Giants

in: Races

## Introductions

Legendary creatures of immense pride and dangerous size, Giants are powerhouses of strength and sorcerous prowess. In ancient times, they were a proud and majestic race, capable of razing cities with a single step or even simply a wave of a hand, casting down powerful magic over those that stood beneath them.

For the last millennia, however, the once dominating race has since weakened greatly, cursed by what some have come to know as the Withering. These days, Giants stand at much more reserved heights than they once did while some cling desperately to their ancestry, hoping perhaps one day to return to their rightful seat as rulers of the world; to return to Nephilim.

## The Basics

* **Other Names:** Purebloods, Champions, Ogres, Frost Giants, Jotunn, Hill Giants, Iron Giants, Titans, Behemoths
* **Appearance:** Towering behemoths with skins that range from metallic in color to normal flesh tones dependent on their place in society or birth. Their immense size and variety make them a mysterious yet hard to mistake race.
* **Lifespan:** 1000 years
* **Height:** 200 cm (6'7") - 240 cm (7'11")
* **Regions Found:** The main city of Anakheim– home to the Purebloods– is located in the highest peaks of the distant northern mountains. Other giant settlements are spread throughout the world with some splintered tribes who have strayed from their aristocratic society have been found within the northern regions in the snow while some have taken to the forests and hillside. Most notably, Ogres can be found living solitary lives in the hillsides and forests found all over the world.
* **Culture:** A strict caste system where the Purebloods rule over their warrior and commoner classes with a ruthless and uncaring cruelty. Champions act as these warriors and commoners while Ogres are enslaved servants or live freely and solitarily outside of Pureblood rule.
* **Common Character Roles:** Sorcerers, Aristocrats, Warriors, Craftsmen & Workers, Hunters, Degenerate Gluttons, Savages, Alchemists, Cooks, Shamans
* **Common Allies:** Temporary Alliances (primarily with Nords and Caledonii)
* **Common Enemies:** Dwarves, Humans, Elves, Greenskins, Fey, Fey-Touched, Other Giants
* **Architecture:** Anakheim consists of towering and complex cities of marble and stone often carved from the mountains themselves. Giant architecture is always built on a larger scale than even their size requires of them as a show of their grand stature. Those such as Ogres, however, may take homes in caves or build their own huts large enough to house them.
* **Religion:** Giants worship their Nephilim ancestor, Titan, as their God. Those who wield holy magics call to him in his favor, hoping that perhaps one day he might grant them blessing to be returned to the glory of Nephilim.
* **Views on Magic:** Magic is extremely common among the ruling caste of the Purebloods. Purebloods consider the lower caste (Champions and Ogres) to be too stupid to harness magic; though it is still possible for them. Champions may withhold their abilities to wield magic to secrecy and Ogres have been found capable of magic and act as shamans.
* **Abilities:** Impressive Vitality, Grand Metabolism, Iron Grip, Heavy Throw, Body Slam, Return to Nephilim (Racial Ritual)
* **Weaknesses:** Immense Pride, Grand Metabolism, The Larger They Are, the Harder They Fall
* **Quirks:** Extremely Prideful, Cruel, Cannibals, Stupid, Political, Supremacists, Outcasted, etc.

## Appearances

Giants have always towered over the other races of the world. Even in their reduced stature they are difficult to mistake for any other race. Overtime, however, distinctions on appearances between the different rankings of giants since their deterioration have been notable and recorded in the researched texts shared with the Lexicon Library and Tower of Secrets respectably.

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> ### Purebloods
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> Purebloods have been recorded as the highest ranking Giants found within the aristocratic society originating from the northern peak city of Anakheim. They are those giants who are considered pure of blood and closest in comparison to strength, skill, and appearance to their Nephilim ancestors. Though their true strength is said to lie more in their mastery over the arcane, while physical strength is outmatched by their Champions.
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> Regardless, they stand tall in stature and muscular builds. Female Purebloods may be leaner than those of Champions and Ogres, sporting curvaceous and shapely figures than that of their lower caste kin. This is accentuated by their rich and noble lifestyle, wearing more fine silks, robes, and jewelry than armor most days. Purebloods are most commonly met with rich, metallic colorations ranging from  bronze, silver, or golden skin tones that shimmer and glisten under that of light or the sun. Eye color of Purebloods can either be rich blues, vibrant reds, or brilliant gold; often having a subtle glow to them, suggested to be a connection and sign of their arcane capabilities. Their hair is rarely left down beyond their shoulders and Purebloods are known to have hair that matches their rich and metallic skin with a variety of shades: blondes that range from platinum to golden yellow, silver or white hair.
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> ### Champions
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> Champions are those ranked second to the Purebloods in the caste society of Giants. Many Champion giants have been known to have separated themselves from the nobility of Anakheim in recent years in favor of starting their own tribes or living lives outside the rule of their prideful cousins, offering more of a variety to their appearance as researched in recent years. With enhanced strength and martial fighting capabilities, Champions are built with more muscle than any of their cousins and sport more leathers and armor in their wardrobe, caring little for the fancy silks less they resort to jealousy over the prominent lifestyle of the higher caste.
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> Notably, Champions found within the caste system are those typically found with skin that is darker or more muted than their Pureblood kin. Skin tone can range from muted bronze, to charcoal blacks or even gray and, unlike their Pureblood rulers, their skin does not carry a glittering sheen unless coated with that of sweat from fighting or a hard day's work. Champions who have removed themselves from Anakheim and made settlements for themselves in the forest, hills, or even the northern snows have been known to have a wider range of skin tones matching that of humans. Eyes of the Champions have less of a glow to them than those of the higher caste, but Champions skilled in magic have been said to share in the ancestral trait. The colors of their eyes can be greens, purples, and even orange and hair is often black, brown, or even red.
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> ### Ogres
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> Ogres are the lowest form a Giant may take. To their Pureblood and Champion cousins, they are irrefutable proof and a constant, abhorrent reminder of what the Withering has done to their once great and glorious people. These giants’ intelligence and capabilities have deteriorated so far from what they once were that they are viewed as stupid and mongrels. As slaves, they are afforded no more than mere tattered rags or cloth for clothing while those who live in solitary or small groups within hills, mountains, or forests wear a resourceful collection of cloth, bone, leather, and furs. Many Ogres, while still capable of an inhuman amount of strength, have grown complacent and fat in their gluttony, often eating and gorging themselves on food whenever a chance may present itself. This has resulted in them having wider, stouter builds with big, fat bellies. The fatter the Ogre, the happier they are.
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> As for skin, Ogres have a range of color variations that lean toward earthier tones. This can be darker or duller browns, olive skin tones, and even muted greens or reds. Their skin does not glisten or glean as their higher caste kin’s may but they may have a shine to their skin from sweat or grease from cooking. Eyes of an Ogre are rather mundane with no glow, ranging in shades of black, browns, or gray. Hair is often similar to this, ranging in mundane colors such as black, brown, or gray; many Ogres, male or female, can also be bald.  The most notable feature of an Ogre that stands out from the higher caste is their tusks. Ones that are overgrown and accentuate an Ogre’s underbite.
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> ### Half Bloods
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> While these differences are typical for their race, there have been instances of interbreeding. The Purebloods of Anakheim would never lower themselves to lying with Ogres or take a Champion as husband or wife, they are cruel and often vicious masters that have been known to lie with them for amusement and to influence their servants.
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> Giants who venture outside of their caste society may also intermingle with one another, some Champions and Ogres going as far as to settle and lie with one another depending on circumstance. While Giants have been suspected to be all but infertile in the grand scheme of their withering deterioration, rare instances of natural birth between them have occurred. Such is considered a blessing and, despite interbreeding between social levels, it has managed to prolong the race far beyond what many had considered a nearing extinction. Loathe as they are to admit or lower themselves to ever lying with abominations such as Chimera, the introduction of this reproductive race has also aided in the continuation of the race.
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> Due to this, Giants born of two differing social levels– or even fathered by that of a Chimera– have come to be referred to as Half Bloods. These Giants have a far wider range of appearance, adopting different traits between their Giant parentage from skin to hair color. The only feature that stands out particularly in this breed of Giants is their eyes which can either come in hazel, silver, or even heterochromia colors.
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## History & Culture

Creatures of legendary size and immense strength, the Giants are a race as old as recorded history. No one truly knows how or when the first Giant emerged. Though stories and folklore of old speak of the first of the giants emerging from the mountainsides, led by Titan himself and left to walk and tower over the castles of men and elves alike. The earliest texts found on record of their ancestry depict Giants as a race that once ruled over the world following a great war. These towering behemoths were once called the Nephilim and their vast kingdoms stretched across the great expanse of continents.

It was for long ages that they ruled over what they deemed as the inferior races of the world, conquering, enslaving, and even going as far as to feed on and devour the flesh of those that dared challenged their great might. History texts suggest it was these sins against those other races of the world that brought about their downfall. Or that the folly of their belief that they were the greatest of races and the only one that mattered. Whatever the truth, in the millennia following the great rule of the Nephilim once at the height of their civilization, they would soon be met with an age of deterioration.

Legends talk of a plague or even a twisted curse cast onto them by a God opposing their own. Though the Giant Kings of times past have spoken the truth of this degenerative disease to their descendents, naming it as one they called– the Withering.

Elder Giants who know the truth have often shared it with their children, telling of a time when Fey ruled over the world and sought to eradicate all civilization that threatened them. Their Nephilim ancestors had watched as the Fey razed settlements and cities, turning the people within them into grotesque creatures of twisted creation. Though they had been built with an overwhelming resilience to the magic of the Fey, using this to their advantage to combat the tyrannical True Fey that had challenged their station and stature which the Nephilim felt surpassed their own.

At the end of the war, it was the Nephilim who stood victorious over the Fey and, in that moment, the Nephilim would have longed to see the remainder of the Fey made to be a distant memory. What True Fey were left present in the world, however, sought an agreement; an accord. The words of this agreement have been long since lost to time, but the weight of them uttered by the lips of the True Fey who cast them were enough to convince the Nephilim to instead cast them out of the world and into a realm of their own. In doing so, however, the Giants of old did not consider the power in which the True Fey had over the words woven in their agreement and, as a parting gift from the Fey, they were left to be reduced to a fraction of the beings they once were. The effects of this wouldn’t truly be felt for some centuries later. It was after the banishment of the Fey that Giants truly ruled over the “new but longing to be liberated” world. Unopposed, they were left to conquer and rule over what civilizations remained. This is what history has written.

Even so, they gradually began to wither and relinquish their godly size and strength, alongside their great strides in grace and beauty. What resistance they had against magic, poisons, and diseases was swiftly dwindling over those centuries past and the Nephilim found themselves succumbing to more and more mundane deaths as those conquered races began to revolt and rebel against them. Even more of a pressing concern, what remained of the dwindling numbers of the pureblooded Nephilim nobility began to take notice of a deterioration in their lineage’s intelligence, most notably seen in those who served them. Those Giants who served as workers, merchants, and servants grew stupid and angry, quick to become labeled as the first Ogres that were killed or cast out for their brute strength and fits of rage.

What was left of the once great and glorious Nephilim Giants then retreated into their mountain holds or made off for far away islands, making their way across waters to places that men could not yet reach or heights that men dared not climb. They abandoned the rest of the world to fend for themselves, offering the lesser races a chance to grow and flourish as they once had without concern over who might rule them next. Some ancient texts argue that this retreat was tactical due to fear or self preservation that they made this choice despite their immense pride. One that would sting them for a millennia to come when finally the Purebloods emerged again in hopes of reclaiming what they felt was rightfully theirs with their Champions at their side. A choice of retreat that would never be made again.

### Culture

Proud and brutal in waging war as the Nephilim once did, the giants of Pureblood claim to follow in the steps of their ancestors, seeking to conquer areas around their home territories. Mainly those surrounding their city state of Anakheim. This puts them at odds with the Nords, the Caledonii, and even the Eastern Dwarves that border and lay claim to their mountains. Though at the current state of their withered stature and with the rapid decline of birth rates amongst the higher and middle caste of giants within Anakheim, the upper ring of noble Purebloods have had to resort to other methods beyond that of simply calling their Champions and enslaved forces to wage war for their rightful territory claim.

This has resulted in a spike of participation in corrupt politics and negotiations that may temporarily benefit both giants and whatever race they choose to stand behind. For who wouldn’t want a massive, hulking giant with a twelve foot sword swinging on the battlefield aimed at their enemies? Such treaties are tumultuous at best, often ending in Purebloods taking more than they are afforded or allowing for their ‘allies’ to weaken before they turn on them and conquer what remains. Targets for these misdealings have resulted in Humans, Elves, Orcs, Goblins, and various other racial settlements being enslaved under rule of the Anakheim Purebloods. Rumor has it that the Purebloods still feast on some of the rare delicacies the world has to offer such as on the blood of Elves or the meat of Saurians but most Purebloods find such accusations offensive and unbecoming of their stature.

Outside of the capitol walls of Anakheim, there are a few bands of Giants who have since separated themselves from their Pureblood kin and spread themselves throughout the world. These tend to be Champions and Ogres who cared not to serve the higher caste of Anakheim and instead chose to live in solitude or build settlements of their own. Those who live beyond the borders of their once great city have since adapted aspects of the cultures they live near, introducing newer tribes of Giants into the world.

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> #### Frost Giants
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> Frost Giants are a collective of Champion Giants who sought to split from the Pureblood of Anakheim when a deal with their neighbors sharing the north– the Nord– was set to lead to a betrayal. With perhaps more honor in them then their Pureblood rulers, these Champions set out to remove themselves from the caste system and build settlements for themselves in the snows beyond the borders of the Nords own territory. From that point on, they chose to live their lives freely and peacefully as one could with neighboring Nords, offering their strength and fighting capabilities as sellswords and mercenaries. All while staying true to honoring their word and their deals with them for as long as they might last, leading them to be better known as Jotunn amongst the Nord tribes of the north.
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> #### Hill Giants
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> On the other side of the mountain, one might find the Hill Giants. Though those who refer to Hill Giants more than not refer to those who chose to remove themselves from Anakheim and simply settle within forests or open fields in favor of more solitary lives. This term can be used for Champions and Ogres alike who chose to live within the southern territory of the Caledonii. Openly comparing a Champion to an Ogre residing as a Hill Giant may be met with aggression from an insulted Champion.
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> While Frost Giants built large, clan settlements amongst those of their own kind, Champions residing in the hills built lone homes best suited for farming or simpler ways of life. These Champions have accepted their fates and simply wish to live normal lives as best as one as large as they can while making peace with their Caledonii neighbors. However, Ogres residing in the forests and hills are often terrors that rampage and fight endlessly with Caledonii; even going as far as to terrorize their Centarii neighbors as far as the Oyari. This has led to Hill Giants– both Champion and Ogre alike– being captured and sold to the Carnival of Trades which then sell and transport them to other nations. One such nation would be that of Nocturnim, where Ogres are made to be fodder to be slain in the gladiator pits while Champions are occasionally made gladiators for any Ludus house that might favor them, leading them to be better known as Iron Giants amongst the citizens and allied forces of Nocturnim.
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## Society

The main society of Giants within that of Anakheim is based purely on a caste system. At the top are the Purebloods, otherwise known as the Pure. These are Giants who consider themselves a part of pure bloodlines descended with the strongest traits resembling that of their Nephilim ancestry which have been preserved in their beauty and skill with the arcane. They are tall regal beings with an impressive strength in sorcery to back their pride, typical greedy desires, and the wit to twist the will of their lesser kin to their whims.

These Purebloods see themselves as superior beings above all other races and their intelligence surpasses leagues beyond that of their lesser cousins. They are considered a dangerous match against any elf or the cunning mind of mankind. They are still typically more brutal, conniving and cruel in their treatment of other races. They often take slaves for themselves to act as servants that fulfill their every need and pleasure. In instances where a Pureblood may choose a ‘lesser’ race to lie with, it can be quite painful for whoever the Pureblood chooses and, oftentimes, the victim will not survive the coupling.

Beneath them lies the warrior caste of Giants known interchangeably as Champions or otherwise Iron Giants amongst other civilizations. Their strength is unmatched by any man or beast, often found wielding mighty weapons and wearing heavy armor that lesser races would never dream of lifting on their own. These Champions often serve the Purebloods in their desire and endeavors, being just smart enough to know how to fight in formation but dull enough as not to realize that their numbers and skill far outmatch their cruel masters. Though some have been able to see past this delusion and break away from those Purebloods of Anakheim while others are simple or more gentle giants who are capable enough to perform their tasks but not enough to ask questions.

At times, a Pureblood may greedily choose a Champion to bed, producing what has come to be known throughout the caste society of Giants as a Half Blood. These Half Blood Giants are seen as lesser Giants despite being born of Pureblood greed. Those who are unimpressive in their martial capabilities are often cast out as a disgrace to those who wish to keep the bloodlines pure and deemed as low as Ogres by their Pureblood kin. There are those rare Champions Half Bloods who would seek reclamation of their Nephilim heritage just as much as Purebloods might, striving to find ways of restoring their people's power and glory.

Finally at the bottom of the caste structure is the Ogres. While technically giants, these creatures are far degraded beyond that of their ancestors. They are seen as terribly stupid but impressively strong, making them the very epitome of savages in Giant society. Their stupidity can simply lead them to all manner of chaos and violence in their stereotypical gullibility, making them the perfect fodder for the Giant armies or easy target for those looking to enslave or coerce a big brute to do as someone asks.

Though lacking in the same vein of intelligence as their Pureblood kin, Ogre have been said to be capable of being skilled and cooking and brewing of all things. Some researchers and scholars have suggested that, while these giants may not be one for reading a list of ingredients or following listed instructions from a book, they have a natural instinct for choosing the right ingredients and resourceful amounts necessary to create potions and poultices for healing purposes. Unfortunately, much of this research is by word of mouth as many of those seeking to study these bumbling beasts are rarely ever seen or heard from again, suggesting Ogres might be using any source of meat they can get their greasy hands on to cook.

## Architecture

Due to their sheer size, nearly doubling that of humans, Giants build their homes and settlements at far greater scale than any race in the world. The only race known to rival their grandiose and impressive architecture is the eastern dwarves that combat them for control of the mountainside. The cultural style in which Giants may construct their cities or settlements differs depending on the location in which they might call home.

Frost Giants, for example, have come to adopt building similar structures to Nords but at a greater scale. They will build great halls and longhouses from wooden material with tall, double doors and specially crafted furniture scaled to fit their comfort and needs. Decoration of their homes and buildings are filled with furs, trophies or hunts, and large bonfires with long tables and  large chairs (big enough to sit at least two to three Nords at a time). Settlements of Frost Giants are much larger and crowded in comparison to the smaller settlements or even single homes of those Giants living in the hills.

While Hill Giants also build their homes to larger scale to fit their individual comfort and needs, the style of their homes differ from the wooden construction of Frost Giants and pure stone of Anakheim by utilizing both wood, brick and stone into their modest builds. These Hill Giants tend to be agricultural Champions who resort to simple life as farmers or homesteaders, making trade with the nearby Caledonii while Ogres who roam the hills and forests simply make home in caves that are large enough to house them or run down, abandoned houses with doors and furniture that may not entirely fit them.

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> ### Anakheim, City of Giants
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> The most impressive architecture known to Giant kind is the city of Anakheim– otherwise known as the City of Giants. As the capital city home to the aristocratic society of Giants, its walls stand at record height, built as tall as the mountainside it hugs against to shield the city from those less than welcomed.  Within the borders of Anakheim sits a towering city built by their ancestors– the Nephilim– that even the Giants who reside within feel dwarved within the construct of its towering halls and grand chambers made entirely of marble and smooth stone sculpted straight from the mountainside.
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> The city is said to have different levels to it in which the caste system is governed respectively by their standing. Purebloods house the upper level and walk the dark, marble halls freely, frequenting the grandiose courts, lecture halls, libraries, schools and galleries. There is even said to be a throne room which the upper rings of nobility gather in for special occasions such as balls or trials. Word is that no King has sat upon the throne in centuries. Perhaps because the line of Kings died out years ago or  because it was lost to time with the deterioration suffered by the Nephilim forcing them to rethink their entire form of government, leaving the highest ranking nobility of Pureblood Giants to rule above the rest.
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> Beneath the upper levels are the markets, crafters, and means of entertainment in many different forms. Many if not all are reserved for the enjoyment and entertainment of the Pureblood upper caste such as bath houses, fighting rings, upscale taverns, and various others. Most are run by Champion Giants or Ogres serving as lower caste for their Pureblood masters, doing as they are told or instructed to for the benefit of their noble rulers. The fighting rings and occasional tavern are where the Champions can enjoy themselves and show the feat of their strength off to their kin, seeking to impress upon the Purebloods their place as their Champions.
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> The lower levels of the grand city house the lower castes, offering little by way of comfort in comparison to the silks, furs, and feathered pillows enjoyed by the upper caste of Purebloods. Though on rare occasions will a Champion be granted an opportunity to share in such riches should they impress themselves upon a noble Pureblood and be chosen to share a bed; be it in the bed of a noble or one bought in a den of delight and debauchery.
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## Religion

Giants are not particularly known to be religious. At the very least, not in the way the races that they see as beneath them might worship their God or religion in prayer. They do not call out to their god. Nor do they often have temples or acknowledge the existence of deities. In private, however, Pureblood giants praise their ancestor God who was said to be the first of the grand race of the Nephilim. Titan is the only name they give to him, described as a being of immense and immeasurable size who was said to be able to cross whole kingdoms with a single step.

They say that the mountains in which they build their homes are the resting bones of Titan and that the whole of the world is scattered with his remains after his children tore him apart and scattered his body to distant regions. Of course, only Giants know these things, for any Giant to speak openly of their praise to one as benevolent as Titan to anyone outside their race would be a great insult to his name.

In the last century, however, the mention of Titan has begun to surface again in those Giants seeking reclamation of their connection to their ancient Nephilim heritage. Rumor has begun to spread of those Giants, Pureblood or Champion, who have begun to make claims that a sacrifice of the descendents to those who first placed the curse on them could be done in the name of Titan. In doing so, perhaps their ancestor who once towered over all would grant them the blessing of Nephilim once more, returning them to their former glory. A story that is often hand-waved as zealotry born of desperation by some telltale fanatic.

## Racial Relations

With a belief that Giants are superior to all other races, relations between the Pureblood Giants of Anakheim and their Champions are tumultuous at best. Having resulted in methods of political intrigue, negotiation, and corrupt tactics of manipulation to better gain advantage over their enemies and those races they would seek to enslave and use to their benefit, Pureblood tends to make treaties that they then break– causing friction between themselves and those they would ultimately come to betray. Those who have felt the sting of this betrayal are ones such as humans (most notably the Nord, Caledonii, and Oyari neighbors), eastern dwarves, the elves (most notably the High Elves, Snow Elves, and Dark Elves), Aviehns, and so on. There is no race that a Pureblood descendent of Nephilim would not see as lesser than themselves or not seek to enslave in some capacity.

Though relations between those the lower castes split from those Pureblood of Anakheim have managed to mend their own relations with their neighbors and have been known to have peaceful– if not honorable– relations with that of their neighbors. The Frost Giants best known for their neutral if not occasionally positive standing with the Nords. While Hill Giants have a similar standing with their Caledonii neighbors in the south. Both have been capable and known to form temporary alliances to protect their homes and their people from warring tribes on either side of the mountain.

Since the release of the Fey creatures unleashed upon the world and the horrific creature of Chimera using that of Giants in their creation, Giants have since been a key opposing force against those coming to reclaim what land they would deem as their own. Purebloods particularly have an animosity towards those of the Fey and will seek collection of their corpses and their blood for ways of perhaps reverting the curse of the Withering cast onto them by their True Fey masters. Similarly, they have also come to target those beings bearing the Mark of the Other, believing them to have some deeper connection to the Fey for their association with the creatures that come from the Otherlands and holding them responsible for their further deterioration in recent years and the creation of Chimera.

## Perception of Magic

The upper echelon of Giant culture are known to be astutely powerful and mastered in the ways of the arcane. The Purebloods are known to wield a wide variety of magic from radiant holy magic, to pyromancy and hydromancy. Even harnessing grand earth magic (what has come to be known as Geomancy) twisting the very grounds to their will as well as many of the darker magics of men. Twisted and hateful, the sinister magics that men whisper of in the darkness are commonplace to the cruel masters of the Giant race.

There are those, of course, that seek to be better than their past but most of these giants who would be slandered as pacifists do not survive the brutal and corrupt nature of their kin. Those seeking peace or equality with those deemed as lesser races of the world are either shunned, cast out or even hunted and executed for their views. For this reason, many Champions who find themselves in servitude to their Pureblood masters capable of wielding magic rarely make it known their abilities or make much use of it to begin with. Those that do keep their abilities reserved and for necessary use only, keeping their heads low as not to draw the ireful eye of a proud Pureblood.

Those Champions who live beyond the walls of Anakheim, however, are far more free to wield their magic than those within the capital. Frost Giants in the north often make use of the magics available to them when that magic is not nearly as effective on them as it would be on their neighbors or allies. Champions of the Hill Giants are also more free to live as they please and wield their magics should they have them but little reason do they have to use it when living simple, mundane lives.

In comparison to their kin of higher intelligence, it is nearly impossible for Ogres to wield even the simplest of magic. Though there have been very rare instances where Ogres have been able to make use of magics such as nature magics and earth magics, earning them roles as lone shamans despite their savage nature and quick tempers.

What is most notable about Giants and their relation to magic these days is their resistance to it. Though in centuries past, magic did little to affect a giant descended from Nephilim, recent results of their withering has proven that their resistance has begun to dwindle even further, allowing them to be more penetrable to the effects of magic cast onto them. Due to this, they are no longer immune to curses, disease, poisons, or destructive or corrupting magics. Though this does also allow for healing and curative magics such as nature and holy magics to have a better chance of healing them as it would the lesser races. Because of this, the Purebloods have begun to further investigate methods for which they might see their ancient bloodline preserved and even restored to them.

Hushed discussions amongst nobility suggests that with the release of Fey creatures onto the world, a method of reclamation may just be possible. Though the word traveling over such things speaks only of theories and rumored methods being experimented on Champions and Ogres far beyond the reaches of Anakheim.

## Racial Abilities & Weaknesses

> **RPR Racial Bonuses:** Coming soon.
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> > **Pureblood**
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> > The Pure are the most intelligent of Giants. They stand with a beauty and grace unmatched by that of their lesser kin. Though built in grand standing with impressive musculature, their strength comes from their abilities and knowledge to wield magic against that of the more inferior races. They take great pride in this and for that, their physical strength does not quite compare to that of their lesser cousins.
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> > **RPR Effects:** +2 Magic, +2 Charisma, +2 Persuade, +2 Intimidate +2 Mana Pool, -2 Stamina
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> > **Champion**
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> > Champions are impressive warriors, soldiers, and gladiators. Wielding heavy weaponry and armor, they are known for their ability to take hits and deal them out as well. Though not nearly as intelligent as their more scholarly kin who would rather take up wielding magic over a sword, they are not without their own capabilities, excelling at melee combat over all other giants.
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> > **RPR Effects:** +3 Strength, +2 Dexterity, +2 Melee Attack, +3 Dodge, +2 Stamina, -2 Magic, -2 Mana Pool
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> > **Ogre**
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> > Ogres may be the least intelligent of giants but they are not without their own skills. They may live lonely and secluded lives in the forests and hills but do so with a natural survival instinct to guide them. They are still incredibly strong and quick to be territorial with a blinding rage but are surprisingly good at cooking and brewing. They can be easily persuaded if one uses the right words.
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> > **RPR Effects:** +3 Constitution, +2 Strength, +1 Melee Attack, +1 Alchemy, -4 Mind, -2 Sense Motive
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> > **Half Bloods**
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> > Half-blooded Giants should take one of the three above dependent on the maternal genes of their parentage. If their mother was a Pureblood, select Pureblood.
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### Weaknesses

**Immense Pride**

Giants will never willingly back down from a fight. They are so sure of their superiority over the smaller races of the world that one would never choose to flee from battle. While this does not mean a giant is forced to enter into every battle they encounter, they cannot PvP Flee or Surrender when directly threatened. Any Giant that lowers himself to such a state begins to immediately degrade, becoming injured for 6 hours while their minds wrestle with their failure to uphold their pride.

> **RPR Effects:** New injury timer will be made available in RPR for any Giant who flees or surrenders in a PvP.
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**The Larger They Are, the Harder They Fall**
Despite their withering, Giants are still large, making it difficult for them to be stealthy and slow their agility significantly compared to other races. Their strength might pack a punch but their speed and dexterity is easily outmatched by that of smaller races. Their capability of dodging is also reduced due to their large size.

> **RPR Effects:** -10 Dexterity, -5 Stealth, -3 Dodge
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### Abilities

**Grand Metabolism**

Both considered a boon and an unfortunate side effect of their great size and vitality, Giants are considered incapable of becoming drunk. It takes a great excess for giants to feel affected by any sort of illicit substance (i.e. alcohol, drugs, etc).

> **RPR Effects:** +5 Hit Points, +50 Blood Alcohol Content
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**Impressive Vitality**
Giants are incredibly resilient beings. Most are known to only be able to be brought down in battle to be killed and were once known to be far more resistant to more mundane methods of death. In recent times, their resilience has dwindled further and, while their bodies remain resilient to things such as disease and poisons, that resilience is weaker than it once was. They are no longer immune to curses and though their lifespan has not lessened, their ability to ignore that which plagues and ravages most other races has become a recent boon of the past.

> **RPR Effects:** New racial bonuses as seen above. Giants will no longer have natural resistance to resisting disease and poison and are susceptible to curses.
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**Iron Grip**
Getting too close to a giant is sometimes the only way to combat them. It is also, however, very dangerous. Get too close to a giant and you could find yourself caught in its iron grip.

> **RPR Effects:** This ability allows a Giant to attempt to grab a target within range of it. If successful, the target receives the status Grapple and may attempt to use their turn to escape it. **Heavy Throw** and **Body Slam** abilities are unlocked for the Giant to use if the target cannot make an escape.
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> **Heavy Throw**
> Should a Giant keep their grasping hold on someone daring enough to get too close, they can choose to hurl that person as far or as hard as they can throw them. This does a significant amount of damage and, in worse cases, can leave a person prone for a time.
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> > **RPR Effects:** A Giant can hurl a Grappled target as far or as hard as they can throw them. This does 1d6 Damage + (Strength/2). On a Critical Hit, it does an extra 1d6 damage and grants the target the Knocked Down status for a turn.
> >
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> **Body Slam**
> With their grip on someone who dared get too close to them in combat, a Giant can choose to forcefully slam that person as hard on the ground as they can or as many times over as the wish before letting them go. This does a significant amount of damage and, in worse cases, can leave a person prone for a time.
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> > **RPR Effects:** A Giant can slam a Grappled target as hard or as many times as they can against a hard surface. This does 3d6 Damage. On a Critical Hit, it does an extra 1d6 damage and grants the target the Knocked Down status for a turn.
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## Racial Ritual

### **Return to Nephilim**

Over the last century, painstaking research and efforts have been made on the part of Giants to find a way to see their once proud and powerful race returned to even a fraction of its former glory. Through equal means of arcane and unorthodox practices following the release of Fey creatures onto the world, a method in which a giant’s Nephilim heritage might be restored has been found and recorded. Though rumor speaks of such a method only accessible by traveling to an Isle off the western coast of the world’s continents; an island known as the Isle of Storms.

```
The following ritual (including ingredients and procedure) will be hidden and only available in game, written in a journal either in Admin Town or via an Admin or Storyteller build. The effcts and abilities unlocked through the ritual, however, are as follows:

```

> **Nephilim’s Blessing**
> Intelligence, capability, and strength are all returned to a giant of Nephilim. *Nephilim Giants **MUST** have glowing eyes updated to their appearance.*
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> > **RPR Bonuses:** +5 Hit Points, +10 Magic, +10 Strength, +10 Constitution, +10 Magic Resistance
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> **Towering Giants**
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> A giant returned to Nephilim heritage may grow in size exponentially. *Nephilim Giants may now grow to be 275 cm. PvP resize rules still apply.*
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> **Enhanced Vitality**
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> A giant returned to Nephilim, while they are still able to be brought down in battle and killed, they are far more resistant to more mundane troubles than most races. Nephilim Giants are completely immune to disease, their bodies simply ignore the ravages that often affect most other races.
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> > **RPR Bonuses:** +20 Resist Disease, +20 Resist Poison
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> **Hexproof**
> Nephilim giants are immune to curses and afflictions that might affect other, lesser races. Their bodies are strengthened and do not suffer from the same pains and triggers as other races. They can still be affected by other types of magic, but no curse or affliction takes hold in the body of a giant. They are particularly resilient against the Fey and can combat even the horrors of being turned into a Chimera by the Fey-Touched. Things that affect the mind however are still able to affect a Giant.
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## Attachments & Kit Items:

The items listed in the kits below are made with the Season 6 modlist. They have been updated as of **14th December 2023**.

*Expand for Giants Racial Kit*
 Eyes Of Lilith (Attached)
 Giant Tusks (Attached)
 Tusks I [A]
 Tusks II [A]
 Tusks III [A]

## Lore Contribution

> **Credit for Lore Contribution:** RideEternal & QT
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