Half Giants

Half giants came into the world of Zerim as slaves
to the Kreen Empire of old. They eventually earned their freedom, claiming the
swampy region of Jutai as their homeland.

**Alignment**

Half‐giants can switch attitudes very quickly, taking on new values to
fit new situations. A half‐giant whose peaceful farming life is disrupted by
marauders may soon adopt the morals of the renegades who sacked his village. A
half‐giant’s nature is to switch his alignment aspect to imitate or otherwise
react to a significant change around him.

#### **Half Giant Lands**

Half Giants have no true lands of their own. Most Half Giants come from Jutai, a grassland region, but this country is owned by the Tel Mherin and has very little autonomy. Despite
the Half Giant’s friendly nature, Jutai is constantly at odds with the
Swampfolk and the Kreen.

#### **Magic**

If a half‐giant’s companions accept wizardry, then the half‐giant will
also accept it. If a half‐giant’s companions hate wizardry, then the half‐giant
will be as eager as anyone to join in stoning a wizard. Among sophisticated
companions who accept preserving magic but despise defiling magic, all but the
brightest half‐giants are likely to become confused, looking to their
companions to see how they should react.

#### **Religion**

Most half giants do not display any affinity for the worship of one
element over another, but some revere Oruer.

#### **Language**

All half‐giants speak the Common speech of slaves. Whatever tongue she
speaks, the half‐giant’s voice is pitched so low as to occasionally be
difficult to understand.

**Names**

Marek, Arogan, Jaramay, Saloren, Nazad, Basten

#### **Adventurers**

Half giants are usually led to adventure by interesting companions of
other races.

### **Society**

Half Giants possess very little cultural identity of
their own. Instead they adopt the customs and beliefs of those other cultures
in which they live. Because of this, half giants routinely change their
alignment to match those around them who most influence them.

Half Giants can be found from one end of Zerim to
the other, and often congregate in or near other population centers, absorbing
the culture.

Unlike some other bastard races, half‐giants can
reproduce. A single offspring is produced from half‐giant unions after almost a
year of pregnancy.

Though omnivorous, half‐giants are tremendous
consumers of water and food. They require twice the amount of food and water
than humans. Clothing and equipment need twice the material to construct to fit
a half‐giant, leading to higher prices for half giants.

Half‐giants tend to damage objects and buildings
around them through accidents of size alone. Some considerate half‐giants camp
outside city walls to avoid causing too much damage, but the draw of a city’s
culture and the below average intellect of most half‐giants limits the number
of half‐giants who do so.

### **Half Giant Racial Traits**

●     **Ability Score**: Half-giants are renowned for their great strength and dull wits. They
gain +2 Strength, +2 Constitution, and -2 Intelligence

●     **Type**:
Half-giants are Humanoid creatures with the giant subtype.

●     **Size**:
Half-giants are large creatures and as such gain a +2 size bonus to Strength
and a –2 size penalty to Dexterity, take a –1 size penalty to their AC, a –1
size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their
CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space
that is 10 feet by 10 feet and has a reach of 5 feet.

●     **Base Speed**:
Half-giants have a base speed of 30 feet.

●     **Languages**:
Half-giants begin play speaking Common. Half-giants with high Intelligence
scores can choose Elven, Dwarven, Gith, Giant and Terran. Half-giants will
often pick up a race's tongue if imitating them long enough.

●     **Axis Alignment**: One aspect of the half-giant’s alignment must be fixed, and chosen
during character creation. The other half must be chosen when they awake each
morning. They are only bound to that alignment until they sleep again. For
example, a half-giant may have a fixed lawful alignment. Every morning, he must
choose to be lawful good, lawful neutral or lawful evil. This alignment change
is not mandatory.

●     **Darkvision**:
Half-giants can see in the dark up to 60 feet.

●     **Gatecrasher**:
Half-giants gain a +2 racial bonus on Strength checks to break objects and a +2
racial bonus on combat maneuver checks to sunder.

●     **Natural Armor**: Half-giants have a +2 natural armor bonus to AC.