill 1 ). Evilclerics will lose one full skill level,dropping to the lowest experiencepoint number to still maintain thelevel; such a cleric will furthermoreneed to atone by magical means oroffer up Ii[ey percen t of all gai ns for thenext two to five adventures.Fighters who handle or read the

    Book of Exalted Deeds will not beaffected, aJ though a pa ladin will feel itto be Good. Magic users who read itwill lose one IT point unless saving vs,Magic; a successful save in thisinstance still loses from two to twentythousand experience points. A thiefwho handles or reads the Book willsuffer5D6 HTK of damage and mustsave vs, Magic or lose one DX pointand have a ten to sixty percent chanceof giving up his/her profession tobecome a Good cleric if h is/her IT is 15or higher.Assassins handling or reading [he

    Book of Exalted Deeds will suffer 5D8HTK of damage and must save vs ..Magic or feel compelled to die. Monksare not harmed by the work b le I t neithercan they understand it. Bards are treat-ed as Neutral clerics, experience pointloss being from bard experience only.Note that except as indicated above,this writing cannot he distinguishedby cover or scansion from any othermagic book, libram, tome, etc. It mustbe read. Once the Book is read, itvanishes to another portion of theTitan's library and it cannot be rereada second time by any Character in theeffort of gaining still more benefits.The Book of Exalted Deeds is of

    inestimable value to the Titans, Itwould be valued ar approximately40000 gp on the open market.

    ;j: Mattock of the TitansThis huge digging tool is len feel

    long and weighs over one-hundredpounds. Any giant-sized creature witha strength of 20 or greater can use it toloosen (or tumble) earth (or earthenramparts) in a one-hundred-cubic-footarea in one turn.The mattock will smash rock in a

    twenty-cubic-foot area in the sameamount of time. If used as a weapon,the mattock is +3 "to hit" and does5D6HTK of damage, exclusive of strengthbonuses. The Mattock of the Titans isva l ued at 7000 gpo+ Maul of the TitansThis huge mallet is eight feet long

    and weighs over one-hundred-fiftypounds. Any giant-sized creature witha strength of 21 or greater can employit to drive piles of up to 2' diameterinto normal earth at 4' per blow, twoblows per round. The maul will smashto pieces ail oa ken door of up to len feethigh, four feet wide, and two inchesthick in one blow (two if the door isheavily bound with iron).If used as a weapon, the maul is +2 to

    hit and does 4DlO HTK of damage,exclusive of strength bonuses. TheMaul has a value of 12000gp.+ Periapt of Health

    This gem appears exactly the sameas a Periapt of Foul Rotting bur thepossessor will be immune to an dis-eases save that of the latter Periapt solong as he or she has the Periapt ofHealth on his or her person.The Periapt of Health is valued at10000 gp.

    + Talisman of Pure GoodIf a high priest or priestess possessesone of these mighty talismans, he or

    she has the power to cause an Evilcleric to be swallowed up forever by aflaming crack which will open at thefeet of the victim and precipitate himor her to the center of the Earth, Theweilder of the Talisman of Pure Goodmust be Good in alignment and if heor she is not exceptionally pure inthought and deed, the Evil cleric willgain a saving throw vs. Magic.

    A Talisman of Pure Good has sevencharges and can only be recharged by aTitan. If a Neutral cleric touches oneof these stones, he or she will suffer7D4 HTK of damage; if an Evil clerictouches one, he or she will suffer 4D 12

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    20/99

    HTK of damage. Non-clerics will notbe affected by a Talisman of PureGood, which has a value of 27500 gpoPets and AlliesThe Titans have had two cornpan-

    ions down through the ages, theandrosphinx and the hound of law.The hound was a gift to the Titansfrom their Creator on the First Day.For millenia it lived among Titans andits progeny became the friends andcompanions to the Giants.In the later years the hound itself

    became a wanderer, until the Titanslost track of it altogether during theGreat War and Neberon exile. Thechildren of the hound remained,however, and could always be foundwith their Titan masters.A ndrosphinxHTK: 12D8, AC:-2

    MV: lS"/30", Au: 2,Dm: 2D6/2D6Align;' Chaotic GoodTHACO: 9Size: L (8')IT;' ExceptionalSPecials: Roar, speak languagesMagic Resistence: Standard

    The male, or andro-, sphinx is a verypowerful and large creature. Anandrosphinx attacks with its two greatpaws in melee ..Ithas the ability to useclerical spells as if it were a Skill 6Cleric. The androsphinx usually shunsthe company of female (or gyno-)sphinxes for they resent the females'greater intellects and neutral align-ments. The androsphinx can speak alllanguages particular. to sphinxes andthe common tongue of mankind aswell.Thrice per day an androsphinx can

    emit a deafening roar which can beheard for several miles. The creaturemust be aroused and angry to utter thefirst, very angry to roar again, andinfuriated to emit a third.The first roar of an androsphinxcauses all creatures within 360 feet tosave vs, Petrification or flee in panicfor three turns. The second roar islouder still; creatures within 200 feetmust save vs, Petrification or be para-lyzed with fright for ID4 melee rounds;in addition, creatures within 30 feet ofthe androsphinx will be deafened for2D6 rounds unless they are ogre-sizedor larger (or have protected hearingorgans).The third androsphinx roar causescreatures within 360 feet to save vs.

    Magic or lose 2D4 points of ST for alike number of melee rounds; in addi-tion, any creature within a thirty footradius of the androshpinx's mouthwill be knocked over unless the crea-ture is ogre-sized or larger.

    Creatures so knocked over must savevs, Breath Weapon or be stunned for2D6 rounds and suffer 2DS HTK ofdamage unless they are part or fullylion. The force of this third roar willcrack stone within thirty feet.

    Hound of LawHTK.' 6D8, AC: 2MV; 30/1 ,. Att: I,Dm: Bite: 6D6Align.: Lawful GoodTHACO: 13Size: L (12')IT: Average to HighSpecials.' Magic abilitiesMagic Resistence: 10%

    The hounds of law are the loyal petsof the Titans. A wandering Titan willalways have at least one of these crea-tures with him. The hounds appear tobe huge dogs, related in appearance toa shaggy cross between a GermanShepherd and a Husky. They havemany magical powers bequeathedthem by their parentage, includingabilities to:

    Walk on water or any other non-solid surface. Command other canine races andcall any' within two miles withtheir howL

    Locate a Titan, no matter how faraway. Travel the planes. (This powerwas inbred by the Titans wholoved the hounds best and wantedthem to travel.)

    In the later years the hound itselfbecame a wanderer, until the Titanslost track of it altogether during theGreat War and Neberon exile. Thechildren of the hound remained,however, and could always be foundwith their Titan masters. In the yearsspent on Earth, the Titans developedclose links with two other creatures aswe1l: the lammasu and the shedu.

    LammasuHTK: 7D8+7, AC: 6MV: 12"/24", Au: 2,Drn: ID6/1D6A lign: Lawful GoodTHACO: 12Size: LIT: GeniusSpecials: Cure wounds, dimensiondoor, holy word (10%), invisibili-ty, protection against evil, spellcasting, telepathy.Spells: 4/3/2/1Magic Resistence: 30%

    Lammasu dwell in warm regionsbut they occasionally visit every clime.It is the nature of these creatures to aidand protect Lawful Good persons andthey are of generally kind and friendlydisposition to all Good creatures.

    Lammasu are able to become Invisi-ble and/or Dimension Door at will.They radiate a Protection against Evilin a ten-foot radius which has doublestrength. Additionally, lammasu areable to use up to Skill 4 clerical spells,doing so at Skill 6 proficiency.Lamrnasu possess Cure Wounds spellsof double effect and ten percent of thesecreatures can speak a Holy Word aswell. Larnmasu communicate in theirown tongue, the language of LawfulGood, and through a limited form oftelepathy.

    SheduHTK: 9D8+9, AC: 4MV: 12"/24/1, Att: 2,Dm: ID6/lD6Align: Lawful GoodTHACO:lOSize: LIT: ExceptionalSpecials: Ethereal, telepathyPsionics: 70-100Attack/Defense Modes: AU/allMagic Resistence: 25%

    Shedu travel about the world seek-ing to further the ends of LawfulGood, helping allied creatures whenin need. Although shedu can attackwith their powerful front hooves, theyare more likely to use their psionicabil ities 3 major and 5 minor disci-.plines ..All such abilities are peformedat Skill 9 mastery.

    Shedu can become ethereal at willand they frequently travel the astraland ethereal planes. While shedu havetheir own language, they also knowmost humanoid tongues. As they havea limited form of telepathy, shedugenerally communicate by direct mindcontact. 1

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    21/99

    CHAOS APPROACHES

    Dwarven

    Chaos

    HELWASTETYPICAL CHAOTIC COMPLEX

    E = EntranceA = ArmoryP '"Pel! Animal CenterF = Food SupplyAS = Art SuppliesH = Healing CenterS = Sleeping QuartersM:: : Magical Training

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    22/99

    ~CHAOS GIANT .........S _ _Bred from captured Titans, ChaosGiants are truly worthy adversaries ofthe greatest of Giants, Just as theirancestors are the ultimate servants ofLaw and justice, Chaos Giants are thecaptains of Chaos, evil, and pain. TheChaos Giants have been warped bytheir evil masters and subconsciouslyrealize what their destinies could havebeen; this knowledge only serves tomake Chaos Giants more dangerousand terrible.No Chaos Giant has ever been seenin this world but in the light of theChaos Giants' great powers, earthoccupants realize this does not meanChaos Giants are not present.

    Chaos GiantHTK: 15D8,AC'-lMV: 12", Ati: 1,Dm: Sword of Flame: 6D6, or Fist:

    3D6Align: Chaotic EvilTHACO: 8Size: L (18')IT: Semi - VerySpecials: Externalized magicsMagic Resistence: .20%

    The original Chaos Giants werebred from Titans captured by servantsof the Chaos Queen. These Titans,their minds warped and twisted bytheir evil captors, were wedded to thedark spirits of the depths. The ChaosGiants which sprang from these rOOlSwere powerful, evil, and completelyunpredictable.There is no standard for ChaosGiant appearance; they can be beauti-ful and noble or hideous and vile, MostChaos Giants are quite bizarre in

    appearance; some have beautiful facesand. horribly twisted and pustulantbodies, others have magnificent bodiesand nauseating faces..Unsymetrical ormissing features, extra or missinglimbs, and scarred or diseased formsare all common among Chaos Giants;those who appear otherwise normalmask warped and decaying minds.Chaos Giant descriptions are as var-ious as art diseases, mental conditions,and disfigurements.To determine such Chaos Giant

    characteristics, roll ID6 on each of thefollowing tables.

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    23/99

    facial1: No eyes2: No nose or ea r s3: No fa ce1: Diseaset Cornbot scars5: Skeletal6: Normal

    PhysicalI: No hands2: No a rms3: Corpulent4: 1 - 1 nchbach, bones twisted5 : S ke l et a l6: Normal

    Mental1: 1 - 1umunoid phobia2: M nnia for blood, killing3: Ra ndom ly ber se rk4 : R andom ir ra tio na l. hatred5: Power mad6: Serial killer, randomSome Chaos Giants do not maintaina single form. These Giants mighthave a single, second form which theybecome or they may take on any formthey desire. The forms these Giantsassume must aU be equal in mass totheir Giant body and it is only throughgreat concentration that such Giantsmay consciously take on and keep aform. Most Chaos Giants who changeform do so at random times and withno conscious control.Some Chaos Giants can control thehange but under stress, such as com-at, they begin to lose the form or taken a new one at random. In any case,the new form will maintain at leastome traces of the Giant's natural dis-igurements (if any). Chaos childrenre exposed to the mind-altering Mistsf Chaos at an early age to encouragethe tupical Chaos warped psychology.While assigned earthly coordinatesre, the Chaos Giant home is actuallyithin the Chaos plane, although it ist within the Chaos maelstrom itself.rom their realm on the very cliffs ofhe maelstrom, Chaos Giants may lookut over the brink and worship theirueen, Azurg, mistress of the Darkaster and patron of evil. This Chaosealm is a shifting landscape ofmoun-ains, hills, deserts, and twisted forest.Chaos Giant palaces, keeps, andstles dot the ever-changing country-ide. Vast chaos clouds swirl and altererhead, leaving flying creatures andtrange, newborn magics in theirakes. Disembodied voices, screamsithout screamers, and sounds ofachines and animals yet-to-be echorough the perpetual twilight.

    Chaos Giant society is fluid at best.A careful accounting is kept of thestature of each Giant in regards to itsfighting, magical, and political power,While such accounting is a popularChaos Giant pastime, challenging oneanother to physical, magical, andpolitical combat is even more so. Anysuch challenge is likely to become abattle to the death, even in the politicalrealm. Chaos society is machiavelliantaken to the extreme; plots, counter-plots, and betrayals abound leavenedwith the confused and erratic personal.ities of these Giants.The Chaos Giant may obey a personof stronger personali ty bu toni y for themoment. The Chaos Giants fear andrespect only unbeatable power, such asthat of Azurg. Absolute Chaos Giantanarchy is a mere step away, for ChaosGiants form groups only to accom-plish the most important of mutual

    goals .. In Chaos Giant groups andcities, assassinations, sudden betray"als, and poisonings are all commonoccurrences but stated duels are not.More often, a Chaos Giant will pre-pare an ambush for another, the result-ing fight merely considered a duel. byonlookers.Chaos Giants use their magic andservants to bring food and goods untothemselves. Chaos Giant personalitiesare too unstable to allow them to carryout useful work or trades. A very few

    Chaos Giants are artisans but it is leftto their servants to trade the art andcarry the economy .. Chaos Giantssatisfy the needs of the momentthrough their magic or by demandingtheir servants fulfill any requirements.Chaos Giants do not make goodentertainers or particularly good arti-sans because they never follow throughon any planned or intended course.However, Chaos Giants do make occa-sional spectacular achievements in artor entertainment through unplanned

    inspiration or luck, creating objects ofgreat and unexpected beauty. Theirservants tend to take better care ofbuildings and items than do ChaosGiants themselves since there isalwaysa chance that a Chaos Giant mightactually take notice of their belongingsand be angered if something wereamiss.Chaos Giants will often allownumerous creatures to roam theirbuildings, including Good creatures

    (if it amuses them); the Giants alsopermit many undead to wander theirhomes, The sole criterion for deter-

    mining the creatures one may find in aChaos home is the state of mind of theChaos Giant at the particular moment.Being completely unpredictable,Chaos Giants sometimes may allowadventurers to pass while other timesthey will fight to destroy any trespassers ..A Chaos Giant might presentan invader with a gift of prophecy orcall for guards ..Having been deprived of Giantinfluence and society long ago, ChaosGiants have no standard ways to act,create no Giant pylons or columns,and have no specific tastes which donot change from moment to moment.The only Chaos Giant constantjs theirevil natures and their fear and worshipof Azurg and her Dark Master.'Some Chaos Giants are wise or intel-ligent but all are erratic or do notfollow their own judgement (as a

    result, Chaos Giants lose battles moreoften than they should based on theirabilities) .. Chaos Giants acquire sud-den likes and dislikes, although theydo consistently enjoy one thing:ownership (such as items, slaves,property, etc).Chaos Giant architecture is bizarreat best. Because plans are changed con-stantly throughout the construction ofbuildings, they become a conglomera-tion of rooms, walls, halls, in an archi-tectural and artistic melange. In short,

    they are atrocities ..The overall ChaosGiant floorplan isoften a maze of hallswith only a few rooms. Rooms areoddly shaped and contain extra wallswhich serve no useful purposes. Ceil-ings vary in height, often to such a lowlevel that a Chaos Giant cannot walkin the room.As part of their Chaotic training,Chaos Giants have externalized theirgreat, hereditary internal magic withwhich they can turn any sword intoflame, cause their fists to flame, form

    solid objects out of thin air, or kill witha glance. Chaos Giants are able tocreate magic items but these are oftenso poorly made they turn out to becursed instead of useful, As with mostthings, the Chaos Giants' own varia-tions and inconsistencies cause crea-tions to fail or turn out unexpectedly.Chaos magical ahilitites include avariety of natural effects which do notstrain their magic:

    Demoralize- Any creature facing aChaos Giant will attack ar-S to hit anddefend at -1. Chaos Giant hirelingsmust make constant morale checks or

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    24/99

    flee. This does not affect creatures ofSkill 7 or higher.Fury Storm - When angered orseriously injured, Chaos Giants createa storm of magic. If a Chaos Giant hassuffered between 20 and 70 HTK ofdamage, any creature within 100' ofthe Giant is affected by great, swirlingwinds and tearing objects which whipwithin the storm. Creatures must savevs. Magic or take 4D6 HTK of damageper round subjected to storm; savinghalves damage.Illusion - As long as they can concen-trate (non-combat), Chaos Giants canappear to be any creature they like, aneffect which is treated as a PhantasmalForce spell.

    SpellsChaos Giant possess a variety of

    unique and powerful spells at theirdisposals, The casting of each spelldrains the Chaos Giant of magicalenergies. The average Chaos Giant cancast a total of eight spells in a day, thecasting time being one segment perspell. Typical spells available to ChaosGiants include:Creation - By means of this spell,Chaos Giant can create any non-magical item he likes by simply will-ing it. The object materializes imme-diately, with a blinding flash of light,in the grasp of the Giant. The maxi-mum dimensions of the object are ten-feet square, although the casting Giantcan use more than one magic spell todouble, triple, etc., this size.Darkness - Chaos Giants can encirclethemselves in a sphere of darknessthrough which only they can see. Thearea of effect is a 100' radius and thedarkness cannot be penetrated by anyother magic or sight.Fear- By casting this spell, the ChaosGiant becomes an object of intensefear ..Any creature not saving vs. Magicat + .2 on the roll will flee at maximumspeed for the next two turns.Summon Chaos Creatures - AnyChaotic creature within a one mileradius which misses a save VS. Petrifi-:cation must come and serve the Giantwho casts this spell, the duration ofwhich is six turns.Summon Minor Spirits - ChaosGiants can call up 2D4 lesser undead,such as ghouls, skeletons, wights, andzombies, or ID4 other minor spirits ofevil, such as the different spirits of thelower planes.

    A common Chaos fear is that of theTitans' hounds of law. This fearextends to all dogs save their own studysubjects, hell hounds. This fears addsto the combat effectiveness of houndsof law or similar creatures againstChaos Giants.The Chaos also fear one other thing:

    Death. Chaos Giants consider Deaththe ultimate in Lawfulness and thussupremely dread it. Chaos Giants willflee the-presence of any avatar of Death,even if it is not the Giant incarnation.

    + Magic Itemst Wand. of FrostA Frost Wand can perform three

    functions which duplicate magic userspells .. The Wand (which is valued at35000 gp) has I 00- (1Dl 0-1) charges,can function once per round, and maybe recharged.1 .) Ice Storm. A silvery ray springsforth from the wand. In one segment,an ice (or sleet) storm occurs up to sixtyfeet from the wand holder. This func-tion uses one charge.

    2..) Wall of Ice. The silvery ray willform a wall of ice six inches thick and asquare area equal to six ty feet (I' X 60',2' X 30', etc) in two segments. Thisfunction uses one charge.

    3.) Cone of Cold. Dancing, whitecrystalline motes spray forth from thewand in a cone with a sixty foot lengthand a terminal diameter of twenty feet.The cold comes forth in two segmentsbut lasts only one second. The temper-ature is -100 degrees Farenheit anddamage is at 6D8 HTK.

    Fire-based creatures save at -3.Saving throw vs. Wand is applicableand if save is made, object strucksuffers half damage. This functionuses two charges.

    Pets and AlliesChaos Giants have no pets or alliesin the normal sense ..Their use of hellhounds (listed following) is primarilyfor study in their on-going search fordefense against dragons. The ChaosGiants have many slaves who servethem primarily out of fear andlormagical restraint.

    Chaos Giants can also control manytypes of magical creatures such asghouls, wraiths, and other spirits.Azurg is the Chaos Giants' one greatally, although no Chaos Giant has everseen her and lived.

    Hell HoundHTK: 7D8, AC: 4MV: 12", A It: 1,Dm: Bite: IDIOAlign: Lawful EvilTHACO: 13Size: MIT: LowSpecials: Breathes fire, locate

    hidden creatures (90'), stealthMagic Resistence: Standard

    In their intense hatred and fear ofdragons, the Chaos Giants have devel-oped a working relationship with hellhounds, who have aided the Giants intheir pursuits of sufficient dragon-breath defenses.Hell hounds are not normally of the

    material plane but some dwell within,it, having been brought along byvarious creatures who sought their evilservice.

    In addition to a normal attack(simply biting with their great, blackteeth), hell hounds breathe out ascorching fire on an opponent up to aten foot distance, causing ID8 HTK ofdamage unless the opponent is able tosave vs. Breath Weapon, in which caseonly half-damage is inflicted.

    Hell hounds move wi th great steal th,surprising opponents on ]4 on I D6.They have keen hearing and may onlybe surprised on a roll of Ion ID6 ..Thehell hounds' exceptional sight allowsthem to locate hidden or invisible crea-tures with 50%efficiency. For these rea-sons, they are favored as watch andguard dogs by Giants.Hell hounds are a rusty red to red-

    brown in color. Their eyes glow an evilred and their teeth and. tongues are asooty black.

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    25/99

  • 8/7/2019 Mayfair Games - Role Aids - 744 - Giants

    26/99

    _DWARVEN GIANTs......Of all Giants, the Dwarven race hasthe closest ties to humans and demi-humans. In many ways, DwarvenGiants emulate the dwarves whotaught and aided them long ago.Dwarven Giants have maintained andsoexpanded their ancient ties that theyare among the best known of allGiantkind.Dwarven Giants are possibly themost successful of Giants. in