Troll

Also called Balgruf, the beastial Creatures of Feyune. They form family clans with the mother and father of the clan at the head and many children. They appear humanoid but bare bestial traits that can manifest in a great variety of monstrous forms but tend to include brown fur, sharp teeth and tusks and claws. They strong cultural pressure towards violent and aggressive behavior make the feared and hated by the Etha people. Though the cultural morality is mostly made up by the Matriarch and lesser extent patriarch of the clan, a through line of extreme reverence for the forest exists. Most cans refuse to harm a healthy tree and would rather cannibalize other clans or Etha than harm the foliage for a food source. Trolls will do metalwork to some extent upon certain bare stones that they consider holy amid the infinite forest.

## Balgruf Traits

Balgruf Characters start with Beastial burden and Bushcraft trait. Additionally they start with 1 rank in either Robust or natural weapon. Further ranks in either robust or natural weapon may be purchased like abilities.

### Bestial

The player character has a bestial appearance, in the form of one (or a few) conspicuous traits – jakaar eyes, aboar tusks, lindworm scales on arms and neck, or something else arousing fear and disgust. Concealing the traits requires the character to pass a [Discreet←Vigilant] test. If the test is failed, the character will have a second chance at failing all Persuasive tests concerning pleas for help or protection. However, the bestial exterior grants a second chance to pass all Persuasive tests meant to threaten or intimidate. As soon as they can, those subjected to the character’s intimidation – whether or not it is successful – will report him or her to the Town Watch (or similar authorities) as a suspected abomination.

### BUSHCRAFT

The character can survive on meager resources and is used to finding food and shelter in harsh terrain. With a successful Vigilant test, the character can find enough food and water to feed him- or herself while being on the move in the wilderness or among Davokar’s ruins. If the character is part of a small group (up to five individuals), food and water can be found for them as well, but that will take much more time. The group cannot be on the move during that time.

### ROBUST

The character belongs to a race of creatures that are naturally tall and often continue to grow their entire lives. But there are variations: some grow quickly, others more slowly while some hardly seems to grow at all.

* Novice **Special**. The character is close to seven feet tall and very strong. Such a towering body is easier to hit in combat, which is bal - anced by a greater natural toughness. The character’s Defense is based on [Quick –2] and it can only use light armor, which must be custom-made and therefore costs twice the normal price. In return, the character naturally ignores 1D4 damage from each hit taken, in addition to any armor it wears. Fur - thermore, it can deal 1D4 extra damage with one melee attack each turn.
* Adept **Special**. The character is over eight feet tall, weighs about 500 pounds and has skin as though as bark. A creature like this packs quite the punch but is also easy to hit. The character’s Defense is based on [Quick –3] and it can only use light armor, which must be custom-made and costs three times the nor - mal price. In return, the character naturally ignores 1D6 damage from each hit taken, in addition to any armor it wears. Furthermore, it can deal 1D6 extra damage with one melee attack each turn.
* Master **Special**. The character is close to ten feet tall, weighs about half a ton and crushes lesser creatures while enemy weapons have a hard time penetrating its stone-like skin. It is very easy to hit a creature of this size, but equally hard to wound it seriously. The character’s Defense is based on [Quick –4] and it can only use light armor (custom-made, costing four times the normal price). In return, the character ignores 1D8 damage from each hit taken, in addition to any armor it wears. Finally, it can deal 1D8 extra damage with one melee attack each turn.

### Natural Weapon

The creature is gifted with a well-developed natural weapon, such as sharp claws, teeth or a tail stinger. The Natural Warrior ability (see page 119) can be used to enhance the creature’s Natural Weapon even further.

* Novice **Passive**. The creature is equipped with some kind of natural weapon which deals 1d6 points of damage, instead of the usual 1d4 for unarmed attacks.
* Adept **Passive**. The creature’s natural weapon deals 1d8 points of damage.
* Master **Passive**. The creature’s natural weapon deals 5 points of damage. The natural weapon now has the quality Long, allowing the creature to perform a Free Attack at the start of a combat against enemies with shorter weapons.

## DnD Traits

* **Ability Score Increase.** Your Strength score increases by 3 and your Constitution score increases by 1.

* **Age**. Balgruf reach adulthood at age 25 and live up to 120 years.

* **Size**. Balgruf are usually well over 6 feet tall. Your size is Medium.

* **Speed**. Your base walking speed is 30 feet.

* **Darkvision**. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

* **Aggressive**. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

* **Powerful Build**. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

* **Languages**. You can speak Barrador and one other language of your choice.