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by Ray Winninger

Credits
Design: Ray Winninger
Editing: Karen S. Boomgarden
Cover Illustration: Jeff Easley
Interior Illustrations: Matt Cavotta, Daniel Frazier
Maps: Dori Hein
Electronic Repress Coordination: Tim Coumbe
Typesetting: Nancy J. Kerkstra
Graphic Design: Dee Barnett
Special Thanks: Jeff Grubb, Troy Denning, Julia Martin, and William W. Connors

ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEON MASTER, FORGOTTEN REALMS, AL-QADIM, and MONSTROUS COMPENDIUM
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2 • Credits
The Colossal Kingdom . . . . . . . . . . . . . .4 Giant Religion. . . . . . . . . . . . . . . . . . . . .41
How to Use This Book . . . . . . . . . . . . .5 Priests and Shamans . . . . . . . . . . . . .42
Other Useful Works. . . . . . . . . . . . . . .6 Ordning Family Tree . . . . . . . . . . . . .42
An Important Note . . . . . . . . . . . . . . .6 Giant Deities. . . . . . . . . . . . . . . . . . . .43

Annam’s Legacy. . . . . . . . . . . . . . . . . . . . 7 Rune Magic. . . . . . . . . . . . . . . . . . . . . . .58


War with the Dragons . . . . . . . . . . . . . 7 Runecasters. . . . . . . . . . . . . . . . . . . . .59
Annam Betrayed . . . . . . . . . . . . . . . . . 8 Using Runes . . . . . . . . . . . . . . . . . . . .60
The Fall of Voninheim . . . . . . . . . . . . 10 Rune Descriptions . . . . . . . . . . . . . . . 6 2
The War of the Hart.. . . . . . . . . . . . .11 Creating New Runes . . . . . . . . . . . . .69
The Legend of the Twilight Spirit . .12 Runecasters in Jotunbrud Society . .70
Giant Sorcerers . . . . . . . . . . . . . . . . . .70
The Nature of Giantkind. . . . . . . . . . . .13
Ten Myths About Giantkind. . . . . . .13 The Ice Spires and Their Environs. . . .71
General Physical Features. . . . . . . . . .19 Geographic Overview. . . . . . . . . . . .71
Giant Combat . . . . . . . . . . . . . . . . . . .20 Survival in the Spires. . . . . . . . . . . . .72
Senses. . . . . . . . . . . . . . . . . . . . . . . . . . 23 Natural Illusions. . . . . . . . . . . . . . . . .73
Birth, Growth, and Development . .23 Whiteouts and Fairy Ice . . . . . . . . . .74
Giant Society. . . . . . . . . . . . . . . . . . . . 2 4 Hartsvale. . . . . . . . . . . . . . . . . . . . . . .75
Lineage. . . . . . . . . . . . . . . . . . . . . . . . . 25 The Eternal Blizzard . . . . . . . . . . . . .83
Clerical Parley. . . . . . . . . . . . . . . . . . .25 Ogre Caves . . . . . . . . . . . . . . . . . . . . .83
Language. . . . . . . . . . . . . . . . . . . . . . . 2 6 The Mist Caves. . . . . . . . . . . . . . . . . .84
General Role-playing Tips . . . . . . . .29 The Dour Fissure . . . . . . . . . . . . . . . .86
Typical Giant Lairs. . . . . . . . . . . . . . .88
T h e K i n . . . . . . . . . . . . . . . . . . . . . . . . . .31
Firbolgs . . . . . . . . . . . . . . . . . . . . . . . .32 Ice Spire Ogres . . . . . . . . . . . . . . . . . . .122
Verbeegs. . . . . . . . . . . . . . . . . . . . . . . . 35 Shadowhounds. . . . . . . . . . . . . . . . . . .124
Voadkyn. . . . . . . . . . . . . . . . . . . . . . . . 37 Krotter . . . . . . . . . . . . . . . . . . . . . . . . . .126
Fomorians . . . . . . . . . . . . . . . . . . . . . .40

Table of Contents • 3
her door voluminous purple robes and produced a thick
reminded Illyra of an ancient elven disk of tarnished gold. The disk was so large
riddle: What is the only gem shat- that it filled his entire hand, fingertip to thumb.
tered as easily as glass? The answer, “I need you to examine this amulet.”
of course, is silence. Illyra took the heavy disk in her own hand
“Come, come! Open this door at once! My and rubbed her fingertips along its surface.
master would speak with you!” “Where did you get this?”
Illyra shouted something unintelligible “That scoundrel Varvig owes me two hundred
(“Nowhere to roam?”) and refocused her con- dantars. He assures me that this covers his debt,
centration upon the scroll spread out before her. though I can’t believe a single word that passes
“If you do not open this door immediately, I through his cursed lips. He says he found the
shall boot it down!” thing on one of his insipid adventures.”
Illyra’s tormentor paused before making Genuinely interested in the strange object,
good on his threat, allowing her to re-immerse Illyra stared and scratched her head as Borabel
herself in the scroll and its secrets. grew evermore impatient. Finally, he could no
“Once again, I warn you, madam. If you do longer bear the suspense.
not open up at once, I shall kick this door to “Well?”
splinters.” Another long pause. “Give my page 25 dantars and I’ll tell you
When the first sharp kick shook her tiny what it is.”
library to its foundation, Illyra finally rose from “You’re a thief! I’ve heard talk that you con-
her bench, opened the window beside her long sult with street rabble for a few scant silvers!”
reading table, and thrust her head out over the “I charge what my patrons can afford to pay
street. From this new vantage, she recognized Perhaps someone else might help you.” Illyra
the several men who stood before her doorway held the disk in her outstretched arms, offering
as the merchant Borabel and his bodyguards. to return it to its owner. Again, Borabel scowled.
“Oh, it’s you. Why are you still here? I told “Very well. Twenty five dantars.” On cue, one
you. . . nobody’s home !” Illyra relatched the of the merchant’s bodyguards stepped forward
window and returned to her studies. and presented Illyra’s page with a suitably
When the second loud kick clinked and rat- weighty coin purse. “Now speak.”
tled her collection of Askavarian pottery, she Illyra continued to brush her fingers across
finally relented and ordered her page to fetch the disk’s surface. “First of all, it’s not an amulet
the cretins into the sanctum, where she joined —it’s a coin.”
them a few moments later. “A coin? Rubbish! That thing weighs 2
“All right, Borabel, you finally have my atten- stone—no man could carry more than a few of
tion. Why don’t you tell me what coaxed you those. I want my 25 dantars returned, you char-
from your hole?” latan!” Borabel’s guards began murmuring
“You should take care, Illyra,” Borabel amongst themselves.
sniveled. “My brother-in-law personally serves “You’re right—no man could carry an entire
the earl and he . . .” purse of such coins. But coins such as this were
“. . . is a fat, ill-mannered toad, just like your- never carried by men.”
self. My time is precious, peddler. Quickly now, Intrigued, Borabel and his guards suddenly
what brings you here?” grew silent.
Visibly fuming, Borabel reached beneath his “Have you ever heard of Ostoria?”

4 • The Colossal Kingdom


The unbroken silence from Borabel and his The glory of ancient Ostoria may be gone,
men meant they had not. but the giants themselves live on; the last of
“Three thousand years ago, an empire of the ancient tribes maintain scattered strong-
giants stretched across the mountains of Faerûn. holds near the Endless Ice Sea, a lone and tor-
No one knows exactly when, how, or why the mented stone giant carves incredible
colossal kingdom collapsed—some say the col- sculptures from the ancient mountains over-
lapse came in the wake of an epic struggle looking the Dragon Coast, and fire giant
against an armada of dragons; others say the shamans dance along the rims of volcanoes
empire fell amidst friction between the giant located amidst the Thunder Peaks. Today, the
tribes themselves.” thundering footsteps and ear-splitting taunts
“And this empire of giants was named of the Jotunbrud (Joe-tuhn-brood, as giants
Ostoria?” refer to themselves in their ancient tongue) are
“Yes. This is an Ostorian coin.” occasionally heard from the wastes of the Sav-
“What’s it worth?” age North to the plains of the Shining South.
“Ostorian coins are very rare. I’d say it‘s Although the last great empire of giants was
worth perhaps five times Varvig’s debt—to the extinguished more than several thousand
appropriate parties, of course.” years ago, the giants continue to flourish and
The flames of greed burned bright in Bora- look ahead to a day when the Colossal King-
bel’s eyes. He spent the next several moments dom might rise again.
considering how he might spend a thousand Giants are among the oldest inhabitants of
dantars of unexpected profit. Once he noticed Toril. Their history dates back to long before
his guards staring at him, expecting him to the collapse of the Raurin Empire and the
speak, he violently shook his head and returned beginning of recorded history in the Realms.
his consciousness to its present surroundings. In fact, according to their own ancient lore, the
“This is absolute rubbish! Giants! Hah! This giants were the very first creatures to domi-
thing is worth no more than its raw gold value. I nate their environment and gain sentience.
want my purse back!” Throughout their many centuries of rise and
Illyra couldn’t hide her amusement. “I’ll fall, of course, the Jotunbrud have acquired
return triple the fee in exchange for the coin.” many secrets. Now you have an opportunity
“You’re a thief!” Borabel shouted as he to share them.
snatched the disk from Illyra’s hands. He hur- In this sourcebook you’ll read about the col-
riedly exited the library with a well-practiced lapse of the Colossal Kingdom and the tragic
sneer, his guards stumbling to keep up. fate of the giant gods, who led their own wor-
“Mistress,” wondered Illyra’s page. “Don’t shipers into their present state of disarray.
giants assume that humans bearing Ostorian You’ll meet the giants and giant-kin them-
coins are tomb robbers? Shouldn’t you have selves and explore their varied cultures and
warned the merchant? If he foolishly tries to sell customs. You’ll explore ancient secrets of sor-
that coin to a giant, he’ll be killed!” cery with giant-kin runecasters and man the
Illyra tilted her head skyward and scratched forges alongside legendary fire giant artificers.
her chin in mock surprise. You’ll visit important landmarks and explore
“Oh! Did I forget to mention all that? My, I ancient ruins.
am getting careless in my old age.”

The Colossal Kingdom • 5


How To Use This Book indispensable items, the following works may
Most of the material found in FOR6 Giantcraft prove useful:
fits into one of four categories. Troy Denning’s “Twilight Trilogy” (The Ogre’s
• Historical information, like the histories of the Pact, The Giant Among Us, and The Titan of Twi-
giant races that compose “Annam’s Legacy,” light) introduced readers to Realmsian giants
continues to elaborate upon the historical back- and giant-kin and their customs, and Mr. Den-
ground of the FORGOTTEN REALMS® Campaign ning’s short story “Twilight” published in the
Setting. As far as actual play is concerned, his- Realms of Infamy anthology provides further
torical information is best used as inspiration insight.
for original adventures. In other words, if a his- 2128 Monstrous Mythology details some of the
tory speaks of an ancient city that was buried giant gods discussed in this work.
beneath an avalanche long ago, DMs should 2135 The Complete Book of Humanoids origi-
think about crafting an adventure in which the nally presented the various giant-kin as player
city’s ruins are discovered. Such adventures character races.
help provide campaigns with a “sweeping epic
feel” and allow players to explore the rich his-
tory of the Realms for themselves. This sort of An Important Note
exploration is often half the fun of any AD&D® Note that Giantcraft concerns itself only with the
campaign. giants of the FORGOTTEN REALMS Campaign Set-
• Rules provide new or expanded game infor- ting. Giants in other settings may vary from the
mation to help DMs integrate giants and their customs and details presented here.
special capabilities into their campaigns. Although the AL-QADIM® Campaign Setting
• Locales are detailed locations (often mapped is an official part of the overall FORGOTTEN
and fully keyed) that can be incorporated into REALMS Campaign Setting, the giants of
adventures with minimal effort. Zakhara are not related to the giants detailed in
• Cultural information explores the giants’ cus- this product in any way. Zakharan giants are
toms, attitudes, and beliefs. Cultural informa- enshrouded in mysteries all their own.
tion is an excellent source of tidbits DMs can
use to effectively role-play giants in their Without further ado, then, let us begin at the
games. beginning. . .

Other Useful Works


This sourcebook assumes DMs are using the
AD&D 2nd Edition game rules, but those who
are still playing under the 1st Edition rules
should experience few problems when convert-
ing this book for their own use.
Use of the Player’s Handbook, the DUNGEON
MASTER® Guide, and (especially) the MONSTROUS
MANUAL™ (or the appropriate MONSTROUS
COMENDIUM® sheets) is necessary for complete
enjoyment of this product. In addition to these

6 • The Colossal Kingdom


dynasties begins and Othea, claimed the cold, vast plains as his
long before the Realms’ recorded his- own and was accepted as a natural leader by
tory, with the great giant god Annam the others due to his great size and strength.
All-Father. According to the giants Shortly after the kingdom was subdivided,
themselves, Annam was one of the Lanaxis constructed Voninheim (also known
very first gods to take an interest in Toril. The as the “Bleak Palace”), a sturdy citadel that
validity of this claim, of course, will remain served as the Ostorian capital for the next
forever shrouded in the mists of time, though thousand years.
it is undeniable that Annam’s progeny—the Over the course of the next several centuries,
giants themselves—strode across Toril’s dusty Annam’s sons founded the dynasties that
steppes centuries before humans, elves, became the hill giants (Ruk), stone giants
dwarves, or any other humanoid or demihu- (Obadai), frost giants (Ottar), fire giants
man race. (Masud), cloud giants (Nicias), storm giants
Shortly after he was attracted to Toril, (Vilmos), wood giants (Dunmore) and titans
Annam married a lesser demigoddess who (Lanaxis). The twisted brood of Annam’s two-
manifested herself as a vast mountain located headed son, Arno/Julian, were ultimately
on the edge of the region now known as The known as ettin (“runt” in the ancient form of the
Cold Lands. Known variously as Sonnhild (in giant tongue).
ancient Thorass), Deronain (in Auld
Dwarvish), and Othea (in the common tongue
of the giants), the demigoddess soon bore War With the Dragons
Annam several sons. Although he had already At almost the same time Ostoria was founded—
sired several immortals (most of whom are or so say the giants—the first dragons started
still worshiped by giants and giant-kin), Oth- hatching all across Faerûn. Of course, no one
ea’s sons were Annam’s first terrestrial chil- knows the exact origins of dragonkind, but the
dren, and for that reason he was particularly venerable legends of the giants speak of dragon
enthralled by them. eggs raining down upon Toril like meteors. To
When the last of his terrestrial sons came of this day, some of the less enlightened giant
age, Annam favored them all by establishing a tribes believe the stars in the sky are dragon
great kingdom in their honor. This kingdom, queens preparing to scatter their eggs across the
ultimately known as Ostoria (“father’s seat” in heavens.
the language of the giants), stretched across At first, the giants paid little attention to the
Faerûn from the Cold Lands to the Vilhon few drakelings they discovered in icy caverns
Reach. and secluded valleys. But within a few cen-
As Ostoria grew, Annam subdivided the turies, after some of the dragons reached
kingdom into several regions, one for each of maturity, the giants recognized the great rep-
his favorite sons: Vilmos claimed dominion tiles as powerful and cunning interlopers who
over the seas and lakes, Nicias was ceded the threatened Ostoria’s very existence. Soon,
skies, Ruk claimed the kingdom’s rolling hills, open warfare raged between giants and drag-
Ottar was granted the cold wastes to the north, onkind with the rich resources of Faerûn
Masud received the fiery peaks to the south, awaiting the victor. These epic clashes are well
and Obadai claimed the cold caverns of the documented in the classical ballads of
Underdark. Lanaxis, the eldest son of Annam dwarves, elves, and the giants themselves.

Annam’s Legacy • 7
One such ballad still heard in the mead halls of Jarl of the northern wind-teeth4,
giant steadings was composed by Hrotun, son son of grand Annam,
of Ottar and the first of the frost giant skalds. It All Seeing, All Knowing, All Quelling,
dramatizes the saga of Hjurnur Wyrmrever, a All Father5—
notorious giant hero. Fireheart6,
Mighty reaver of the wyrm’s core7,
The Opening Stanza1 of the “Saga of the He who howled at the sun8,
Dragon Queller” (“Sal Hotun Wyrmrever”), as He of the quenched heart9,
interpreted and annotated by Learned Rundi- He who drowned in the river of swords10, . . .
gast, Sage of Waterdeep:
1
This fragment beautifully illustrates the clas-
2
I pour mead to the All-Father for sical construction of the Jotunbrud saga. The
Hrjurnur, son of Hjurgen, first stanza always establishes the identity and
leveler of Ranauroch3, lineage of the hero before moving on to a sum-
son of Ottar, mary of the work to follow.

8 • Annam’s Legacy
2
”pour mead”: frost giant skalds describe saga, after losing a contest of riddles, Hrotun is
their sagas as the “mead (or drink) of Annam.” forced to allow the Queen of Dragons to devour
Here, the skald is announcing that Hrotun is the his own child.
10
subject of the saga. ”the river of swords”: blood. At the saga’s
conclusion, Hrotun strikes down a dragon king
3
From contextual clues, it seems that and drowns in its spilt blood.
“Ranauroch” was an ancient kingdom or
citadel. So far, to the best of my knowledge, no After more than a thousand years of warfare,
one has uncovered the ruins of such a city. For Ostoria finally reached a truce with dragonkind.
obvious reasons, many scholars theorize that Accounts of the truce and its origins vary.
these ruins lie somewhere beneath the desert of According to ancient dwarven manuscripts, the
Anauroch. dragons sued for peace in order to prepare for a
great civil war that led to the separation of the
4
”wind teeth”: mountains chromatic and metallic orders. According to the
texts and ballads of the giants, on the other
5
These first eight lines establish the lineage of hand, Annam and the dragon god played a
Hjurnur. Each line describes the figure most game of wah-ree to settle the war, the game end-
recently introduced. Thus, Hjurgen is the “lev- ing in stalemate.
eler of Ranauroch,” Ottar is the “Jarl of the By the time the war against dragonkind con-
northern wind teeth,” and Annam is the “All cluded, Ostoria had shrunk to only a shadow
Seeing, All Knowing, All Quelling, All Father.” of its former self. On the day the truce was
The lineage is separated from the summary of declared, the nation of giants occupied only
the saga by a distinctive musical cue, depicted the northernmost edge of Faerûn—the areas
here as a dash. now known as the Savage North and the Cold
Lands.
6
“Fireheart”: brave warrior
7
“the wyrm’s core”: the dragon’s backbone. Annam Betrayed
Later in the saga, Hrotun demonstrates his Shortly before the giants’ war with drag-
strength by snapping a dragon’s backbone over onkind came to its bitter conclusion, Othea,
his knee. Annam’s wife, developed an interest in a
As an unrelated matter of interest, it now minor sea god known as Ulutiu. (This was
appears likely that the word “wyrm”—used as hardly her first adulterous foray; long before
a synonym for “dragon” in a wide variety of this, she had betrayed Annam with Vaprak—
languages spoken throughout the Realms—was resulting in the creation of the ogre race.) Dur-
originally derived from Jotun, the tongue of the ing the last few years of the war, while Annam
ancient giants. was preoccupied, the pair carried on a pas-
sionate affair they hoped to conceal from the
8
According to ancient giant legends, the sun jealous All-Father. Ultimately, the union of
is home to a great fiery dragon god that led Othea and Ulutiu produced four sons, who
dragonkind in the war against the giants. later founded the four giant-kin dynasties: fir-
bolg, verbeeg, voadkyn, and fomorian. (Actu-
9
”quenched heart”: broken heart. Later in the ally, there is some dispute about whether the

Annam’s Legacy • 9
voadkyn are actually the sons of Annam or Annam planned to sire another son capable of
Ulutiu as noted in “The Kin.” For their part, restoring Ostoria to its former greatness. Othea
the giants themselves place the voadkyn in the was so distressed by Ulutiu’s death, however,
latter category.) To this day, the enmity that she refused to bear the All-Father more
between giant and giant-kin stems from the children. Refusing to be denied, Annam tricked
illegitimacy of Ulutiu’s offspring in the eyes of the demigoddess by appearing to her in the
Annam and his sons. form of a divine wind that blew uninvited
Despite Othea’s best efforts, Annam eventu- across her rocky slopes.
ally discovered her dalliance and sought Othea knew immediately that the son she
revenge upon Ulutiu. Although accounts of the carried in her womb was sired by Annam; she
All-Father’s retribution vary, most giants accept initially refused to bear the child. Eventually,
the version of events popularized by the vast she and Annam ended their struggle in a stale-
friezes at Hotun-Shûl, an enormous under- mate: In return for the All-Father’s promise to
ground temple located somewhere beneath the turn his back on Toril until the day the child
Ice Spires. Fabled for their artistry and expanse called his name, Othea promised not to expel
(no human artist could possibly hew such colos- her unborn child prematurely and allow the
sal masterpieces from the living rock of the cav- ogres to feast on its flesh and blood. Although
erns), the friezes were sculpted by Illsenstaad, the compromise would delay the child’s birth
second son of Obadai and one of the earliest for a very long time, this delay became a part
stone giants. Although the friezes themselves of Othea’s plan. According to some giant schol-
haven’t been glimpsed since Hotun-Shûl was ars, Othea wanted time for her children to
razed by mysterious subterranean marauders rebuild their numbers and regroup. Others
more than 400 years ago, sketches and interpre- believe that Othea used the lengthy delay to
tations crafted by artisans who once visited the her advantage because she was wise enough to
temple are available in the Realms’ larger foresee the coming of the humans, elves,
libraries. dwarves, orcs, goblins, and the remainder of
Toril’s humanoid and demihuman races. Her
A Fragment From “The Meanderings Upon strategy for rebuilding Ostoria looked forward
the Friezes of Hotun-Shûl” by Skrom Jek, to an era in which these new inhabitants would
Master Builder of Thay, as translated and anno- war amongst themselves, depleting their
tated by Learned Rundigast, Sage of Waterdeep: strength. Only then would the giants’ king
emerge to rebuild Ostoria and restore the glory
Ulutiu’s final breath is depicted as a violent tem- of the colossal kingdom.
pest that shatters the ziggurat at Sheol-Div (panel
#77).
His corpse is said to land on an icy death-barge The Fall of Voninheim
located in the Cold Ocean (panel #81). After Annam slew Ulutiu and cast his body
Once the barge sinks beneath the ocean, Ulutiu’s down into the Cold Sea, the sea god’s
enchanted amulet begins to freeze the surrounding enchanted amulet started to freeze the waters
waters, creating the Great Glacier and Endless Ice around him, eventually forming the Great
Sea (panel #83). Glacier and the Endless Ice Sea. From this
point on, the legends of the giants dovetail
After the war against dragonkind ended, well with those of the Innugaakalikurit, the

10 • Annam's Legacy
tribe of arctic dwarves who now inhabit the Lanaxis leave her shadow, he would lose his
glacier and its surroundings. immortality. Seeing this measure as the proba-
In total, it took approximately 75 years for ble end of Ostoria, Lanaxis’ progeny, the titans,
Ulutiu’s amulet to reach the limit of its powers fled Toril altogether for the plane of Arborea.
and freeze over the several hundred miles of sea Exactly what happened to Lanaxis himself
that composed the Ice Sea at its height. As the remains something of a mystery.
frozen wastes expanded during this era, count- As for Othea, the moment Lanaxis’ poison
less dwellings, villages, and strongholds were touched her lips, the mountain that served as
destroyed all across the region now known as her manifestation on Toril grew cragged, brittle,
the Cold Lands. In its last few years of expan- and moss-covered. For the next several weeks,
sion, the glacier even threatened to engulf Annam’s final son remained trapped in the
Lanaxis’ citadel at Voninheim, the remains of womb caves located far beneath the mountain’s
Ostoria’s capital. surface.
Although Annam’s sons quickly uncovered With its capital in ruins and the heads of the
the secret of the creeping ice and learned how giant tribes dead, Ostoria quickly became little
they might halt its progress, Othea forbade her more than a memory.
children to set foot upon the glacier. To her, the
ice was Ulutiu’s just revenge upon a cold-
blooded murderer. Though the ice doomed The War of the Hart
Ostoria, Othea loved Ulutiu’s children better Several weeks after the Great Glacier swal-
than Annam’s. All the ice really threatened was lowed Voninheim, Annam’s last son finally
Annam’s dream of a Toril ruled entirely by freed himself from Othea’s lifeless womb
giantkind. caves. Somehow, the instant he emerged, he
But Lanaxis, de facto “leader” of the giants, immediately understood his destiny and set
was so devoted to his father and Ostoria that about reviving Ostoria. Known as Hartkiller
he refused to accept his mother’s will. As the (his first action was killing and eating a deer),
glacier drew uncomfortably close to Vonin- the young king parlayed with the giant tribes
heim, he summoned all of Annam’s sons to his descended from each of his brothers in turn,
citadel and urged them to help mount an expe- asking for their assistance. To his amazement,
dition after Ulutiu’s amulet in defiance of he was rejected by them all. Born a runt (only
Othea. When Dunmore, progenitor of the 12 feet tall), Hartkiller had a difficult time con-
wood giants and Othea’s final son (born of vincing his brothers that he was Annam’s cho-
Ulutiu, not Annam, though Annam believed he sen ruler.
fathered the wood giant), refused to disobey Unwilling to turn his back on his destiny,
the demigoddess and threw the meeting into Hartkiller turned to each of the scattered seg-
chaos, Lanaxis was forced to modify his plan. ments of humans that lived on the fringe of the
This time, he resolved to poison Othea, remov- Endless Ice Sea. If the giants were unwilling to
ing the only obstacle to Ostoria’s salvation. help rebuild his father’s kingdom, then per-
Unfortunately, his plans went awry. Lanaxis haps mankind would oblige. In exchange for
poisoned not only Othea, but all his brothers their fealty, Hartkiller promised to help the
(save Dunmore and Arno/Julian) as well. Just humans drive the giants out of the valley
after she drank his poison, Othea cursed known as Hartsvale to establish a glorious
Lanaxis and the ettin, saying that should kingdom free from the threat of the giants and

Annam’s Legacy • 11
their pillage. Othea), while still others believed the mist
At first, the humans were somewhat reluctant being was a mischievous tanar’ri trying to
to accept the proposal. But after Hartkiller’s half seduce the giants down the path of ruin.
brothers, the giant-kin, rallied together to stand Within the last few centuries, a being calling
at Hartkiller’s side against the giants, a call to itself the “Twilight Spirit” has started sum-
arms was issued, sparking off the so-called War moning the Jotunbrud to a sacred valley
of the Hart. known as Twilight’s Vale in order to enlist
Ultimately, Hartkiller did force the giants to their aid in seeing the prophecies of the
leave the Valley and begrudgingly respect the Hartkiller’s heir to fruition. Once per year, the
territory of his kingdom. Today, this kingdom chiefs of most of Faerûn’s largest giant tribes
—Hartsvale—enjoys close ties with some of the make a pilgrimage to the Vale to consult with
giant tribes that once occupied its lands. the Spirit, who appears to them in the form of
an exceptionally large giant with features
cloaked in shadow. Exactly who this giant
The Legend of might be remains something of a mystery.

the Twilight Spirit


Hartkiller was killed at the conclusion of the
War of the Hart. In fact, the war ended in an epic
personal combat between Hartkiller and the
paramount of the storm giants. This battle was
said to have raged for 100 days, and it ended in
death for both combatants. The first true king of
Hartsvale was Brun, Hartkiller’s half-human
son.
Just after the War of the Hart ended, all the
giants in the vicinity of Hartsvale were visited
by a mysterious being of purple mist. The pres-
ence told each of the giants that by refusing to
accept Hartkiller as their king, they rejected the
will of Annam. The new kingdom of humans
would serve as their punishment and a constant
reminder of their insolence. According to the
presence, however, the punishment would not
last forever. Eventually, a young king born of
Hartsvale’s royal line would claim Hartkiller’s
legacy and re-establish Ostoria, paving the way
for Annam’s return.
To this day, the giants still aren’t sure who
or what appeared to their forefathers. Some
believed the mist being was Hartkiller’s rest-
less spirit, others believed the being was an
avatar of Annam (breaking his promise to

12 • Annam’s Legacy
the giants of Toril are almost certainly take at least minor liberties
a venerable people with a tragic history, with the truth, learned scholars agree that: 1)
but a strong sense of optimism. To most the giants have been on Toril far longer than
civilized peoples of the Realms (all save humankind, and 2) the giants’ fabled kingdom
for those who live in the few areas fre- of Ostoria did exist. These conclusions are
quented by the Jotunbrud), they are frightening supported by literary, anecdotal, and archeo-
enigmas, known mostly through legends and logical evidence.
tavern tall tales. Some inhabitants of Faerûn Furthermore, alchemists have discovered
(mostly city dwellers and listless halflings) profound differences between the anatomies of
refuse to believe the giants exist at all. giants and humans. For the most part, giants
Essential characteristics and game statistics boast a heavier bone structure, boosting overall
for the various giants and giant-kin can be resilience but decreasing speed and cranial
found in either the MONSTROUS MANUAL or Vol- capacity. Some undertakers claim that giants
ume 1 of the MONSTROUS COMPENDIUM. This possess a bizarre vestigial organ in their
chapter supplements (and, in some cases, abdomens. Speculation on the purpose of this
replaces) that information and presents a basic organ ranges from the mundane (it is somehow
overview of giantkind. Note that most of the responsible for the giants’ great height) to the
cultural information presented in this chapter supernatural (the organ acts as a “cage” for
and elsewhere applies chiefly to the giants who Annam’s spirit, allowing him to possess any of
now reside among the Ice Spires (the location of his progeny).
ancient Ostoria’s capital; see “The Ice Spires and
their Environs”). Over the centuries, various 2. Giants are stupid.
bands of giants and kin have strayed from the
Spires to form societies of their own in other far- This is perhaps the most often repeated fallacy
flung corners of Faerûn. Cut off from their surrounding giantkind. Although it’s true that
brethren, it’s quite likely that these individual some of the giant breeds (particularly, hill
giant tribes have formed detailed customs and giants) aren’t very bright, most are no less intel-
rituals of their own. ligent than humans, elves, or dwarves. Some
Perhaps it’s easiest to start with generally giant breeds are even noteworthy for their
accepted untruths about giants. exceptional intellect. Of course, as in the case of
humans, intelligence varies wildly from giant to
giant. Exceptionally intelligent (and exception-
Ten Myths About Giantkind ally deficient) individuals can be found in any
giant tribe. Most likely, rumors of the giants’
1. Giants are not properly classified as an indi- mythical ignorance are kept alive by the fact
vidual race like humans, dwarves, and orcs. that humans and demihumans encounter ogres,
hill giants, and frost giants far more often than
For some reason, many of the Realms’ residents the other giant breeds.
believe that the giants are not a proper race at To help DMs and players get a handle on
all, just a group of humans who have been mag- their role-playing, they can generate Intelli-
ically altered. gence ability scores for giants and giant-kin
This belief is far from the truth. Although using the following guidelines:
the giants’ accounts of their own origins

The Nature of Giantkind • 13


Hill giants: 3d4. Final range is 3-12 with an When referring to these figures, remember
average result of 7 (Low Intelligence). that the Intelligence ability score measures a
very specific type of intellectual activity—
Ettins: Same as hill giants. mainly, memory, reasoning, and book learning.
Characters with a low Intelligence score can
Ogres: 3d5 (d5: roll 1d10; 1-2 is a result of 1, demonstrate high aptitudes in other areas. For
3-4 is a result of 2, 5-6 is a result of 3, 7-8 is a instance, though stupid by most standards, hill
result of 4, and 9-0 is a result of 5). Final range is giants and ogres are exceptionally cunning.
3-15 with an average result of 9 (Average Intelli- Although they are easily fooled themselves,
gence). both races are capable of crafting surprisingly
Frost giants: 2d6+1d4. Final range is 3-16 clever schemes in pursuit of their limited goals.
with an average result of 10 (Average Intelli-
gence). 3. Giants are evil.

Fire giants: Same as frost giants. This is another myth that is probably kept alive
by the fact that humans and demihumans most
Stone giants: 3d6, or whatever system you frequently encounter ogres, hill giants, and frost
use to generate player character ability scores giants. Some giant breeds are noted for their
(Average Intelligence). benevolence—storm giants, voadkyn, and fir-
bolgs, for instance. Alignment variations from
Fomorians: Same as stone giants. breed to breed stem from cultural differences
that arose after Annam’s sons parted ways in
Cloud giants: 2d5+5. Final range is 7-15 with ancient Ostoria and moved into their own geo-
an average result of 11 (Average to Very Intelli- graphical fiefdoms.
gent). Note that each of the giant breeds has its own
concept of good and evil that stands outside the
Verbeegs: Same as cloud giants. “absolute” alignment scale of the AD&D game.
For instance, to a hill giant, the most maug
Voadkyn: 1d6+1d5+6. Final range is 8-17 (“evil” in Jotun) act one can commit is the
with an average result of 12 (Average to Excep- betrayal of the tribe. If a tribe of hill giants is
tional Intelligence). planning to kidnap an elf princess, and one of
the giants flees to warn the elves (a “good” act
Firbolgs: 2d6+6. Final range is 8-18 with an in AD&D game terms), he is branded as maug
average result of 13 (Average to Genius Intelli- by his fellow giants (even those of a good align-
gence) . ment) and is shunned or punished.
In play, this subtle difference between the
Storm giants: 2d6+8. Final range is 10-20 philosophy of the giants and the philosophy of
with an average result of 15 (Exceptional Intelli- the AD&D game is important for two reasons.
gence) . First, giants fear and abhor maug just as
humans, elves, and dwarves fear and abhor
Titans: 2d4+15. Final range is 17-23 with an evil. If a party of adventurers can bring a threat
average result of 19 (Supra-genius Intelligence). to the attention of a giant tribe and identify that
threat as maug, they can probably secure the

14 • The Nature of Giantkind


giants’ assistance, regardless of any alignment Being giant-kin or ogre5
1
difference between the giants and themselves. This trait is considered particularly virtuous
In other words, if a band of “good” adventurers by frost giants and fire giants. Most other giant
can convince a tribe of hill giants that the rogue tribes rank it just above “honoring family mem-
giant terrorizing the local village once betrayed bers.”
his breed, the tribe will put a stop to the giant’s
2
activities, despite the fact that the tribesmen are Storm giants only.
chaotic evil.
3
Second, giant magics (such as those Note that it is only maug to kill another giant,
employed by shamans or runecasters) do not and a maat giant at that. Though many giant
detect the presence of “good” or “evil.” These breeds (that is, those with a “good” AD&D
terms are meaningless to giants. Instead, the alignment) refuse to kill for a variety of philo-
magics are attuned to maat (Jotun for “good”) sophical reasons, giants don’t necessarily see
and maug. A detect maug cast by a giant shaman the act of killing as inherently maug. This atti-
will not register the presence of most hill, frost, tude largely stems from the fact that giants
and fire giants, despite the fact that these crea- (even those of a good alignment) tend to regard
tures are all evil in AD&D terms. To help the themselves as superior to other creatures.
DM differentiate maat from maug during play,
4
here are some guidelines. Note that these In other words, it is maug to forcibly separate
behaviors are ranked in order from “most maat a hill giant from the hills or a frost giant from icy
(or maug)” to “least maat (or maug).” regions. Giants believe their right to live in their
accepted surroundings was issued by Annam
Maat Behaviors: himself when he divided Ostoria amongst his
Honoring Annam sons.
Bravery1
5
Honoring Othea Firbolgs, verbeegs, voadkyn, and fomorians
Showing a maat giant mercy or charity are automatically maug. They are stained by
Honoring any of the other giant gods Othea’s sin of betrayal.
Honoring family members.
Showing another sentient being mercy or This is a good place to point out that a full
charity2 range of AD&D alignments is typically encoun-
tered within each giant breed, though most
Maug Behaviors: giants of a given breed tend to conform to the
Betraying Annam breed’s listed alignment. In other words,
Violating the ordning (see “Giant Society”) although most hill giants are chaotic evil, true
Betraying one’s tribe neutral and even chaotic good hill giants are not
Betraying one’s family totally unheard of.
Cowardice The mistaken belief that all giants are evil
Killing another giant3 was probably responsible for the formation of
Betraying a trust the Blood Riders, a fiercely determined order of
Stealing from another giant giant killers that once operated out of Cold
Forcing another giant to leave his Woods. Although the Riders haven’t been very
or her geographical domain4 active in the last couple of centuries, the tradi-

The Nature of Giantkind • 15


tions of the order are kept alive by a few stal- fact, few geographic areas can support a quan-
warts. The few remaining Blood Riders are tity of food large enough to feed an entire tribe
rangers who have chosen the giantkiller kit (see of giants. This is why large groupings of
2136 The Complete Ranger’s Handbook). giantkind are so rare.

4. Giants eat only humans and demihumans. 5. Verbeegs, firbolgs, and voadkyn are giants.
Ettins are not giants.
This myth is totally false. Hill giants and ettins
are the only breeds that would even think of The giants themselves regard the creatures who
eating a human or demihuman—and hill can trace their lineage back to the union of
giants, of course, will eat almost anything! Annam and Othea as “true” giants. This group
Most other giant breeds consume the same primarily includes: ettins, hill giants, stone
basic foodstuffs as humans and elves, only in giants, frost giants, fire giants, cloud giants,
much larger quantities. The amount of food storm giants, and titans. Mountain giants
required by the average giant is summed up descended from hill giants and fog giants are an
below. The listed multiple is the amount of off-shoot of the cloud giants (both breeds broke
food the given breed must consume in relation off from their ancestors in the aftermath of civil
to an average human. Thus, ettins require four wars that occurred thousands of years ago).
times as much food, on average, as humans, Because they can still trace their lineage back to
while a fire giant requires nine times as much Annam and Othea, both of these rogue breeds
food as a human. are considered true giants.
Breeds that trace their heritage back to the
Giant-kin (all): ×2 union of Othea and Ulutiu are known as giant-
Ettin: ×4 (each head requires ×2) kin. This group includes firbolgs, verbeegs,
Hill giants: ×10 fomorians, and voadkyn. (Originally, voadkyn
Stone giants: ×9 were thought to be the product of Annam and
Frost giants: ×11 Othea and thus accepted as true giants, though
Fire giants: ×9 the Jotunbrud now know otherwise.) Because
Cloud giants: ×16 they are still ashamed of their mother’s
Storm giants: ×18 betrayal, the true giants look down upon the
Titans: ×21 giant-kin and would be extremely offended by a
well-meaning human who mistakes a kin for a
Hill giants require a disproportionately large true giant.
quantity of food for their size because, over the Ogres trace their lineage back to an illicit
years, they have developed inordinately high affair between Othea and Vaprak, the minor
metabolisms. deity who later became their patron. In the eyes
The tremendous amount of food they require of the giants, they are no better than kin.
is one of the biggest problems confronting most Not even the giants know what to make of
giants and is certainly a factor that has kept the the cyclopes and cyclopskin. Though these
numbers of giants in Faerûn in check. The aver- unfortunates have tried to claim the legacy of
age frost giant might eat half a cow almost every Annam for thousands of years, most giants
day You can imagine the size of the herd neces- believe the one-eyed brutes stem from another
sary to keep an entire tribe of frost giants fed. In of Othea’s dalliances.

16 • The Nature of Giantkind


6. Giants are nearly extinct. population is hardly worthy of boasts, it is cer-
tainly stable.
Although certainly not present in the numbers
they once enjoyed, giants are hardly nearing 7. Giants are immortal.
extinction. This rumor persists because many of
Toril’s remaining giants have gathered in the Many humans, demihumans, and humanoids
regions surrounding the kingdom of Hartsvale, (particularly dwarves and orcs) believe that
just south of the Endless Ice Sea and west of the giants are immortal. Some even regard the
Great Desert of Anauroch. Since Hartsvale has giants as minor deities. Although such
relatively little contact with the outside world, rumors are unfounded, it is true that most
most residents of the Realms hear only the tales giants have extremely long lifespans due to
of the few rogue giants who have scattered the divine blood of Annam coursing through
themselves across Faerûn. In toto, there are their veins. Annam’s sons were immortal.
probably at least 500 giants of each major breed Thereafter, the life span of each successive
currently active in the Realms. Although such a generation of giants has grown shorter and

The Nature of Giantkind • 17


shorter as Annam’s blood is diluted. The 9. Giants are isolationists.
average giant born today (usually seventh or
eighth generation) can expect to live between Although giants tend to look down upon other
300 and 400 hundred years. The oldest giants races, the situation in Hartsvale demonstrates
still active in Faerûn were born more than a that they are more than capable of coopera-
thousand years ago. tion. There, a few of the giant tribes have
Annam’s divine blood also confers a super- formed a special bond with Hartsvale’s royal
human vitality upon his children. For all practi- family.
cal purposes (ability checks, etc.), assume that Elsewhere in the Realms, giants have been
all true giants have a Constitution score of 19. In known to cooperate with elves, gnomes, and
addition, true giants are immune to all but the various humanoid races.
most virulent diseases (save vs. nonmagical dis-
eases at +3) and enjoy a natural resistance to 10. Giants are linked to the geography they
poison (save at +1). inhabit.

8. Giants once enslaved dragonkind. Giants Many humans and demihumans believe that
still know an arcane secret that allows them to giants are magically confined to the geographi-
subdue and control a dragon brood. cal domains they inhabit. Some believe, for
instance, that giants lose their great strength
For some reason, this persistent rumor still cir- when separated from their homes, while others
culates throughout the Realms. Even a few oth- hold that giants removed from their domains
erwise learned scholars have been known to quickly wither and turn to stone. None of these
assist in its spread. beliefs hold any water.
It is true that there is an age-old enmity The giants’ affinity for their environments
between giants and dragonkind, but this intol- stems from the fact that Annam used environ-
erance stems from the great war between the ment as the basis upon which he divided
two races that took place over a thousand ancient Ostoria among his sons. Because each
years prior to the beginning of recorded his- giant breed has inhabited its allotted sur-
tory. Note that for the most part, the ill will roundings for many thousands of years, all of
between giants and dragons extends to all the various breeds have developed a natural
giants (and giant-kin) and all dragons. A few mastery of their environment so absolute it is
enlightened storm giants are said to be on often mistaken for magic (in fact, sometimes it
good terms with dragons of the metallic order, is magical). Frost giants, for instance, can
but such individuals are rare indeed. Even cross snow covered peaks and valleys without
good-aligned giants generally harbor an irra- leaving a trail. Fire giants have mastered fire
tional dislike of dragonkind. in all its forms. Hill giants are invariably
The rocky relationship between dragons and aware of secret passes and cuts that crisscross
giants makes the latest rumor sweeping across their steadings. The same is true for other
Faerûn even more ironic. Some now contend races.
that giants and chromatic dragons have forged
a secret alliance and intend to cleanse the
whole of Faerûn of human and demihuman
populations.

18 • The Nature of Giantkind


Average Giant Strengths
General Physical Features Race Average Strength
Obviously, the physical characteristic that Verbeeg 18/76
immediately distinguishes giants from the other Ogre 18/85
intelligent races of Faerûn is their great height. Ettin 18/00
Giants range in height from approximately 10 Voadkyn 18/00
feet to 25 feet or higher, depending upon breed Firbolg 19
and gender. Hill giant 19
Fomorian 20
Complete instructions for using these tables Stone giant 20
can be found under “Other Characteristics” in Frost giant 21
the “Races” chapter of the Player’s Handbook. Fire giant 22
A natural byproduct of the giants’ great size Mtn. giant 22
is their superhuman strength. Unlike other Fog giant 23
intelligent races, strength does not vary greatly Cloud giant 23
among individuals of a particular breed. Aver- Storm giant 24
age AD&D game strengths for each of the giant Titan 25
breeds are presented below. You can assume
that 80% of any true giant population has the Such formidable Strengths allow many giants
average strength listed for its breed, while 10% to perform an astounding variety of superhu-
falls a point or two above average and another man feats. To get the maximum mileage out of
10% falls a point or two below average. giants during play, DMs should allow them to

Average Height and Weight of Giants

Race Height in Inches: Modifier Race Weight in Pounds: Modifier


Base (M/F) Base (M/F)
Verbeeg 108/100 1d8 Verbeeg 450/300 8d10
Voadkyn 112/106 1d10 Voadkyn 500/380 8d10
Ogre 120/110 1d10 Ogre 590/545 10d10
Firbolg 126/118 1d10 Firbolg 610/460 10d10
Ettin 156/148 1d10 Ettin 930/600 10d10
Fomorian 162/156 1d10 Fomorian 1,000/660 10d20
Mtn. giant 168/160 1d12 Mtn. giant 1,100/720 10d20
Hill giant 192/184 1d12 Hill giant 1,400/940 10d20
Fire giant 216/208 2d10 Fire giant 1,800/1,200 12d20
Stone giant 216/208 2d10 Stone giant 1,700/1,050 12d20
Frost giant 252/238 3d10 Frost giant 2,400/1,600 2d100
Cloud giant 288/268 4d8 Cloud giant 3,200/2,100 2d100
Fog giant 288/268 4d8 Fog giant 3,300/2,150 2d100
Storm giant 312/280 4d10 Storm giant 3,750/2,500 4d100
Titan 360/325 4d10 Titan 5,000/3,500 4d100

The Nature of Giantkind • 19


use their Strength to its full advantage. Since it’s 24: Given a stout enough tether (such as an
difficult to imagine exactly what a character adamantine chain), characters with a Strength
with a particularly high Strength can accom- of 24 can pull all but the strongest dragons out
plish from glancing at the table that appears in of flight and down to the ground.
the Players Handbook, here are some useful
guidelines that should help you adjudicate 25: At this Strength level, a character can auto-
spectacular feats of brawn. matically uproot a small tree and uproot a large
tree with a successful bend bars/lift gates roll.
18/00: When bound, characters with an 18/00 Such characters can also burst magical bonds
Strength can burst free from ropes with a suc- with a successful bend bars/lift gates roll.
cessful bend bars/lift gates roll. A successful
rope use proficiency check while binding a char- Structural Saving Throw Table
acter prevents that character from breaking free See the “Combat—Unusual Combat Situations”
in this fashion. chapter of the DUNGEON MASTER Guide.

19: At this Strength level, bound characters Str. Hard Soft Earth Thin Thick
automatically burst free from normal ropes. Stone Stone Wood Wood
With a successful bend bars/lift gates roll, they 20 Auto 2 5 14 7
can burst chains or ropes tied with a successful 21 2 3 6 15 8
rope use proficiency check. 22 3 4 7 16 9
23 4 5 6 17 10
20: At this point, characters gain the potential 24 5 6 7 18 11
to smash down walls with their fists. See the 25 6 7 8 19 12
Structural Saving Throw Table, below, and the
rules that appears in the DUNGEON MASTER Guide. Auto: Save is automatically successful
Characters with a Strength of 20 or higher
automatically burst any normal bond (rope or Note that these figures assume that a giant is
chain), regardless of any proficiency checks doing the smashing. If a smaller character is attack-
passed by their captors. ing the structure (such as a human wearing a girdle
of giant strength), all structural saves are at +2.
21: With a Strength of 21, a character can drag
a 10’ × 10’ ×10’ stone block across the ground at
a rate of 10 feet per melee round. Giant Combat
In combat, their vast size and strength bestow
22: Characters with a Strength of 22 are strong several advantages upon giants.
enough to drag a coach pulled by two horses to First and foremost, giants are capable of hurl-
a complete stop. ing boulders and other heavy missiles at their
opponents. In all cases, such missiles have a
23: At this Strength level, a character can maximum range of 200 yards and cannot be
uproot a small tree with a successful bend thrown at targets closer than 3 yards. The maxi-
bars/lift gates roll and lift a horse over his head. mum diameter and weight of such missiles as
Such characters can also burst adamantine bonds well as the damage they inflict all depend upon
with a successful bend bars/lift gates roll. the breed of the giant.

20 • The Nature of Giantkind


Breed Boulder Boulder Boulder Although man-size characters with unnatu-
Diameter Weight Damage rally high Strengths (such as fighters wearing
Hill 3 ft. 325 lbs. 2d8 girdles of giant strength) can throw heavy missiles
Stone 4 ft. 360 lbs. 2d10 the same as giants, such characters can never
Frost 5 ft. 400 lbs. 2d12 attempt to catch such missiles.
Mntn. 6 ft. 440 lbs. 2d12 Like hurling boulders, grabbing man-sized
Fire 7 ft. 475 lbs. 2d12 opponents and lifting them off the ground is
Fog 8 ft. 550 lbs. 3d10 another favorite giant tactic. Any giant with two
Cloud 9 ft. 600 lbs. 3d10 free hands can grab a size M or S opponent with a
Storm 10 ft. 725 lbs. 3d12 single successful attack roll. Once grabbed, the
Titan 11 ft. 850 lbs 4d10 target can be flung, subjecting it to damage equal
to the flinger’s thrown-boulder damage. Grabbed
Note that the exact size of the missile doesn’t targets can even be used as boulders themselves
have much of a bearing upon the damage it (that is, flung at other enemies), though they
inflicts so long as the boulder is generally large inflict only half damage upon the targets they
and bulky. Whenever a giant flings a boulder, strike (though the “flingee” still suffers full boul-
remember to consult the rules for “Boulders as der damage appropriate to the flinger’s breed).
Missile Weapons” in the DUNGEON MASTER Frost, fog, cloud, and storm giants and titans
Guide. Boulders that miss their targets have an need only a single empty hand to grab a size M or
opportunity to “scatter” and strike another char- S opponent. These giants tend to hang on to an
acter. Any boulder with a diameter of 8 feet or opponent in one hand while battling more oppo-
greater that strikes a target might also strike any nents with the other hand. Then, when the time is
character(s) or creature(s) locked in melee with right, the held opponent can be flung or slammed
that target. All such characters and creatures into a wall. Extremely large giants can automati-
must successfully save vs. breath weapon to cally squeeze held opponents, inflicting damage
avoid being struck by the boulder themselves. equal to the giant’s Strength bonus (for example, a
Any giant capable of throwing boulders is frost giant inflicts 9 points). Such an attack does
also capable of catching similar missiles thrown not prevent the giant from making a normal attack
back at him. Giants cannot make an attack dur- during the round. Also, giants can use held oppo-
ing a round in which they are attempting to nents like clubs against other opponents, inflicting
catch a boulder. Giants’ chances of successfully damage equal to that of an appropriately sized
catching a boulder depend upon their breed: club upon both the clubee and the clubber.
Any character held by a giant (in either one or
Breed Catch Chance two hands) suffers a 4 penalty to all attack rolls
Hill 30% and breaks free in one of two ways: inflicting at
Stone 60% least 15 points of damage in a single blow or
Frost 40% passing a bend bars/lift gates roll. Particularly
Mountain 30% nasty giants grasp a target with one hand and
Fire 50% then skewer it with a sword held in the other
Fog 55% hand. Because the target is held fast, such
Cloud 55% attacks automatically hit.
Storm 55% Even without resorting to the special attacks
Titan 55% at their disposal, giants are very formidable

The Nature of Giantkind • 21


combatants. Most giants can inflict considerable Thus, a battle axe scaled for frost giants inflicts
damage with their fists alone (see the appropri- 1d8 ×2.5 (round fractions up), while an enormous
ate entries in the MONSTROUS MANUAL, and two-handed sword wielded by a storm giant
giant-sized weapons obviously inflict more inflicts 1d10 ×4 on size M opponents. Giants add
damage per attack than their man-sized coun- their Strength bonuses to the damage they inflict
terparts. The additional damage caused by such when fighting with weapons but are never
weapons is a function of the weapon’s size and allowed a Strength bonus on their attack rolls.
therefore a function of the giant’s size: Note that a giant attempting to wield a
weapon that is too large for him (such as a hill
Breed Damage Multiple giant trying to use a broad sword forged for a
Hill, Stone ×2 storm giant) fights at a -2 penalty but still
Frost, Fire, Mntn. ×2.5 inflicts damage equal to his own damage multi-
Cloud, Fog ×3 ple. In these cases, the weapon’s extra size and
Storm ×4 power are more than offset by the wielder’s
Titan ×5 clumsiness. Furthermore, size M characters are

22 • The Nature of Giantkind


always incapable of fighting with giant-sized them navigate and identify friends/foes in
weapons, regardless of their Strength scores. blinding snowstorms.
Even a warrior decked out in a girdle of storm
giant strength finds a storm giant-sized sword Fire giants’ senses are well adjusted to oper-
just too unwieldy for combat. ating in high temperatures. Their eyes easily
The AC of a giant wearing armor is equal to penetrate the hazes and shimmers associated
the giant’s natural AC minus 1, so long as the with such temperatures.
armor in question has a lower base AC than the
giant’s natural AC. Although some giants carry Cloud giants’/fog giants’ vision detects sub-
shields scaled to their height, such instruments tle emissions in the infrared spectrum even dur-
are useless against M-sized and smaller oppo- ing broad daylight and in the presence of
nents (it’s just too hard for the giant to block powerful heat/light sources. This ability allows
such low blows). Against L-sized and larger them to see through mists and fogs easily.
opponents, giant shields grant their user the tra-
ditional +1 bonus to his or her Armor Class. Storm giants’ senses are adapted to both dry
One last peril associated with fighting giants land and underwater operation. Storm giants
is the danger their falling bodies pose once they face no penalties associated with sensory
have been vanquished. Anyone locked in melee restrictions when operating under the seas.
with a giant that dies must save vs. breath
weapon to avoid being crushed beneath the Birth, Growth, and
giant’s falling body and suffering damage equal
to the giant’s Strength bonus. Development
Most giant tribes are loosely organized into husly-
der, or families, that take on the responsibility of
Senses child rearing. Typically, a full third of any giant
As a general rule, most giants’ senses are far tribe comprises young giants who have yet to
superior to those of mankind. The average giant reach maturity. Naturally, the huslyder take on
can see and hear twice as well as the average different forms within the tribes of each breed.
man, a result of their oversize sensory organs. For example, hill giant huslyder are large and
Some breeds are well known for their incredible communal, while fire giant huslyder are smaller
sense of smell: Hill giants, stone giants, and and more isolated. Furthermore, the exact impor-
cloud giants can detect and identify living crea- tance of the huslyder relationship also varies from
tures via scent alone at a range of 30 feet. tribe to tribe. Among frost giants, a huslyder
In addition to these general capabilities, indi- bond is more important than any connection save
vidual giant breeds have developed special sen- ordning (“the order,” see below), while the stone
sory abilities related to their natural giants are more interested in their “master-pupil”
environments. huslyder structure than blood relationships.
For the most part, giant females bear their
Stone giants’ superior infravision operates at young in the same fashion as their human coun-
a range of 200 feet. terparts. Gestation periods range from 9 months
(for hill giants) to 15 months (for storm giants).
Frost giants’ eyes are particularly sensitive to Giant babies of all breeds are between 3 and 4
the higher end of the visible spectrum, helping feet tall at birth, with 2 Hit Dice. It takes most

The Nature of Giantkind • 23


breeds approximately 50 years to reach maturity. with the superiors they bested. Some tribes
Over the course of this development, the giant place no restrictions upon such contests, while
grows in height and Hit Dice proportionately. In others have devised special rules dictating
other words, a 25-year-old giant has half his final when and if challenges may be issued.
Hit Dice and stands half his final height. Violating the ordning is an especially maug act.
Kin babies are born roughly the same size as Violations include: refusing to show respect for a
human children and mature at approximately superior, refusing to share resources (treasure,
the same rate. food, etc.) with superiors, mocking/belittling
superiors, refusing to obey valid orders, granting
inferiors access to things beneath their station, etc.
Giant Society Although their ordning ranks measure the
Although each giant breed has its own unique giants’ station only within their own tribes, the
customs and social habits, a few special customs customary greeting between giants of two dif-
are shared by all breeds. Most of these traditions ferent tribes of the same breed includes an oral
date back to the ancient empire of Ostoria and exchange of ranks. Though a giant is under no
its residents. obligation to treat a higher ranking giant from
For example, all giant breeds believe in the another tribe as a superior, any other reaction is
sanctity of the ordning — the order. True giant a blatant insult. Two giants of different breeds
societies are always organized around a stringent always ignore their respective inter-tribal ranks
pecking order that stretches from the tribe’s since the breeds themselves are ranked in a
leader or chieftain all the way down to its lowliest grand ordning, as follows (from highest to low-
runt. Unlike most other civilized societies, the est):
ordning is not based upon classes or castes, but Titans
upon single individuals. There are no equals in Storm giants
giant society, just inferiors and superiors. Every Cloud giants
giant is always aware of his or her exact rank Fog giants
within the ordning: the chieftain is et (or “one”), Fire giants
his closest adviser is to (or “two”), etc. all the way Frost giants
down to the lowliest member of the tribe. Stone giants
Each of the various breeds and tribes bases its Mountain giants
ordning around a different quantity, skill, or Hill giants
commodity. Among hill giants, for instance, the Ettins
ordning is based around an odd combination of Kin
physical strength and gustatory prowess. Frost Ogres
giant ordnings are typically based around
wrestling, reveling, and boasting. Stone giant Thus, the runt of a frost giant tribe is auto-
ordnings are based upon artistic prowess. In matically of a higher station than the chieftain of
any case, the basis of the ordning is always con- a stone, mountain, or hill giant tribe. In any
crete and easily quantifiable to the tribesmen, case, giants’ obligation to their own tribal supe-
making ordning disputes easy to resolve. To rise riors is always stronger than their obligation to
in the ordning, one simply challenges a superior a superior from another tribe or breed. Failure
to a contest appropriate to the ordning’s basis. to respect the ordning rank of an outsider is
Challengers who win change ordning rankings merely an insult or faux pas, not a maug act.

The Nature of Giantkind • 25


It may seem odd that some giant tribes base I am Murg, et
their chain of command upon such seemingly Son of Haug, et, wyrm-eater
strange skills: gustatory skill in the case of hill Son of Grom, et, conqueror
giants, or wrestling skill in the case of frost Son of Morg, to, wyrm-eater
giants. To the breeds in question, however, these Son of Ruk, et, progenitor
skills are synonymous with virtue. Hill giants, Son of Annam, et, All-Father
for example, believe that the development of
skills to satisfy the appetite is the true purpose Note that each ancestor’s name is followed by
of life. Thus, the giant with the very best such his current ordning rank (or the rank he held
skills is obviously the most fit to lead. when he died) and a noteworthy accomplishment.
Sitting atop all ordnings, of course, is Annam Even more elaborate recitations of lineage
All-Father, the great giant god. Each tribe tends have become an important part of the sagas
to personify Annam as the ultimate champion crafted by frost giant skalds (bards). Tradition-
of its chosen virtue. Hill giants see Annam as a ally, each new character is introduced to the
master glutton, frost giants view him as a wild saga with a full lineage recitation keyed to
reveler and unbeatable wrestler, etc. appropriate music.
Naturally, the giants’ unshakable belief in the
ordning is one of the reasons they tend to look
down upon other races. Many giants see the Clerical Parley
entirety of creation as one large ordning with Although giant priests and shamans rarely
the giants themselves on top. occupy the top spot within their tribes, an old
Ostorian custom allows two priests of different
tribes to band together and temporarily overrule
Lineage both their chieftains. Whenever two tribes stand
Virtually all of the true giants and kin hold their in conflict, the highest ranking holy men on each
own direct ancestors in especially high esteem. side have the authority to jointly call a parley to
Just about every single giant or kin is capable of resolve the situation. During such a parley, the
reciting his or her male lineage all the way back holy men work together to discuss the will of
to Annam (or Ulutiu, as the case may be). It is Annam. If they reach a consensus, their decision
the responsibility of all parents to begin drilling is traditionally binding upon both tribal leaders.
this information into the heads of their children This custom is said to have originated with the
as soon as possible. titan Lanaxis, who forced it upon his subjects.
Customarily, two giants who meet for the first Though many priests like to perpetuate the
time recite their lineages for each other. This tra- myth that clerical parleys are solved through com-
dition serves two purposes: It keeps the memory plex religious rites and magical divination, the
of revered ancestors alive and helps the giants simple truth is that they are usually little more than
decide if they are friends or enemies owing to power-brokering sessions. In fact, rival clerics have
familial obligations. Once a giant has befriended been known to maneuver their tribes into conflict
(or spurned) another, all of the descendants of just to give themselves the opportunity to hold a
those two giants will tend to instantly accept binding parley. Implementing such a scheme isn’t
each other as friends (or enemies). necessarily maug, so long as the cleric believes the
Properly stated, a lineage sounds something best interests of the tribe are served.
like this: These days, clerical parleys are quite uncom-

26 • The Nature of Giantkind


mon. After all, since there are so few active giant lization are likely to speak at least a smattering of
tribes on Toril, tribal conflicts are rare indeed. Fur- that civilization’s language. For instance, most
thermore, most modern Jotun tribes are far more stone giants speak dwarvish and most hill giants
cohesive than their ancient ancestors. The “split- speak a little ogre and gnoll.
ting of ranks” that generally accompanies a parley
would seem a bit out of place in the giant societies Specialized Giant Languages
of today. Most contemporary priests and shamans hill/mountain giants: Jotunhaug (closely
stand in absolute accord with their chieftains. related to Jotunise)
stone giants: Jotunstein (partially derived from
Auld Dwarvish)
Language frost giants: Jotunise (closely related to
Giants all speak a common tongue known as Jotunhaug)
Jotun, one of the oldest languages still active in fire giants: Jotunild
the Realms. In fact, there is a great deal of evi- cloud/fog giants: Jotunskye
dence to suggest that Jotun shares a lingual base storm giants: Jotunuvar
with both Thorass and the Common tongue of
humanity. It is likely that these later languages Classification of Giant Languages
were partially derived from older incarnations The “genealogy” chart above depicts the relation-
of the giant tongue. ships between all the various giant tongues. A
Giant clerical rites are usually composed in character who speaks a language that has prede-
Jotunalder (“old Jotun”), a formalized version of cessors or descendants depicted on the chart can
the familiar tongue that has remained understand approximately 25% of any communi-
unchanged for over 5,000 years. Although few cation in those related languages with a successful
giants can actually speak Jotunalder, the tongue Intelligence ability check. In other words, a charac-
bears enough similarities to modern Jotun to ter who speaks Jotun might comprehend bits and
enable most giants to comprehend it. pieces of Thorass or any specialized giant tongue,
In addition to Jotun, most breeds speak their while a character who speaks Auld Dwarvish
own specialized language as well as the common might comprehend simple statements in Jotun-
tongue of humanity. These specialized languages stein. Since all giants speak Jotun, they all have
are listed and classified below. Of course, giants limited comprehension of all specialized tongues.
who operate in the vicinity of a nonhuman civi-

The Nature of Giantkind • 27


A Selected Glossary of Jotun Terms fool: tosk
fog: skod
above: glang fog giant: skodjotun
ale: engel forge: esse
ancestry/lineage: linje fortress: festing
armor: harbunad friend: venn
arrow: pil frost giant: isejotun
art: kunst garbage: garasje
attack: anfal giant: jotun
axe: oks giants: jotunen
battle: slag gift: gave
bed chamber: sengrom give:
birth: byrd gi
go: fer
black: sort gold: gill
blade: blad god:
blood: blod gud
good: maat
blue: bla goodbye: farvel
bow: boye green:
bravery: prakt grun
greetings: helsingen (hels)
brother: bror have: ha
cloak: kappe heart: hjerte
cloud: skye helmet: hjelm
cloud giant: skyejotun hill: haug
cold: kalt hill giant: haugjotun
come: kom holy, sacred: hellig
copper: blodbok home: heim
cow: kue honor: rang
chieftain: forer horse: hest
danger: fare hot: het
death: dod hour: tid
defeat: overin ice: ise
defend: forvar intruder: ubuden
dispute: drofte is: er
down: nede journey: ferd
dragon: wyrm human: van
dwarf: dverg king: kong
effort: strev kingdom: kongerike
enemy: uven life: liv
elf: alv light: stig
evil: maug magic: magisk
family: huslyd mage: magere
far: lang meat: kjott
father: vader minute: minutt
fear: otte money:
fire: ild mynt
mother: hild
fire giant: ildjotun mountain:
food: fode fjell
mountain giant: fjelljotun

28 • The Nature of Giantkind


name: nom that: det
near: nar this: 1
order: ordning you: du
platinum: platina you (plural): deg
priest: mazîn
priestcraft: mazînmagisk Numbers:
rank: rad one: et
red: rod two: to
river: flod three: tre
room, chamber: rom four: fir
runt: ettin five: fem
second: stot six: sek
shield: skold seven: sju
silver: solv eight: att
sister: soster nine: ni
spear: spyd ten: tier
stone: stein eleven: tier et
stone giant: steinjotun twelve: tier to
storm: uvar twenty: to tier
storm giant: uvarjotun twenty-one: to tier et
surprise: forbaus twenty-two: to tier to
sword: sverd thirty: tre tier
take: fange one hundred: hund
teeth: tenner two hundred: to hund
temple: bapart two hundred eleven: to hund tier et
thief: tuv one thousand: tusen
thought: tanke
titan: vonin Representative Phrases:
trail: treke Wo dun rad? What is your rank?
treasure: skat Wo dun stomm? What tribe are you from?
treaty: traktat Wer dun forer? Who is your leader?
tribe: stomm Am du paart. I honor you.
up: opp Wer fers dir? Who goes there?
victory: seir Oric er meg nom. My name is Oric.
war: krig Anfel su uvenir! Attack our enemies!
warrior: krigga Fang meg zo dun kong. Lead me to your king.
weather: vaer Wie ferst du? Where are you going?
white: kvit Am du rad tier fir. I am of the 14th rank.
wind: vind
yellow: gul General Role-Playing Tips
Pronouns: The first and most important rule to follow
I: Am when role-playing giants is to instill the sense of
it: den awe they so richly deserve. Think about it for a
he: han minute—a 22-foot-tall man isn’t something
me: meg player characters are likely to see everyday! If
she: hun the giants in a campaign are little more than orcs

The Nature of Giantkind • 29


with more hit points, DMs and players are miss- hand and holds your head to his ear.
ing out on a boatload of opportunities. DID YOU SAY ANDORR?
Here are some specific techniques DMs can PLAYER: I shout directly into his ear. NO!
use to accomplish this goal and establish the RANDORR . . . WITH AN R!
proper atmosphere: DM: AHHHHH! THAT’S BETTER. He
puts you down. WHAT CAN I DO
• Giants are LOUD! Foreshadow their appear- FOR YOU, RANDORR WITH AN R?
ance with a series of crashing thuds that rattle
the floor. If you’re in an appropriate setting, • Giants are old. Many have lived for hundreds,
stamp your own feet in place of the giant’s if not thousands, of years. As a consequence,
quaking footfalls. When the giant finally they just aren’t very interested in the passage
arrives, SHOUT his dialogue to make sure of time. They speak very slowly and never
your players get the idea (“WHO DARES TO rush to make a judgment or decision. Go ahead
ENTER MY BEDCHAMBER?”). and allow players to become a little impatient
with the giant and remember to allow the giant
• Giants are BIG! Get up and stand on your chair to rebuke them if they try to rush him.
to loom over the players. Try to invent little
behaviors that emphasize the giant’s enormity. • Giants are vain, a direct consequence of their
For example, “Before he speaks, the hill giant enormousness. Many tend to regard humans
pauses to snatch up a live cow in his right hand. and demihumans as humans regard mice:
As he cups the cow close to his mouth you hear amusing little creatures to be killed or ignored.
a horrible bleating sound followed by ravenous Even the very kindest giants typically can’t be
crunching and popping. When you finally bothered to help a mere man. Try to begin any
manage another glimpse, you notice that he’s giant encounter with the appropriate amount
now picking clean the cow’s spine as easily as of condescension and patronizing.
any of you might clean a chicken bone. ‘OH!
RUDE OF ME,’ he says, noting your disgust Again, none of this is meant to imply that
and dangling the twisted spine in front of your giants are stupid. Instead, they merely tend
faces. ‘CAN I OFFER YOU A SNACK?’” toward disinterest in human affairs. This fact,
coupled with their vanity, might make them
Or: seem a bit less than bright, at times, but woe to
those who try to take advantage of this per-
DM: A storm giant blocks your way ceived “weakness.”
“WHAT IS YOUR NAME, LITTLE Finally, a word of general advice that applies
ONE?” to role-playing any “monster” is worth repeat-
PLAYER: I tell the giant my name. ing here: Try to make giants into unique indi-
DM: The giant can’t quite hear you over the viduals. In other words, not all storm giants
sound of the forges’ clanking metal. I have the exact same personality and manner-
CAN’T HEAR YOU, LITTLE ONE! isms. Immediately after the adventurers
SPEAK UP! encounter a loud and boisterous giant, think
PLAYER: I shout my name. I AM about making the next giant cold and aloof, or
RANDORR! warm and carefree.
DM: The giant picks you up in his left

30 • The Nature of Giantkind


are the children pioneered a crude form of democracy known as
of Ulutiu and Othea and the half- “the cast.” Whenever a decision affecting the
brothers of the true giants. Although clan is necessary, a call goes out to all able mem-
the various kin breeds have built their bers of the tribe to assemble and vote on the
own societies all over Faerûn, they issue. To cast their ballots, the firbolgs use flat
have never exhibited the sort of loyalty to their rocks engraved with their own personal runes.
fellow tribes that has kept the Jotunbrud rela- The actual casting of the stones differs from area
tively strong over the last several thousand to area and clan to clan, with some clans throw-
years. In most areas, communication and coop- ing the stones into holes dug in the ground and
eration between the various kin breeds are others simply holding the stones over their
almost nonexistent. heads when called to vote. In a large firbolg set-
Although most kin are as fiercely indepen- tlement located in the Cold Mountains, there is
dent as their half-brothers, there are a few who said to exist a 50-foot-tall balance scale that the
spend their whole lives on the fringe of the var- firbolgs use to dramatically display the results
ious giant societies. These kin still believe that of a cast. The kin of this steading vote by placing
they can one day win acceptance from their their stones upon one of the huge pans on either
powerful half-brothers, a goal most kin aban- side of the scale, with the heavier side winning
doned thousands of years ago. the issue.
Recently, with the coming of the Twilight
Spirit and the increased activity among the true The Code
giant tribes, the kin of the Spires have taken Long ago, the firbolgs developed a stringent
their first steps toward consolidation and unifi- code of conduct that governs their actions.
cation, fearing attack. As a consequence, some Although the code is obviously thousands of
of the more adventurous kin are beginning to years old, its exact origins are now obscured by
organize and fight back. In fact, it is rumored the mists of time. At the heart of the code is the
that a band of verbeegs occupying the northern idea that individuals should be judged based
arm of the Ice Spires has taken to raiding the upon their actions rather than upon their birth;
frost giant steadings in the area and gathering to the firbolgs, people’s deeds are the truth of
supplies for battle. Surprisingly, these verbeegs their being. Another of the code’s important
are said to have the support of fomorians and concepts is the idea that the individual is noth-
even a few voadkyn. According to rumors ing without society, and the preservation of
spreading throughout the various kin steadings society must be of the highest priority of all
in the region, the verbeegs aim for nothing less individuals. Every firbolg clan reacts differently
than clearing all the Jotunbrud from their quar- to the code, but all see it as vital to their survival
ter of the valley and elevation. Most firbolgs keep the code to
themselves, believing it is virtuous to simply
live the code rather than preach it. Merely talk-
Firbolgs ing about deeds and philosophies rather than
Firbolgs are the most intelligent of the kin. Of all living them is sometimes looked upon as a form
the various giant races, only the firbolgs reject of cowardice.
the concept of ordning. Instead, they value free A firbolg who breaks the code faces grave ret-
will over all, and the restrictions of rank have no ribution. Minor transgressions might be settled
place in their clannish societies. In fact, firbolgs by spending a period of time as a slave to the

The Kin • 31
tribe. Major transgressions inevitably require
banishment. Of course, few of these penalties
are ever necessary since the code is so indelibly
ingrained into most firbolgs from birth that few
could even think of straying.
Most firbolg clans require their members to
carry the code with them in a written form. For
example, the members of one clan (the Kappe-
bror) write copies of the code on fine parchment
and seal them in amulets they wear around
their necks, while another (the Helligbror) tat-
too the code upon their chests in red dye, and
yet another (the Kriggabror) etch the words
upon finely made bracers they swear never to
remove.

The Firbolg Code (in the original):


Prakt, Strev, Rang, glang byrd.
(Bravery, Effort, and Honor over birth.)

This dictum illustrates the firbolgs’ disdain for


the concept of ordning and all it represents. To
the firbolgs, actions make the individual.
Also, firbolgs see the honor and mettle of an
individual as representative of the honor and
mettle of a tribe. This is why the concept of
bravery is so important to them. If observers
should notice a firbolg acting weak or cow-
ardly, they would probably assume the firbol-
g’s entire clan to be weak and cowardly,
perhaps prompting an attack on the clan. The
firbolgs believe that the only way to avoid
unnecessary wars and battles is to convince all
observers that all firbolgs are fiercely brave
and capable.

Stomm rang glang du.


(The tribe’s honor above your honor.)
The whole of the clan is more important than
an individual member. To honor the tribe or
clan, the firbolg must do great deeds and,
when given praise, explain that the deed
would have been impossible if not for the sup-

32 • The Kin
port, education, and resources of the clan. This Firbolg Settlements
provision has also been interpreted to mean Most of the countless clans of firbolgs have cre-
that the will of the individual is secondary to ated settlements of their own, away from the
the will of the clan. Some renegade firbolgs giants, in remote regions of Faerûn These settle-
contend that this is not the case, and that the ments generally prove inhospitable to visitors
will of the individual is more important than since the firbolgs tend to distrust outsiders.
the will of the clan. After time, however, the firbolgs tend to warm
toward any individuals of a good alignment
Blod ettin er blod kong. whom they consider honorable (that is, individ-
(The blood of a runt is the blood of a king.) uals who wittingly or unwittingly tend to fol-
low the dictums of the code).
This provision reminds the firbolgs to treat all Most firbolg clans build their settlements
intelligent creatures equally. Just as Hartkiller amidst low rolling hills or thick forests. Such
was a runt himself, so may the lowest beggar be settlements usually consist of a collection of
elevated to the throne. grand wooden halls with thatched roofs built
among a series of defensive catwalks and obser-
Gi tusen val nul. vation towers. Always attuned to their environ-
(Give one thousand for nothing.) ment (though not nearly so much as the
voadkyn), firbolgs usually know visitors are
Firbolgs prize charity as a virtue, though they approaching their encampment as long as two
feel that any charitable act is nullified if the days before they arrive.
recipient is aware of the contributor’s identity. In the Spires, a few firbolgs have chosen to
The act itself is the virtue, not the glory associ- live among Hartsvale’s humans, who extend
ated with the act. Allowing oneself to take them a great deal more hospitality than the
credit for a virtuous action opens the spirit to giants of the region. Although most of these
harm. For that reason, while gregarious with firbolgs still operate as “loners” by human
friends, most firbolgs are quiet in public, not standards (many are forest guides and inde-
wishing to call attention to their often heroic pendent scouts in the king’s army), a few have
deeds. truly urbanized. One particularly extroverted
firbolg now owns and operates an inn that lies
Trut zund stommpaart. along the main trail connecting Hartwick and
(Truth is the honor of the tribe). the Ice Spires. See Tavis Burdun’s entry under
“Important Figures” in the “Hartsvale” entry
Much of firbolg society is built around a back- of the chapter titled “The Ice Spires and Their
bone of truthful communication. Without such Environs.”
communication, the firbolgs believe their entire
society will topple. As a consequence, firbolgs Firbolgs as Player Characters
don’t lie, by either omission or commission. In Firbolg player characters’ ability scores are
fact, a firbolg who lies breaks out in a cold modified by a +2 bonus to Strength and a -2
sweat; his voice cracks, his limbs tremble. The penalty to Charisma. Players of firbolgs with 18
very act of dissembling causes great physical Strength are allowed to generate an exceptional
discomfort. Strength regardless of the class chosen.

The Kin • 33
Ability Score Range handed swords and great spears) in one hand
Ability Minimum Maximum without penalty.
Strength 15 20 Special Disadvantages: Firbolgs can never
Dexterity 8 15 wear armor of any sort. It is seen as cowardly
Constitution 12 18 Monstrous Traits: Size.
Intelligence 8 18 Weapon Proficiencies: Club, all giant-kin
Wisdom 8 18 weapons, two-handed sword.
Charisma 3 14 Nonweapon Proficiencies: Ancient history,
animal training, artistic ability, blacksmithing,
Class Restrictions cooking, eating, gaming, herbalism, hunting,
Class Max. Level intimidation, reading/writing, set snares, sur-
Warrior vival, weaponsmithing, weather sense.
Fighter 1
Ranger 1 Verbeegs
Paladin N Verbeegs are notorious mercenaries and
Wizard rogues. Though they have their own settle-
Mage N ments and societies, they are frequently
Illusionist N encountered alongside giants and ogres. In
Runecaster 7 fact, outside of the Ice Spires, some verbeegs
Priest have been known to actually claw their way
Cleric No to dominion over small hill or frost giant
Druid No tribes—an obvious byproduct of their unri-
Shaman 6 valed cunning.
Witch Doctor No Although the firbolgs speak loudest of kin
Rogue unity, the verbeegs tend to make their half-
Thief 7 brothers, the giants, the most uncomfortable.
Bard No Their omnipresence in giant society, obvious
intelligence, and penchant for underhanded-
Hit Dice: Player character firbolgs receive Hit ness add up to make some of the more skittish
Dice by class. In addition they receive 13 bonus members of the Jotunbrud a bit neurotic. A
hit points at first level. few particularly addled giants have convinced
Alignment: The firbolgs are almost without themselves that the verbeegs have already
question lawful and good in the human sense. It united all the kin and are carrying out a plan
is an extraordinary individual who breaks this of infiltration aimed at conquering and enslav-
pattern. Firbolg PCs have a distinct disadvan- ing all the giant races. Usually, such para-
tage (even more so than other kin) when dealing noiacs also spread rumors of a vast, unseen
with the Jotunbrud, who see them as inherently population of verbeegs and a huge under-
maug. ground verbeeg kingdom that is connected to
Natural Armor Class: 3. a network of tunnels that criss-crosses the Ice
Languages: Common, any of the specialized Spires.
giant tongues. Of course, it’s extremely doubtful that any
Special Advantages: Firbolgs are capable of of these rumors contain more than the smallest
using large human-sized weapons (such as two- kernel of truth, though the Jotunbrud still

34 • The Kin
have plenty to worry about. Many of the ver- end of the wah-ree game approached, how-
beeg servants and laborers have been planted ever, the daughter started to behave strangely,
in the various giant steadings as spies at the acting the shrew and refusing to tend to her
behest of a mysterious figure who is actually children. This broke her husband’s concentra-
no less than an avatar of the giant god Karan- tion, allowing his rival to win the game and
tor himself. Years ago, Karantor actively seize the higher ordning rank. Only after the
recruited followers in all the largest verbeeg game was over did the loser discover that his
tribes and directed his priests to force the ver- entire marriage was merely another facet of
beegs to follow the dictums of the mysterious the plot.
stranger who occasionally came to visit bear- Besides treachery, verbeegs are well known
ing treasure in exchange for promises of fealty. for their skill as thieves. Verbeegs are particu-
Only the priests are aware that the stranger— larly well suited to this role since they have
who takes a slightly different form in each set- no concept of private property. To them, all
tlement he visits—is actually Karantor’s things are owned by all people. Anything
avatar. For hundreds of years now, spies dis- they can steal they feel they deserve to own.
patched by the avatar have been keeping Visitors foolish enough to sleep in verbeeg
Karantor informed of the comings and goings settlements often awake to find their sup-
in many of Faerûn’s most prominent Jotun- plies, equipment, and sometimes even their
brud settlements. Recently, the avatar has also clothing missing.
started dispatching some of his verbeeg ser-
vants to collect specific artifacts scattered all Verbeegs as Player Characters
across Toril’s surface. Exactly what Karantor Verbeeg player characters receive a bonus of +2
has in mind for the verbeegs and how they are to Strength, +1 to Constitution, -1 to Wisdom,
assisting him remains a mystery. and -2 to Charisma. Players of verbeeg charac-
Unlike firbolgs, verbeegs are firm believers ters with 18 Strength are allowed to generate
in the concept of ordning. Through treach- an exceptional Strength regardless of the class
ery—the greatest of their skills—the verbeegs chosen.
have designed a unique process for bettering
themselves in their society. To ascend in the Ability Score Range
ordning, a verbeeg must plot to discredit or Ability Minimum Maximum
defeat a superior. Such disposals are not nec- Strength 13 18/00
essarily violent. In fact, ousting a superior via Dexterity 6 14
a slow, subtle scheme brings far more glory Constitution 12 18
than crude brute force. One popular tale con- Intelligence 6 18
cerns two verbeegs who played a single game Wisdom 6 18
of wah-ree for more than 40 years. Throughout Charisma 3 14
the course of the game, the rivals often spent
months planning and measuring their moves.
Eventually, one of the verbeegs sent his
daughter to tempt his rival, a ploy that ulti-
mately resulted in a marriage. The verbeeg
then lived happily with his rival’s daughter
for 30 years and raised a large family. As the

The Kin • 35
Class Restrictions Voadkyn
Class Maximum Level Voadkyn all but abandoned most contact with
Warrior their half brothers long ago. According to their
Fighter 8 own legends, the voadkyn noticed that
Ranger No Annam had not allocated Ostoria’s forests to
Paladin No any of his sons and seized them as their own
Wizard more than six thousand years ago. Today, few
Mage 6 voadkyn live near the giant steadings and the
Illusionist No Ice Spires. Rumor has it that an unusually
Runecaster 12 large number of wood giants (as the voadkyn
Priest sometimes refer to themselves) can be found
Cleric No living with treants and wood elves deep in the
Druid No Cold Wood.
Shaman 7 For many years, the Jotunbrud accepted the
Witch Doctor No voadkyn as equals. Ultimately though, one of
Rogue the earliest giant stormazîns discovered that
Thief 10 Dunmore, the progenitor of the voadkyn, was
Bard No actually sired by Ulutiu and not Annam. Appar-
Hit Dice: Player character verbeegs receive ently, Othea tricked Annam into accepting Dun-
Hit Dice by class. In addition they receive 5 more as his own so she’d always have a sort of
bonus hit points at 1st level. “spy” among the elders of the Jotunbrud.
Alignment: Verbeegs tend toward the neutral Despite the evidence uncovered by the stor-
and evil alignments. PC Verbeegs may be of any mazîn, however, the voadkyn continue to claim
alignment. Annam’s parentage. This fervent belief makes
Natural Armor Class: 5. the wood giants an aloof and haughty race, who
Languages: Common, any of the specialized see themselves as far removed from the ver-
giant tongues. beegs and firbolgs. As for the giants, voadkyn
Special Advantages: Verbeegs are capable of believe themselves superior to most of the
using large human-sized weapons (such as two- Jotunbrud, whom they still regard as the betray-
handed swords and great spears) in one hand ers of Othea.
without penalty. Believing themselves to be unjustly placed
Special Disadvantages: Verbeegs can never near the bottom of the ordning, the voadkyn are
wear armor better than splint mail. an unhappy, brooding bunch. While they live
Monstrous Traits: Size. comfortably and in peace with the elves and
Weapon Proficiencies: Club, giant-kin spear, fairies of the forests, there is no frolic in a voad-
giant-kin two-handed sword, two-handed sword. kyn settlement. Jocularity, in fact, is distinctly
Nonweapon Proficiencies: Animal handling, frowned upon and can make for long, long
animal training, blacksmithing, eating, hunting, silences in a conversation with these kin.
intimidation, reading/writing, set snares, sur- While the voadkyn are deeply unhappy
vival, weaponsmithing, weather sense. with their station in life, they are just as
deeply pleased with their life in the forests.
Seeing the wooded area as their property to
tend, the voadkyn are not content to simply

The Kin • 37
let things grow as they may. They wish to Voadkyn as Player Characters
increase the natural beauty around them with Voadkyn player characters receive a +2 bonus to
advanced gardening techniques designed to Strength, a +2 bonus to Dexterity, a -2 penalty to
both appear natural and transcendent at the Wisdom, and a -2 penalty to Charisma. Players
same time. To this end, scores of giant-kin of voadkyn with 18 Strength are allowed to gen-
under the direction of a voadkyn “architect” erate an exceptional Strength regardless of the
construct elaborate walking gardens and class chosen.
sculpted labyrinths. While the latter are mon-
uments to nature’s beauty, it should be noted Ability Score Range
that more than a few of the voadkyn’s ene- Ability Minimum Maximum
mies have entered these labyrinths, never to Strength 14 19
be heard from again. Many legends exist in Dexterity 6 14
the Ice Spires describing vast mazes of Constitution 12 18
enchanted shrub sculptures in the Forgotten Intelligence 6 18
Forest and the wondrous treasures located at Wisdom 6 18
their center. What these treasures might be Charisma 3 14
changes with each storyteller and skald,
though most agree that one such trove could
buy a kingdom.

38 • The Kin
Class Restrictions Alignment: Voadkyn tend toward the neu-
Class Maximum Level tral alignments. PC Voadkyn may be of any
Warrior alignment.
Fighter 11 Natural Armor Class: 7.
Ranger 13 Languages: Common, any of the specialized
Paladin No giant tongues.
Wizard Special Advantages: Voadkyn are capable of
Mage 5 using large human-sized weapons (such as two-
Illusionist No handed swords and great spears) in one hand
Runecaster 9 without penalty.
Priest Special Disadvantages: Voadkyn can never
Cleric No wear armor better than leather armor.
Druid No Monstrous Traits: Size.
Shaman 6 Weapon Proficiencies: Club, giant-kin spear,
Witch Doctor No giant-kin long bow, giant-kin two-handed sword,
Rogue giant-kin halberd, two-handed sword.
Thief 7 Nonweapon Proficiencies: Agriculture, alert-
Bard No ness, animal noise, animal training, direction
sense, eating, hiding, hunting, intimidation,
Hit Dice: Player character voadkyn receive reading/writing, set snares, survival (forests),
Hit Dice by class. In addition they receive 6 weather sense.
bonus hit points at 1st level.

The Kin • 39
Fomorians that the giant king who was prophesied in the
Fomorians are so abominable that they are not wake of Hartkiller’s death will be born as one of
tolerated by any but ogres, hill giants, and frost their brethren. They believe that one cannot
giants. Although all-fomorian settlements exist, reunite the giants and reform their society with-
a large percentage of Toril’s fomorian popula- out first seeing the ills of that society through
tion can be found working as manual laborers twisted, fomorian eyes. Such prophets predict
in the ogre encampments and giant steadings in that at first, as a fomorian, the king will have no
and around the Ice Spires. Most hold particu- memory of his identity or purpose. Then, after
larly dangerous or distasteful jobs (kennel min- he realizes his true destiny, he will metamor-
der, dust sweeper, butcher, torturer) and work phose into a grand giant larger than the tallest
in exchange for table scraps and warm (though titan. Once this transformation is complete, he
often filthy) bedding. Although the beasts’ will accept the fomorians as his chosen, trans-
deformed physiques and complete lack of coor- forming them in his own image.
dination tend to make them ill-suited for even All in all, such prophecies compose a remark-
these miserable tasks, the giants seem to enjoy ably sophisticated bit of spiritual theorizing for
bullying them, so their place in Jotunbrud soci- creatures as dull-witted as the fomorians.
ety remains secure. Exactly how these rumors started remains a
For some reason, most fomorians are certain mystery.

40 • The Kin
of the Jotunbrud training as a rigid guideline.
particularly interesting is its unusual Sitting atop the entire hierarchy of giant
multi-faceted nature. Although all of priests and shamans is the stormazîn, the Great
the giant breeds worship the same few Priest of Annam. The stormazîn is always a
gods, each has its own unique idea of male priest of the highest level. His duties
what each god represents. Thus, there is often as include tending to Annam’s grand temple
much difference of opinion between the faithful (currently located in the Ice Spire Mountains),
of a single sect as between the devotees of two traveling to each of the giant steadings to par-
rival sects. In fact, in the past, entire wars have ticipate in important rituals and ceremonies,
been fought among rival worshipers of a single resolving disputes between priests, maintain-
divine being. ing and revising the code of conduct for the
The one thing that all giants agree upon is clergy, and training new priests. Although the
that Annam stands over all other gods in the stormazîn has no official sanction to establish
Ordning (when capitalized in this fashion, Ord- policy that falls outside the religious arena, he
ning refers to the entire pantheon of giant is always a highly respected figure within
deities, itself an ordning of the sort described in giant society. Most chieftains tend to accept his
“The Nature of Giantkind”). Almost as widely advice, particularly since he traditionally
accepted is the belief that taller giants are inher- offers it so sparingly.
ently more holy and powerful than smaller Stormazîns hold the title for life. When the
giants. According to the general ethos of the stormazîn dies, the high priests of all the giant
Jotunbrud, Annam made sure his sons towered tribes gather to elect one of themselves to the
above the other races of Faerûn in order to office.
insure that they would always stand closer to The current stormazîn of the Jotunbrud is an
their Father‘s heavenly throne than any of their aging cloud giant named Xephras.
rivals. In fact, Hartkiller’s relatively small
stature is almost certainly one of the reasons Xephras
why the various giant tribes found it impossible (ZEF-frus)
to accept him as their king. Stormazîn of the Jotunbrud
Although each giant tribe confines the bulk of NG cloud giant P13
its active worship to one or two patron deities, Ice Spires
most giants revere all the various giant gods.
Giants routinely enter shrines dedicated to their Xephras is an unusually short cloud giant with
tribe’s patron deity and offer prayers to another flowing white hair and a long white beard. Sev-
member of the Ordning. Such conduct is per- eral hundred years old, he is now quite sickly
fectly acceptable—any giant temple can be used and walks with a pronounced stoop in his back.
as a place of worship for any legitimate giant For these reasons, Xephras is unable to visit the
god. In fact, all giant priests are educated various giant steadings scattered throughout
together and receive almost no indoctrination the Spires nearly so often as he feels he should.
that extends beyond general beliefs and cus- He is currently looking for a worthy successor
toms pertaining to the whole of the Ordning. so he can step down, though so far no appropri-
When it comes to specific festivals and practices ate candidates have emerged.
linked to a patron deity, giant priests are called Unlike most of the other giants of the Ice
upon to invent their own, using their general Spires, Xephras doesn’t trust in the teachings of

Giant Religion • 41
the Twilight Spirit. Although he has no clues to two of them living among any given tribe.
the Spirit’s identity, he does not believe that the Giant shamans are lesser clergymen who
Spirit is a true representative of Annam’s will. assist and serve the priests. They are limited to
Xephras and his two disciples (both stone the 7th level of advancement and can select
giants) reside in a marble temple located north- their spells from only two of the spheres listed
east of Hartsvale and constructed during the for the patron deity of the priest they serve.
last years of the war against dragonkind. Shamans are typically recruited and trained by
their priests.
In the Realms, there are no witch doctors
Priests and Shamans worshiping members of the Ordning. Giant
In general terms, giant priests are limited to witch doctors can sometimes be found within
the 12th level of advancement (the one excep- the brethren of a few unusual cults, however.
tion to this rule, the Jotunbrud stormazîn, is Note that all giant priests and shamans can
always a 13th-level priest). Giant priests never use any weapon but never wear armor.
gain additional Hit Dice through level advance-
ment and always use the Creature Table (Table
39 in the DUNGON MASTER Guide) for calculat- Ordning Family Tree
ing their THAC0s. Priests are trained by the Virtually all the gods worshiped by the giants
stormazîn himself. There are rarely more than are related to Annam. Together, the members of

42 • Giant Religion
the Ordning compose one large family tree. On and will become is owed to his influence. All
the chart below, marriages or unions are that giants do is in his service.
depicted by horizontal lines; offspring are con- Annam has a dual nature. On the one hand he
nected to their parents by vertical lines. Note is wise, learned, and philosophical. On the
that this diagram is not all inclusive. Over the other, he is lustful, instinctive, and unpre-
years, several other beings have claimed dictable. Equally notorious are his insight and
Annam as a direct ancestor, and at least some of jealousy, wit and impatience-he is proud of
these claims are certainly genuine. what his sons have accomplished but still
yearns for the day they will accomplish even
more. He foresees the future but cannot prepare
Giant Deities for it.
The descriptions that appear on the next several Like most of the giant gods, Annam is seen in
pages use the format employed by the Legends & a different light by each of his worshipers. Hill
Lore tome and include additional campaign giants imagine him as an enormous glutton and
notes about each god’s followers. master of the grandest pantry in the multiverse.
Stone giants envision him as an unparalleled
Abbreviations: artist. Frost giants see him as a glorious reveler
AB* required attributes for priests accepting and warrior.
the god as a patron deity
AL Alignment Role-playing Notes: Annam personifies his
ALL allowable alignment of priests and sons’ defining traits to an almost unbelievable
shamans who accept the god as a patron extreme. He is remarkably selfish, sees all others
AoC Area of Control as hopelessly inferior to himself, and remains
PW special powers granted to priests (only) wholly uninterested in the passage of time. (He
who have accepted the deity as a patron. has been known to take a thousand years to
Numbers following PW indicate the level ponder the simplest of queries.) Once he has
at which these powers are acquired. made up his mind, he will never change his
SP spheres of spells granted by the deity opinion, even in the face of new evidence or fur-
SY symbol ther developments.
TU denotes the ability to turn undead
WAL worshiper’s alignment Statistics: AL N; WAL any; AoC magic,
knowledge, fertility, philosophy; SY crossed
*“standard” means the requirements are the hands, held palms together with fingers facing
same as those listed in the Player’s Handbook. downward.
Generally, the requirements for becoming a
shaman are two points lower than those for Annam’s Avatar (F20/W18/P20)
priesthood.
Annam’s avatar is an enormous (100’+ tall)
Annam (Greater God) giant with flowing white hair and a regal beard,
Annam All-Father (ON-urn) sits atop the Ord- wearing deep blue robes. The avatar uses spells
ning. Rumored to be the son of a conjunction of from all spheres. DMs should note: Annam’s
Chaos and Law, he is the progenitor of the Ord- avatar never comes to Toril.
ning and all the giant breeds. All that giants are

Giant Religion • 43
Str 25 Dex 18 Con 24 from his distant realm of exile (believed to be
Int 22 Wis 23 Cha 23 located among the tranquil landscapes of the
MV 21, SZ G MR 70% Outlands). All giant priests (not only those dedi-
Fl 36, SW 18 cated to Annam) who attain at least the 10th level
AC -6 HD 25 hp 200 of experience will receive a single precognitive
#AT 2 THAC0 2 DMG 7d8+14 vision from the All-Father at some point in their
lives. Normally, this vision comes during a holy
Special Att/Def: Annam’s avatar is immune festival and reveals a coming truth of great
to all of the following attack forms: energy importance to the giants as a whole. Priests who
drain, mind-control magic, petrifaction, paraly- experience the vision have no doubt as to where
sis, death magic, and any weapon of less than it came from and why it is significant.
+3 enchantment. The avatar does have a pecu-
liar weakness, however: Any blow landed Gudheim
directly atop its head (a called shot with a -8 Gudheim is Annam’s vast crystal palace located
penalty to the attack roll) stuns the giant for one on the plane of Ysgard. At its center is a splen-
round plus one half round for each point of the did orrery, a model of the planes, stars, and
striker’s Strength damage bonus, rounding planets that endlessly spins in silent perfection.
down. The model was crafted by the sons of Masud,
At will, the avatar can use the following pow- the first fire giant, to honor the All-Father at the
ers twice per day at a range of 200 feet: Bigby’s outset of the war against dragonkind.
crushing hand, earthquake, telekinesis (up to 1,000 Although Annam has not set foot in Gud-
pounds), and a wall of force of double normal heim since he made his pact with Othea, the
size. All of these effects are rated at the 20th palace is still occupied by his celestial children,
level of spell use. the remaining members of the Ordning.
Annam’s avatar rarely carries magical items, Although it certainly lost something of its luster
though the All-Father has an enormous store of with the All-Father’s departure, the mighty
them at his disposal. One exception is the crystal palace is still a sight of almost unimagin-
avatar ’s ever-present staff of power, charged with able beauty and majesty. Giant priests believe
1d4 wishes (in addition to its normal comple- that just before their deaths, particularly pious
ment of charges). clergymen are invited to visit Gudheim for one
The avatar has a base THAC0 of 2 but hits evening to share a repast with the Ordning.
any AC on a roll of 8 or better. Surrounding Gudheim is Jotunheim, the
home of the giant heroes. According to ancient
Annam’s Disappearance legends, the spirits of all giants who die in battle
Several thousand years ago, Annam promised are carried off to Jotunheim by Muspel and
Othea that he would leave Toril and his Ysgar- Muznir, a pair of Annam’s servants who often
dian palace until his sons restored the glory of take the shape of enormous owls. There, they
Ostoria. So far, he has honored this agreement. are allowed to pursue their chosen virtues and
As a consequence, he cannot grant spells to his defend the Ordning for all eternity.
priests, he is usually unavailable for commune,
and he cannot normally manifest omens. Duties of the Priesthood
So great is Annam’s power, however, that he is Since he disappeared from Gudheim, few giants
sometimes capable of reaching out to his flock are directly devoted to the worship of Annam,

44 • Giant Religion
though all giants revere him. One notable cial prayer vigil to honor the All-Father and ask
exception is the stormazîn, who acts as a spiri- his guidance. Particularly troubled members of
tual father to the priests dedicated to all other the Jotunbrud often visit the stormazîn’s shrine
giant deities. in order to attend this ceremony

Requirements: AB Wis 14 Cha 14; AL any; SP Customs, Rules, Taboos: Any priest or
any; TU yes; PW 3) Cha automatically raised to shaman of Annam who strikes another giant
18; 10) precognitive vision (see “Annam’s Dis- (willingly or unwillingly) must forfeit his posi-
appearance,” above). tion and undergo divestiture. Anyone who
Aims, Credo, Ethos: The giants are destined speaks Ulutiu’s name at a ceremony honoring
to rule Faerûn; Honor the Ordning and your Annam must die.
ordning; Never raise your hand against a
brother giant—there must be peace between The Twilight Spirit
breeds to see Annam’s prophecies to their Twilight’s Vale is a barren valley located on the
fruition; Ostoria is the only hope for Toril. northern fringe of the Ice Spires. Because it was
Do not fear time; it is the bane of your ene- used as a meeting place by Annam’s sons in the
mies. Do not underestimate other peoples, but time of ancient Ostoria, the Jotunbrud have long
do not allow them to distract you from your considered the Vale sacred ground. To this day,
destiny the giants of the Spires actively defend its valley
against interlopers and trespassers.
Rituals: Annam is directly honored in three Centuries ago, giants all over the steadings
ceremonies still practiced by the giants. began to hear a mysterious voice that even
The first day of the first month of each year today occasionally directs them to assemble in
sees the Grand Feast of the All-Father. During the Vale. There, they receive counsel from a
this celebration, all giants temporarily abrogate giant cloaked in shadow the giants came to call
their other responsibilities to partake of vast the Twilight Spirit. The Spirit claims to be a
quantities of food and to celebrate the eventual prophet of the true will of Annam. With the aid
return of Ostorian glory. Although the cere- of the Jotunbrud it has attracted into its service,
mony differs somewhat from breed to breed the Spirit aims to see the prophecy of the giant
(based largely upon each breed’s view of king and the return of Ostoria fulfilled. To
Annam), most tribes demonstrate their unity by accomplish these aims, the Spirit sometimes
dispatching ambassadors to attend each other’s hatches elaborate schemes meant to establish
celebrations. Typically, the stormazîn honors a the groundwork for Ostoria’s return. Several
favored chieftain by attending the feast held at years ago (during the War of the Twins), for
that chieftain’s steading. instance, the Spirit directed a group of giants to
Once every two years, the stormazîn holds a engage a tribe of ogres to help King Camden
special ceremony in Annam’s honor to invest defeat his brother Dunstan. In exchange for
new clergymen. This ceremony is typically held their help, Camden promised the ogres his first-
in one of the larger tribes’ dedicated temples born daughter, a boon that the Spirit has
and attended by the chieftains of all the various directed his servants to deliver to him. Exactly
tribes. A tribe whose temple is so selected by the what the Spirit wants with Camden’s daughter
stormazîn is greatly honored. is still something of a mystery.
Once per month, the stormazîn holds a spe- Although not all the Jotunbrud are willing to

Giant Religion • 45
accept the Twilight Spirit at its word (in fact, the by their antics remains a mystery.
current stormazîn is a vocal opponent of the In recent years, the strange omens have
Spirit and its teachings), the Spirit’s presence become particularly common near Twilight
has unquestionably invigorated the giants of Vale. Visitors to the Vale are frequently plagued
the Spires with a new sense of purpose. For the by strange apparitions and mysterious voices.
first time in eons, the Jotunbrud believe the Although some of these voices undoubtedly
rebirth of Ostoria is within their grasp. issue forth from the Twilight Spirit himself,
others are of more questionable origin. More
Legacy Omens than one giant has been driven to madness in
Ever since Hartkiller died, the giant communi- the Vale’s unforgiving valley.
ties located near the Ice Spires have been
plagued by inexplicable coincidences and Duties of the Priesthood
strange phenomena. Ghostly apparitions, mes- Devotees of the Twilight Spirit aren’t exact
sages written by no one, items appearing and analogs for the priests of the AD&D game. They
disappearing, and bizarre weather patterns hold no organized services, maintain no tem-
have all been reported in and around the ples, and don’t fall under any organized hierar-
steadings. chy. Instead, they are wandering prophets who
Most giants see these strange occurrences as move throughout the steadings spreading the
omens foreshadowing the coming of the giant teachings of the Spirit and enlisting the aid of
king that was prophesied in Hartkiller’s wake. the Jotunbrud in carrying out the Spirit’s
According to the lore that has grown up around schemes. In fact, some of the Spirit’s devotees
the phenomena, each new omen signifies are also priests of another deity.
another of the king’s failed attempts to enter the The Twilight Spirit is capable of bestowing
physical world. The fact that these attempts are spells upon its followers, but only spells of the
beginning to manifest themselves in reality sig- first three levels. Devotees of the Spirit who are
nify that the king is nearing freedom. One day already priests of other deities receive these
soon, say the faithful, he (or she) will emerge to spells in addition to those granted by their
fulfill the age-old prophecies. patron. Clerics of the Twilight Spirit cannot
Of course, not everyone is in complete agree- advance further than 6th level (unless they are
ment as to the cause of the manifestations. A also priests of another deity).
few of the more paranoid giants insist that the Note that most servants of the Twilight Spirit
“omens” are not linked with Hartkiller’s legacy chose their paths after being summoned to the
in any way. Instead, these renegades believe Vale to hear the voice of the Spirit for them-
that the apparitions and odd occurrences are selves.
“scouting attacks” undertaken by an army of
undead who hope to destroy the steadings. Requirements: AB any; AL any giant; SP
Some have even tried to link this threat with the charm, combat, divination, healing; TU yes; PW
fabled verbeeg uprising rumored to soon rock 3) Cha automatically raised to 18; 6) able to cast
the Spires. So ridiculous are some of the latest a charm giant one time per day (same as charm
arguments offered by the renegades that a few person, but affects only true giants and is only
of the more prominent giants are beginning to usable to enlist the giant’s aid in one of the Spir-
suspect them of implementing some sort of plot. it’s schemes).
Exactly what the renegades might hope to gain

46 • Giant Religion
Aims, Credo, Ethos: The prophesied king enjoy crafting his powerful rainstorms and
shall come soon and restore the glory of ancient lightning bolts.
Ostoria; all true giants must unite if they are to
inherit their father’s kingdom. Role-playing Notes: Because he is so
adventurous, Stronmaus tends to send more
Stronmaus (Greater God) avatars to visit Toril than many of his divine
Stronmaus (STRAWN-mawz) is the eldest son peers. Often, these avatars are disguised as
of Annam and brother to Hiatea, Grolantor, ordinary storm giants traveling between the
Memnor, Skoraeus, and Iallanis. Shortly after he steadings. Though he would never dream of
came of age, Stronmaus adopted the skies as his blatantly and directly intervening in the affairs
purview. With Annam gone, however, he is now of the Jotunbrud (he and his siblings made cer-
responsible for the affairs of the entire Ordning, tain rules against such vulgar interventions
though he certainly doesn’t covet his father’s eons ago), he frequently intervenes indirectly
power. The moment Annam returns, Stronmaus to enjoy adventures aside his favored
will happily relinquish the throne. nephews. Stronmaus also dispatches his
Though he is often encountered among the avatars simply to take pleasure in Toril’s idyl-
mountains of the Beastlands, Stronmaus is lic forests and isolated mountains.
believed to inhabit a spectacular cloud palace Stronmaus has befriended many of the other
attached to Annam’s steading in Gudheim. At deities who lord over Toril, particularly the
the center of this palace is a magical opal pool lesser power Eldath (see the Running the Realms
some 500’ long to a viewer, but of endless size to booklet found in the FORGOTTEN REALMS Cam-
anyone swimming it. The waters of this pool paign Setting box); Trishina, the dolphin god-
heal any creature who bathes in them and effect dess; Surminare, the selkie queen; and Syranita,
both a restoration and a regeneration. Many thou- mistress of the aarakocra.
sands of years ago, after the titan Lanaxis finally
united all of Annam’s sons on Toril, Stronmaus Statistics: AL NG (CG); WAL any but mostly
gave Lanaxis a sample of his waters as a gift, good; AoC sun, sky, weather, seas; SY forked
allowing the titan to create a smaller version of lightning bolt descending from a cloud partly
the pond at the center of Voninheim. In fact, obscuring the sun.
Lanaxis delivered his poison to Othea by foul-
ing waters drawn from this magical font. Stronmaus’s Avatar (Pal20/P16)
Whether or not the fountain still exists at the Stronmaus’s avatar appears as an enormous (80’
heart of Voninheim’s ruins, of course, is tall) giant with blue eyes and flowing red hair,
unknown. wearing a simple white robe. He uses priest
Like all members of the Ordning, each of the spells from all spheres.
giant breeds tends to see Stronmaus in a differ-
ent light. To the hill giants he is a mighty fisher- Str 25 Dex 21 Con 24
man. To the frost giants he is a bold Int 19 Wis 22 Cha 24
sailor/explorer. To the cloud giants he is a thun- MV 18 SZ G MR 70%
dering god of storms. In any case, all see him as Fl 48, SW 18
far more youthful, vigorous, and carefree than AC -5 HD 24 hp 192
the All-Father. Stronmaus is frequently depicted #AT 2 THAC0 2 Dmg 6d8+19
smiling or reveling, and he certainly seems to

Giant Religion • 47
Special Att/Def: Stronmaus controls of life (cloud giants only); life is a test of will
weather in a 10-mile radius at will and may (storm giants only).
call lightning once per turn. He is immune to
weapons of less than +3 enchantment as well Rituals: Cloud giants devoted to Stronmaus
as all mind-affecting, blinding, deafening, begin each morning by scattering handfuls of
death, energy drain, and electrical magic. incense and spices to the winds. About twice
Three times per day, he can cast a 20-die light- per year, they worship their patron by declaring
ning bolt that is 10’ wide, up to 160’ long, and a sacred omjag (“sky hunt”) on an evil air crea-
exhibits the chain lightning effect. No nonevil ture such as a chimera, wyvern, or chromatic
avian or aquatic creature will ever attack dragon. The beast is then ritually hunted, killed,
Stronmaus, and any attempt to magically and offered to Stronmaus.
coerce such a creature to attack automatically In stark contrast to their brothers, the storm
breaks the magical effect (charm, domination, giant followers of Stronmaus view the god’s
etc.). Stronmaus always carries a hammer of ever-present smile as a form of mockery. They
thunderbolts with all available special powers worship their patron by organizing great cere-
(+5 enchantment, strikes any evil giant dead monies designed to demonstrate their ability to
with no saving throw, etc.). Stronmaus’s base overcome earthly obstacles (such as a great
THAC0 is 2, but he hits any AC on a roll of 8 or quest, hunt, or survival walk). Often, these ritu-
better. als press the giants to the limits of their abilities
and place them in great mortal danger. Storm
Duties of the Priesthood giant followers of Stronmaus also preach that all
Stronmaus is worshiped as a patron in both the sins require atonement and offer absolution to
cloud giant and storm giant steadings located their brethren in the form of mild physical pun-
near the Ice Spires. ishment.
The cloud giant priests are skilled in music
and the arts. They wear fine jewelry and main- Customs, Rules, Taboos: Regardless of their
tain large personal fortunes. breed, priests of Stronmaus always stop to pray
Storm giant priests of Stronmaus, on the during or immediately after a rainstorm or
other hand, are shabbily dressed ascetics. Before thunderstorm (even such a storm summoned by
they are accepted into the order, they must sit the priests themselves). Devotees are also for-
atop a cold, deserted peak for 100 days and bidden to build fires, though there are no
nights without food. restrictions against them warming themselves
at fires built by others.
Requirements: AB Wis 13; AL NG, CG; SP
animal, charm, combat, creation, divination, ele- Specialty Magic: Priests of Stronmaus may
mental (all), guardian, healing, necromantic, select lightning bolt (3rd-level wizard spell) as a
summoning, sun, weather; PW 1) fly, once per 4th-level priest spell.
day, double duration; 5) wind wall once per day;
TU as priest two levels lower; Shamans yes. Hiatea (Greater Goddess)
Hiatea (hee-AH-tee-uh) is the daughter of
Aims, Credo, Ethos: Ram cleanses and offers Annam and sister to Stronmaus, Grolantor,
salvation; freedom is the greatest bounty one Iallanis, Memnor, and Skoraeus. After she and
can bestow; good-natured merriment is the milk her siblings developed an interest in the Jotun-

48 • Giant Religion
brud, she claimed dominion over its hearths Hiatea’s Avatar (R16/D10/B12)
and fields, developing a strong influence over Hiatea’s avatar appears as a tanned, long-
both agriculture and family life in the Jotun- legged giantess (approximately 70’ tall) wearing
brud society leather armor and carrying a spear and a bow.
Just after the war with the dragons reached Her golden-red hair is tied back from her face,
its bitter conclusion, Stronmaus taunted Hiatea clearly exposing her hazel eyes. The avatar uses
about her uselessness during the affair, prompt- the priest spells from the druidic spheres and all
ing her to undergo a stunning transformation. schools of magic.
To establish the might of her domain, Hiatea
reinvented herself as an avenging huntress, Str 23 Dex 20 Con 24
capable of employing nature as a powerful Int 20 Wis 19 Cha 24
weapon of destruction as well as a peaceful MV 18 SZ G MR 70%
source of bounty. Though Stronmaus has since AC -4 HD 20 hp 160
apologized for the incident, Hiatea has never #AT 2 THAC0 4 Dmg 3d8+15
forgotten it. She is now fiercely committed to (spear,) or
maintaining a dual nature: nurturer and 2d8+6 (arrow)
destroyer, reaper and sower.
Hiatea is the only member of the Ordning still Special Att/Def: Hiatea’s avatar is not
worshiped by the voadkyn, the giant-kin who affected by weapons of less than +2 enchant-
fled the Ice Spires several centuries ago (see ment or spells that restrict her movement in any
“Annam’s Legacy”). way. She can cast entangle, plant growth, and
plant door at will. Her spear +3 is a flametongue
Role-playing Notes: Unlike her brother weapon and her long bow +5 has triple the nor-
Stronmaus, Hiatea rarely sends avatars to the mal range. She also carries a quiver of arrows +3.
Prime Material Plane. Very rarely she’ll dispatch In addition to these formidable weapons, the
direct assistance to her devotees, and from time avatar also employs a number of magical nets
to time she manifests herself on Toril to hunt which she can throw at ranges up to 120’; vic-
some notoriously ferocious creature. (To this tims caught in these nets must successfully save
day, she is still forcing Stronmaus to eat his vs. spell at 4 or suffer the nets’ enchantments
words.) She does, however, communicate (among others, the avatar carries nets of feeble-
unusually often with her priests and shamans in mind, weakness, and petrifaction).
the form of distinctive omens, most of which are
somehow linked with fire. Burning buildings, Duties of the Priesthood
flaming spears, fiery auras encircling familiar Hiatea’s priests are usually, though not always,
objects, and flame beetles are all commonly female. She has devoted followings among the
employed. Such omens are usually dispatched fire giants and stone giants of the Ice Spires.
to warn the wicked. Generally, priests of Hiatea assume one of
two roles. Some spend most of their time in
Statistics: AL N; WAL any; AoC nature, agri- the steadings and function as family coun-
culture, hunting, fire, females, children; SY selors and spiritual advisers. Others live alone
flaming spear. (or in small groups) in the wilderness, where
they act as sentries and guardians for the king-
dom of Hartsvale and the various giant

Giant Religion • 49
steadings. Though there is no disgrace in join- sel of a priest is considered a minor sin by the
ing the “urban” faction, the wilderness priests faithful.
are considered closer to the goddess. Hiatea is
said to select these sentry priests herself, sub- Customs, Rules, Taboos: All of Hiatea’s
tly steering them into her service. The highest priests must be capable of hunting and surviv-
priests of her sect are always outsiders who ing in the wilderness. Any priest who loses
visit the steadings only to issue orders to the these capabilities due to age, injury, etc. must
home clerics. immediately stand down.

Requirements: AB Dex 13, Wis 13; AL any; Grolantor (Intermediate God)


SP animal, combat, creation, divination, elemen- Grolantor (GRO-lan-tor) is yet another son of
tal, guardian, healing, necromantic, plant, pro- Annam and the unnamed sky goddess. Many
tection, summoning, sun, travelers, wards, years ago, the pair’s treachery prompted
weather; PW 1) pass without trace once per day; Annam to prohibit Grolantor and his brother
3) speak with animals three times per day; 5) iden- Memnor from involving themselves in the
tify natural plants/animals as druid; 9) turn affairs of the Jotunbrud. Now that the All-
spear into a flametongue weapon once per day, 1 Father has fled Gudheim, however, his decree is
turn duration, +2 to attack rolls with the no longer applicable.
weapon; TU as priest four levels lower; Once free to roam Toril in the wake of his
Shamans yes. father’s exile, Grolantor started sending his
avatar amongst the Jotunbrud, hoping to per-
Aims, Credo, Ethos: Nature is both creator suade the giants to accompany him on his mis-
and destroyer; though the reawakening of Osto- chievous outings. Naturally, he received the
ria is the destiny of the Jotunbrud, there are warmest response from the hill giants and frost
some prices too high to pay for even this lofty giants, who most admire the godling’s pride,
goal; the admission of defeat is the very worst courage, and skill in battle. Neither Stronmaus
fate that can befall a true child of the Ordning; nor Hiatea is very pleased with Grolantor’s
though kin are not of the blood and can never activities, though neither feels empowered to
claim an equal status in Jotunbrud society, they put a stop to them.
are of the faith and should always be welcome Grolantor is wholly dedicated to his own con-
in the steadings. ceit. He absolutely refuses to admit that any
other being or deity is his superior and tries to
Rituals: Approximately once per month, the instill this attitude in his followers. Without
priests of the steadings accompany the sentinel such pride, he believes, Ostoria can never be
priests and the faithful on a ceremonial hunt. reborn. Needless to say, such impetuousness
Once per year (usually in the spring), the party has made him a number of enemies, particu-
selects a particularly challenging creature to larly the gods of the dwarven pantheon, most of
hunt in this fashion. whom attack Grolantor on sight.
The priests of Hiatea who live in the
steadings strongly recommend that all the Role-playing Notes: Grolantor frequently
tribe’s huslyder keep the priests well advised sends his avatar amongst his followers in an
of developments in their family lives. Making effort to goad them into venturing out in search
important family decisions without the coun- of military glory. Unfortunately for the faithful,

50 • Giant Religion
however, the god is known to lose interest in Requirements: AB std; AL CE, NE; SP ani-
these battles just as they are reaching their cli- mal, combat, elemental (earth), healing, necro-
max, withdrawing the avatar and abandoning mantic, summoning, sun (reverse only), war;
his followers in their time of greatest need. Of TU no; Shamans yes.
course, to a true devotee of Grolantor, such
occasions are not desertions at all but glorious Aims, Credo, Ethos: Never admit weakness!
opportunities to prove one’s own mettle. Crush the weak underfoot! The Jotunbrud are
destined to rule Faerûn! Annam’s sons stand
Statistics: AL CE; WAL any evil (mostly hill above all others in the grand ordning!
giants, frost giants, and ettins); AoC battle, war; Rituals: Grolantor’s priests are typically
SY wooden club with sharp spikes protruding undisciplined and loosely organized. The only
from its head. thing close to a formalized ritual they regularly
observe is their unrivaled penchant for glutto-
Grolantor’s Avatar (P18) nous revelry. Grolantor’s hill giant clerics feel it
Grolantor’s avatar appears as a huge (25-foot- is their duty to regularly prove that they are
tall) hill giant (or frost giant, depending upon capable of out-eating any member of the tribe,
whom he is visiting) clad in dragon hides. He while the frost giant clerics routinely attempt to
uses spells from the spheres listed for his outdrink the tribe.
priests.
Customs, Rules, Taboos: A priest of Grolan-
Str 21 Dex 17 Con 18 tor is never allowed to back down from a battle
Int 12 Wis 8 Cha 19 or challenge. Failure to observe this dictum
MV 15 SZ H MR 20% divests the priest of all powers until he or she
AC 0 HD 18 hp 144 undergoes atonement (which usually involves
#AT 2 THAC0 4 Dmg 2d12+10 plunging oneself headlong into an even more
(club) dangerous battle).

Specialty Magic: Priests of Grolantor have


Special Att/Def: The avatar receives a +3 access to a unique spell.
bonus on all surprise rolls. He can hurl rocks as
a frost giant and fights with a club +2 that auto- Fourth-Level Spell
matically inflicts double damage upon dwarves. Berserk Fury (Enchantment/Charm)
Sphere: Combat
Duties of the Priesthood Range: 5 yards /level
Grolantor’s priests take it upon themselves to Components: V
search for and eradicate perceived weaknesses Duration: One round/level
in their societies. Wherever they hold positions Casting Time: Special
of respect, they are constantly urging their chief- Area of Effect: One creature/character
tains to launch invasions and raiding parties, per level
sometimes in the face of astronomical odds. Saving Throw: Special
Favorite targets of Grolantor’s clergy include
dwarves, dragons, and goblins. A priest of Grolantor who casts berserk fury imme-
diately enters into a berserk rage and begins

Giant Religion • 51
shouting an odd combination of encouragements Iallanis (lesser Goddess)
and insults at his allies, possibly prompting them One of her father’s favorite children, Iallanis (EE-
to enter into berserk rages of their own. uh-lan-is) was introduced to the Jotunbrud and
Once the casting has begun, the priest can their struggles while still an adolescent. She
continue to shout for a number of rounds equal assumed her spot in the Ordning shortly thereafter.
to his own level. While shouting, the caster may Iallanis advocates love, forgiveness, beauty,
still launch attacks and defend against incoming and mercy. She never turns a giant of a good
attacks without penalty. Even if the priest is suc- nature from her flock. Her ultimate ambition is
cessfully attacked while casting, the spell is not to reunite all of the Jotunbrud and reestablish
interrupted unless the priest wills it so. Ostoria as a kingdom of benevolence, ambition,
At the end of each round of shouting, all of the and learning.
priest’s allies within the spell’s normal range Iallanis is particularly beloved by the stone
(and earshot of the shouts), must save vs. death giants, cloud giants, storm giants, and kin of
magic. There is no consequence for missing this the Ice Spires. She is said to have befriended
save; a successful throw indicates that the ally Fionnghuala, queen of the swanmay.
has turned berserker. He or she immediately
begins duplicating the priest’s shouts, subjecting Role-playing Notes: Iallanis often dispatches
all allies within the normal range of these new an avatar to celebrate an occasion of great joy
shouts to the saving throw vs. death magic, alongside the Jotunbrud: the wedding of a chief-
beginning at the end of the next round. Regard- tain, the consecration of a great temple, the com-
less of the number of shouting characters, each pletion of a grand work of art, or the end of a
ally within range of the shouts makes only a sin- war. She sometimes sends omens to her faithful
gle saving throw each round. Once the number in the form of tinkling winds, pleasant scents,
of affected characters is equal to the caster’s level, and rare flowers.
no more allies are subject to the spell’s effects.
Characters who have succumbed to the spell’s Statistics: AL NG; WAL any nonevil; AoC
berserk fury add +2 to their Strength scores (enti- love, mercy, beauty; SY a garland of flowers.
tling them to higher Strength bonuses, greater
rock hurling damage, etc.), subtract 2 from their Iallanis’s Avatar (D16)
ACs, and receive a +2 bonus to all their saving Iallanis’s avatar appears as a graceful, fair-
throws for as long as the fury lasts. While under skinned giantess (25’ tall) wearing a bright dress
the spell’s influence, berserkers must remain in of living flowers. The avatar uses spells from the
melee combat as long as possible. They cannot spheres allowed druids, plus sun and time.
retreat, and the moment they run out of enemies,
they must begin attacking their own allies. Str 19 Dex 21 Con 19
Once the priest stops shouting or the spell’s Int 16 Wis 23 Cha 24
duration expires, all berserkers may attempt MV 21 SZ G MR 20%
another saving throw vs. death magic to recover AC 0 HD 16 hp 128
from their state of rage. If this save is unsuccess- #AT 1 THAC0 5 DMG 1d12+7
ful, the berserker can attempt additional saves at (fists)
the end of each subsequent round, but must con-
tinue to fight until one of these saves succeeds. Special Att/Def: Iallanis’s avatar is immune
to energy drains, diseases, poisons, blindness,

52 • Giant Religion
cause wounds, and harm spells. She can charm per- steadings for a grand revelry. If possible, a mar-
son or giant at will. All victims of this ability riage is performed at the height of this celebra-
save at -4, except for giants who save at -8. The tion. Since a marriage performed under these
avatar can also remove curse from any mortal circumstances is considered a great honor
three times per day. among the Jotunbrud, most of the important
members of Jotunbrud society wait until the
Duties of the Priesthood spring ceremony to wed.
Iallanis will accept any good-aligned true giant
as a priest or shaman on equal terms. Given her Customs, Rules, Taboos: Iallanis’s priests
choice, she’d even accept kin as equals, though forego any worldly possessions beyond those nec-
her father and Stronmaus have both forbidden essary to maintain their own modest existences.
such a policy as a violation of ordning. (Kin
serving Iallanis are limited to lower levels of Memnor (Intermediate God)
advancement, just like the servants of the other When Memnor and his brother Grolantor were
Ordning members.) just children, their “play” resulted in a mischie-
Iallanis’s priests chiefly concern themselves vous plot that ultimately thrust the Jotunbrud
with keeping the Jotunbrud united, dispersing into a minor war against the ogres. As a conse-
mercy and absolution to those in need, and cre- quence, Annam forbade the children from inter-
ating things of beauty. fering in the affairs of the giants for as long as he
No priests of Iallanis can advance higher than sat atop the Ordning.
the 3rd level unless they are happily married. Once Annam exiled himself from Gudheim,
however, Memnor and Grolantor managed to
Requirements: AB std; AL any Good; SP ani- convince Stronmaus and Hiatea that the All-
mal, creation, guarding, healing, necromantic, Father’s decree was no longer valid. Since that
plant, protection, sun, time, wards; PW 1) charm day, the brothers have incessantly meddled in
person or giant once per day; 5) charm monster once the affairs of the Jotunbrud, sometimes forcing
per day; 9) symbol of persuasion once per day; TU Stronmaus and Hiatea to put an end to their
as a priest two levels lower; Shamans yes. shenanigans.
Memnor is subtle, charming, intelligent, cul-
Aims, Credo, Ethos: Honor mercy above all tured—and deeply, intensely cruel. His sin is
save the gods; honor beauty above all save pride, the desire to eventually usurp Annam’s
mercy; an evil deed never goes unpunished nor throne atop the Ordning and become lord over
a good deed unrewarded; kindness is the milk all the affairs of giantkind. His chosen instru-
of might; passion is the milk of life. ments in executing these plans are the handful
of evil cloud giants he has accepted into his
Rituals: Priests of Iallanis always say a prayer priesthood. To most members of the Jotunbrud,
over any gift or meal they receive. They also Memnor is a proud and determined servant of
conduct nearly all of the marriage ceremonies his father. Only his priests know the truth, and
that take place between two members of the they share his ambition.
Jotunbrud, even those involving priests of other
deities or giants of evil alignment. Role-playing Notes: Memnor is subtle and
Each year, on the first day of spring, all of Ial- wily and rarely sends avatars down to Toril to
lanis’ priests assemble in one of the giant fight, though his avatars will fight rashly if their

Giant Religion • 53
pride is challenged. His chief concern is to While operating within the mainstream of
increase the prestige and power of his strongest Jotunbrud society, Memnor’s clerics play the
priests. His omens frequently take the form of role of wise counselors and advocates for the
horrible visions and splitting headaches. underprivileged. In reality, they are always
looking for an opportunity to ascend the ord-
Statistics: AL NE; WAL any; AoC professed nings of the various giant societies, where
to be pride, honor, and mental prowess; SY a they’ll be more useful to their master.
thin black obelisk.
Requirements: AB Wis 15; AL any evil; SP
Memnor’s Avatar astral, charm, divination, numbers, summon-
Memnor’s avatar appears as a kindly, golden- ing, sun (reverse only), thought, time; PW 1) for-
skinned giant (24’ tall) with piercing eyes, wear- get once per day; 3) suggestion once per day; 7)
ing a deep blue robe. The avatar’s priest spells magic jar once per day; 8) speak with wyvern three
are drawn from all spheres. times per day; 10) permanent aerial servant.

Str 21 Dex 19 Con 19 Aims, Credo, Ethos: Annam has grown old
Int 22 Wis 21 Cha 22 and weak; Ostoria’s collapse was due to
MV 18 Fl 36 SZ G MR 40% Annam’s own ineptitude; no weapon ever
AC 1 HD 20 hp 160 forged is half as sharp as cunning; surprise is
#AT 1 THAC0 4 DMG 4d8+12 half the battle; victory through secrecy.
(morningstar)
Rituals: Memnor’s clerics hold feasts in his
honor for the mainstream of giant society three
Special Att/Def: Memnor’s avatar is immune times per year.
to illusion/phantasm spells but may freely use Amongst themselves, the clerics meet with
these among his own spells. He is also immune Memnor’s avatar and his wyvern servants on
to nonmagical weapons and mind-affecting an isolated crag at midnight on every hun-
spells. Once per day, the avatar may cast: mass dredth day. At these meetings, the faithful dis-
suggestion, symbol of persuasion, and weather sum- cuss strategy and receive their orders from the
moning. The avatar‘s morningstar +3 strikes with master.
a feebleminding effect three times per day.
Customs, Rules, Taboos: Memnor’s priests
Duties of the Priesthood employ a special sign-subtly touching the left
Perhaps the most important duty of Memnor’s wrist with the index finger of the right hand—
servants is keeping his true ambitions a secret. to signal or warn each other. Through context
Just after the stormazin accepts them into the and emphasis alone, this single sign can com-
clergy of the Ordning, Memnor’s own high municate any number of messages (“This giant
priest visits each of the new recruits and sub- is an enemy,” “Do not take the action you have
jects them to his own secret ceremony. During just outlined,” “Meet me later,” etc.).
this shocking rite, the initiates pledge to aid Memnor customarily bestows a wyvern ser-
their master in his bid to seize Annam’s throne vant upon any of his priests who attains the
and swear to keep their true plans secret from maximum experience level. Such priests are
the uninitiated. given a leather necklace that holds a charm in

54 • Giant Religion
the form of a mighty talon. Three times per day, Skoraeus’s Avatar (P14)
the priest can summon his wyvern servant Skoraeus’s avatar is a huge, granite-skinned
(from its lair on the isolated tor mentioned stone giant with thick, powerful arms. The
above) by grasping this charm and calling the avatar uses spells from all the spheres listed for
beast. The range of such a summons is infinite, his priests.
though the wyvem must physically fly from its
present location to the priest. Thus, a long-range Str 21 Dex 15 Con 21
summoning won’t have any noticeable effect for Int 17 Wis 19 Cha 18
quite some time. MV 9 Br 9 SZ H MR 40%
AC 0 HD 18 hp 144
Skoraeus Stonebones #AT 1 THAC0 5 Dmg 3d10+9
(Intermediate God)
Skoraeus is yet another of Annam’s sons. Unlike Special Att/Def: The avatar is immune to
most of his siblings, he is generally disinterested earth elemental spells, acid, and petrifaction. He
in the affairs of the Jotunbrud as a whole, regenerates 3 hp per round if any part of his body
though he is obsessed with the stone giants in is in contact with the stone (5 hp per round if the
particular and often intervenes in their affairs in avatar is underground). The avatar can also:
order to guide their development. Skoraeus is summon 1d4 16HD earth elementals once per
knowledgeable about banes, magics, and the day to serve for 12 turns, cast crystalbrittle twice
legends of great treasures buried in the Under- per day, and cast earthquake once per day. Nor-
dark. His chosen sphere is artistic achievement. mally, he carries a wand of earth or stone that is
Although generally expressionless, dour, and automatically recharged at the start of each day.
something of a loner, Skoraeus has been known
to occasionally consort with the gods of the Duties of the Priesthood
dwarves and the svirfnebli. Skoraeus’s priests tend to isolate themselves
from the remainder of their tribes, spending
Role-playing Notes: Although he often inter- most of their time meditating and creating intri-
venes in the affairs of the stone giants, Skoraeus cate sculptures and friezes. They feel it is their
dispatches avatars to Toril only very rarely (stone duty to oversee affairs in the stone giant society
giant legends speak of Skoraeus occasionally and guarantee that the stone giants constantly
leading stone giants to new homes or fabulous progress to greater works of art and greater
magical treasure). Instead, he prefers to exercise intellectual discoveries. In accordance with Sko-
his influence through omens of natural beauty— raeus’s teachings, the priests believe the best
brightly colored rocks, strange stalactite patterns, way to accomplish these aims is to keep the
and sparkling fountains—that his priests are stone giants as isolated as possible from the
capable of recognizing and interpreting. In fact, other intelligent races of Faerûn (save those few
the raw caverns of the Underdark are often alive representatives of such races that might add to
for Skoraeus’ priests, communicating reams of the giants’ mastery of craftsmanship and lore).
information (location, direction, distance) with Although contact with other Jotunbrud tribes is
their every geographical feature. tolerated, Skoraeus’s priests strongly urge that
the tribe shun contact with other peoples, lest
Statistics: AL N; WAL N; AoC arts and crafts- such infidels distract them from their purpose.
manship (stone giants only); SY stalactite. Lately, Skoraeus’s priests have had to work

Giant Religion • 55
harder than ever to accomplish their goals. With Baphomet (Lesser God)
the coming of the Twilight Spirit and the Baphomet (BAFF-uh-met) is a great tanar’ri
renewed calls for Jotunbrud unity and Ostoria’s power of the Abyss who secured the loyalty of
return, many stone giants have found it more the Ice Spire ogres by promising to give them
and more difficult to stay so isolated from the the power they need to avenge themselves on
outside world. their mother’s tormentor and his brood. (The
ogres are the product of Othea and a twisted
Requirements: AB Con 15; AL N (stone demigod named Vaprak; their vengeance is
giants); WP any; AR none; SP all, animal, cre- aimed at Annam and the Jotunbrud.) These
ation, elemental (earth), guardian, healing, ogres are in the minority; they avoid all contact
necromantic, protection, summoning, wards; with humans. Recently, he has even managed to
PW 2) stone shape; 4) stoneskin; 7) passwall; 10) bring some of the disenfranchised giants under
flesh to stone or stone tell; TU no; Shamans yes. his sway. There is no connection between
Baphomet and the Twilight Spirit. Exactly why
Aims, Credo, Ethos: Beauty is truth; knowl- Baphomet is so interested in destroying the
edge is power; the affairs of outsiders serve only remaining giant tribes remains something of a
to distract the faithful from the matters of true mystery, though his followers have occasionally
import; a secret is the ultimate power and the heard him rumble about a powerful artifact he
Underdark is a world of secrets. expects to find somewhere among the giant
steadings.
Rituals: Approximately once every three Baphomet is a hateful, vicious power who
months, the priests of Skoraeus venture down delights only in brute force and violence. Per-
into the Underdark alone and without food. haps his interest in the affairs of the Ice Spire is
Four days later, they always return, none the somehow connected to his long-running feud
worse for wear. These journeys are said to be with Yeenoghu, tanar’ri lord of the gnolls.
far-flung vision quests during which Sko-
raeus supplies his followers with messages Role-playing Notes: Baphomet cannot send
and instructions in the form of omens and avatars to the Prime Material Plane of his own
dreams. volition; such constructs can only be gated in
using powerful magics or eldritch items. As a
Customs, Rules, Taboos: Where they are consequence, the tanar’ri lord is often forced to
powerful, the clerics of Skoraeus require any sign pacts with wizards and powerful evil crea-
giant who violates the god’s teachings to atone tures in return for their assistance in his mani-
through meditation (the amount of meditation festations.
necessary for atonement varies with the serious-
ness of the offense but generally ranges between Statistics: AL CE; WAL any evil; AoC ven-
one and five hours). Even those who have geance, minotaurs; SY stylized maze.
pledged their allegiance to other deities tend to
follow this custom whenever they are visiting or Baphomet’s Avatar (F14/P7)
occupying one of Skoraeus’s strongholds just to Baphomet’s avatar appears as an enormous ogre
humor the god’s clergy (Failure to obey the cus- with the head of a bull. The avatar uses priest
tom often brings loud, frequent, and annoying spells from the spheres: all, animal, combat, heal-
rebukes from the priests.) ing (reverse only), and sun (reverse only).

56 • Giant Religion
Str 19 Dex 15 Con 19 to assist ogres when they are on the verge of
Int 16 Wis 16 Cha 19 conquering a clan, tribe, or race with whom
MV 18 SZ L MR 20% they compete for resources, and also to deci-
AC 0 HD 15 hp 120 mate any group of ogres who have turned to
#AT 2 (6) THAC0 7 Dmg 2d10+3 revere any of the evil giantish deities. He does
(bardiche); not send omens to his priests.
2d6 (butt);
2d4+4 (bite) Statistics: AL CE; WAL CE (ogres); AoC com-
bat, greed; SY taloned claw.
Special Att/Def: Baphomet’s avatar can detect
good, invisibility, and magic at will. The avatar can Vaprak’s Avatar (F14)
also cast each of the following spells three times Str 19 Dex 14 Con 17
per day: dispel magic (at 16th level), maze, and Int 13 Wis 9 Cha 18
wall of stone. Twice per day, Baphomet can sum- MV 12 SZ H (15’) MR 15%
mon 1d4+2 minotaurs to fight alongside the AC 0 HD 15 hp 120
avatar. Baphomet’s maze spells are 2% likely to #AT 2 (4) THAC0 5 Dmg 2d10+7 (club)
transport their target to the palace the tanar’ri or
lord maintains in the Abyss. Baphomet’s avatar 2d8+7/2d8+7 (claws)
takes half damage from cold, fire-based, and
gaseous attacks and is immune to poison and Special Attack/Defense: The avatar regener-
electrical attacks. Only +1 or better weapons can ates 3 hit points per round and can become
strike the avatar. berserk for the duration of one melee combat
(+2 to attack and damage, +2 penalty to AC)
Duties of the Priesthood three times per day Vaprak’s avatar negates and
Per the entry in the MONSTROUS MANUAL, dispels all spells that directly and adversely
Baphomet has no priesthood. affect its own attack and damage rolls (stone-
skins on enemies are negated by touch, with full
Vaprak (Lesser God) damage applying, prayer is negated, ray of enfee-
Vaprak is known simply as “The Destroyer.” This blement does not work against the avatar, etc.).
deity has a quality of elemental savagery well
suited to the ogre race, which holds him as a Duties of the Priesthood
patron—a well-deserved honor, as he fathered the Vaprak’s priests must be aggressive, ever seek-
ogre race on Othea in an adulterous affair. Rapa- ing combat. They must also eat greedily but
cious and violent, Vaprak is nonetheless in awe of must maintain physical fitness so they often
the giantish gods and lives in fear that his race may exercise in club-bashing rituals.
abandon him to worship them. Vaprak’s behavior
and edicts to his ogre priests and shamans are thus Requirements: AB Str 18 Con 15; AL CEl WP
driven and somewhat frenetic; he constantly urges any (club first); AR any; SP all, combat, divina-
his followers to combat, aggression, and frenzy. tion, healing, protection, sun (rev); PW 4)
Vaprak does not plan, scheme, or contemplate. He berserk rage 1 turn (as for avatar); TU nil; LL 7;
simply expends his energies in destruction and HD d6; Shamans yes.
uncompromising ferocity.
Role-playing Notes: Vaprak sends an avatar Shamans: AB Str 16 Con 12; AL CE; LL 3

Giant Religion • 57
outcome of the war The learned know that truth is organized into
between the dragons and the Jotun- great patterns and orders (“ordnings,” as the
brud, Annam went off in search of a giants know them). Nothing is true without a
special gift to bestow upon his sons and chain of truths to proceed it. The simple statement
bolster their might. His epic quest “I am a man” isn’t true unless the statements “My
ended almost a thousand years later in an father was a man,” “My grandfather was a man,”
enormous clockwork palace located at the “My great grandfather was a man,” and so forth ad
center of the plane of Mechanus. There, the infinitum are true as well. More complex chains of
All-Father won the secret of rune magic by truth lie beneath all things that are, and all things
defeating a high modron in an epic game of that might be.
lots. Anyone who comprehends the truth on this
The first runecasters were Annam’s sons level is capable of summoning and controlling
Nicias (the cloud giant) and Vilmos (the storm enormous power. Such temporary insights into
giant). Over the course of the next several hun- the most simple and secret workings of the uni-
dred years, these two masters revealed the verse provide direct access to the godhead and its
secret of the runes to many apprentices, who limitless energies. In fact, the giants of Ostoria
in turn passed the secret down to the genera- theorized that god and mortal were divided only
tions to come. by the extent to which they could accept and har-
Runecasting is related, though not identical, ness the truth.
to the wizardry that is commonly practiced This is the theory behind the rune magic of the
across Faerûn. Indeed, rune magic enjoys Jotunbrud. The runes are not letters (as often sup-
some powerful advantages over its more com- posed), but diagrams — scale models of the relation-
mon cousin. For a quick description of the the- ships between ancient and undying cosmic forces. By
ory behind the runes, we turn to the writings properly etching a rune, the caster demonstrates his
of Learned Rundigast, sage of Waterdeep, who understanding of the truths underpinning these
spent a great deal of his later life studying the forces and their relationships to each other. Like a
Jotunbrud and their legends. trained beast recognizing its master, the truths then
bow down to the caster, enabling him to temporarily
An Excerpt from “Reflections Upon the and subtly alter them and all the truths connected to
Secrets of Old Ostoria” by Learned Rundigast, them in series.
sage of Waterdeep
Perhaps the most important difference
. . . There is still at least one great power the sor- between the functioning of rune magic and
cerers of Faerûn have yet to tap — a stable, ancient traditional AD&D sorcery is that runecasters
power that neither ebbs nor flows. A power that need not memorize their runes. Unlike spells,
radiates from all creatures and things evenly, and runes can be employed at will, as often as the
has the potential to be grasped and harnessed by us caster likes.
all.
I speak, of course, of the power of truth.
Truth holds the multiverse together. Truth is what
makes a tree a tree and a man a man. In its whole,
truth is irrevocable, unalterable, and eternal.

58 • Rune Magic
Runecasters Cloud giants 13
The Runecaster is essentially a subclass of the Storm giants 15
AD&D wizard. Firbolgs 7
Verbeegs 12
Ability Requirements: Intelligence: 13 Voadkyn no**
Wisdom: 13 Human U***
Dexterity: 12 Elf 15***
Dwarf 12***
Prime Requisites: Intelligence,
Wisdom *Hill giants aren’t normally Intelligent
enough to pass the Ability Requirements.
Races Allowed: Giant, giant-kin
**Voadkyn left Jotunbrud society before any
Theoretically, any intelligent being who is of them learned how to work the runes.
physically capable of drawing the runes can
work rune magic. Only giants and kin are ***Normally impossible, as described above.
allowed to select the runecaster class because
the customs of the giants forbid them from
Runecasters in Giant Steadings
sharing the secret of the runes with other In any given steading, only about one percent
races. Of course, this doesn’t mean such a of the population will be runecasters.
thing has never happened. The DM may wish
to create (or allow a player to create) a unique
Learning Runes
nongiant or two who have mastered the art of Obviously, a runecaster cannot inscribe a rune
rune magic. It’s also possible that some long- he does not know, and learning a new rune is
lost culture hidden in Toril’s unexplored much more difficult than simply memorizing
regions has itself unearthed the secrets of the its pattern. Rune magic does not work without
runes. a deep understanding of the essential truths
Unlike traditional wizards, runecasters are and relationships that the pattern of the rune
not limited in their choice of weapons, and are represents.
allowed to wear any armor no bulkier than All 1st-level runecasters automatically
chain mail. In spite of these advantages, know one rune. They may attempt to learn one
runecasters still fight and save as wizards and additional rune each time they advance in
roll 4-sided Hit Dice (true giant runecasters level, just as wizards may attempt to learn
fight and save based upon their Hit Dice). new spells. To learn a rune, casters must pass a
Runecasters may choose any Alignment. Chance to Learn Spell roll based upon their
Intelligence score. (See “The Nature of
Level Limits for Runecasters Giantkind” for information about generating
Hill giants 6* Intelligence scores for the various giant races.)
Stone giants 10 Runecasters who fail this roll may never make
Mountain giants 6 another attempt to learn the particular rune in
Frost giants 6 question; it’s simply beyond their grasp. Note
Fire giants 8 that it is impossible to learn some runes with-
Fog giants 13 out first learning the specified “prerequisite”

Rune Magic • 59
runes listed in their descriptions. ing spells is rather laissez-faire. Without such
Runecasters with high Wisdom scores begin restrictions, not only do the runecasters lose a
play with “bonus” runes, as summarized in great deal of their “flavor,” but they might also
the table below. (To determine a Wisdom score upset the balance of the game.
for a true giant, use the same method you’d
use to determine the giant’s Intelligence; see NPC Runecasters
“The Nature of Giantkind.”) When generating an NPC runecaster, DMs
should assume the NPC knows one rune per
Additional Runes Based on Wisdom level of experience. DMs should select these
Wisdom Score Additional Runes Known runes from the lists of those available, just as
15 1 they select spells for NPC wizards and clerics.
16 2
17 3
18 4 Using Runes
19 5 Actually using a rune, of course, is a much
20 6 more involved process than simply scribbling
21 8 it out. To be effective, a rune must be spe-
22 10 cially modified to fit the circumstances sur-
23 12 rounding its use (even a slightly different
24 14 situation might mean different truths are at
25 16 stake in the casting). This is yet another rea-
son why anyone can scrawl out a rune, but
Note that some runes may be learned more only a highly trained adept can summon
than once, allowing the caster to use such forth its power.
runes to greater effect. In essence, he or she Scribing a rune is a three-step process
has an increased understanding of the truths known as skapeng (or “shaping” in Common).
underpinning the rune and the forces it repre- The first step is the gormeng (or “planning”).
sents. These special runes are identified in During this stage, the caster begins to concen-
their descriptions. trate upon the necessary essential truths and
In any case, the essential truths that power modifies the rune’s ideal image in his mind’s
rune magic are remarkably difficult to grasp. eye in accordance with the circumstances of
In order to learn a new rune, one must either the cast. The second step is the skrapeng (or
1) have access to a teacher who already knows “scraping”), during which the rune is actually
the rune, or 2) complete an epic quest that carved, drawn, or inscribed. The third and
ends with an appropriate revelation or insight. final step is the virkreng (or “activation”); only
For instance, if a teacher is unavailable, one now does the caster begin to summon forth
might learn the Annam’s Unblinking Eye rune the rune’s power. Activating a shaped rune is
by somehow traveling to Gudheim to discuss often a tricky task requiring intense concen-
the All-Father’s virtues with the servants of tration. Some casters write little poems or
Stronmaus. It is strongly recommended that recitations to speak over their shaped runes
DMs make any player-character runecasters in and help them maintain the mental fortitude
their campaigns obey these strictures, even if necessary for activation. Others are so experi-
the prevailing attitude toward wizards learn- enced or determined that no such aids are

60 • Rune Magic
necessary. The final step in any activation is caster is allowed to eat and sleep normally, but
wetting or “baptizing” the rune to release its any major diversion from his work (such as
energies. Any nonpoisonous liquid is quite training, rushing off to adventure, defending
suitable for this purpose (ale, water, or even his home against attack) is considered an
saliva will do). Any rune not baptized within interruption.
five rounds of its shaping loses its potential No special tools or items are necessary to
and becomes useless. After baptism, the caster shape most runes — any old carving knife,
makes a save vs. spell (known as an “activa- stylus, or quill will do. Some runecasters claim
tion roll”). If the save succeeds, the rune is that specially enchanted implements add
successfully activated. If it fails, the rune’s power to their runes, but most runemasters
power fades and the caster must begin all disbelieve such tales.
over again. Unlike other forms of magical writing, once
The exact amount of time it takes to shape a a rune has taken effect, it does not disappear.
rune varies with the complexities of the forces Once its effects are exhausted, however, the
involved. In some ways, rune shaping is like rune becomes an ordinary carving or inscrip-
spellcasting. If the caster is significantly inter- tion with no magical capabilities whatsoever.
rupted (surprised, attacked, etc.) during the To renew the rune’s power, the caster must
shaping, all his work is lost and the entire shape it all over again. Unless otherwise spec-
process must begin all over again. While shap- ified, assume that all runes may be used one
ing runes that take more than a single day, the time only, though the rune may stand ready in

Rune Magic • 61
an activated state for years before its power is unblinking eye rune three times around the
called upon. outside of a large, deep bowl (the listed Shap-
Note that at any give time, a runecaster may ing Time assumes the caster is shaping all
keep a number of active runes equal only to three runes), and fill the bowl with water. The
his level. Should the caster shape more runes, three runes must be perfectly and evenly
the power automatically fades from one or spaced around the bowl’s circumference or the
more of the runes he shaped earlier (earliest bowl shatters upon activation, totally spoiling
runes shaped are the first to fade). This means, the cast. (DMs should require the PC
for instance, that a 10th-level runecaster can runecaster to pass a Wisdom check; success
shape only 10 exploding arrow runes before indicates proper positioning and readiness for
charging into battle. activation, failure indicates a shattered bowl
and wasted time.)
Only one activation roll is needed to acti-
Rune Descriptions vate all three runes. Once the runes are prop-
Unlike spells, runes are not ranked by level. erly activated, a reflection of the target
Most can be learned by any runecaster, pro- individual appears in the water inside the
vided he or she has mastered all of the appro- bowl, allowing all present to scry the target
priate prerequisite runes. and his/its present surroundings as though
using a crystal ball. Note that the bowl trans-
Accuracy mits only visual images — it is impossible to
Shaping Time: 1d4 turns hear any sounds in the target’s vicinity. In
Prerequisites: None total, the vision lasts for a number of rounds
Learnable: Twice equal to the caster’s level multiplied by the
number of times the caster has learned the
The accuracy rune is inscribed upon the haft of rune. In other words, a 10th-level caster who
a missile weapon such as an arrow or javelin. has learned the rune twice receives a vision
The next time that weapon is used, the wielder that lasts for 20 rounds.
receives a +2 bonus to his or her attack roll. If the target of the casting is a living being,
Note that this effect lasts for one attack only. he or she feels a disturbing chill for the entire
Accuracy runes inscribed by casters who duration of the vision, as does the caster. If the
learned the rune twice bestow +4 bonuses to target has a higher Wisdom score than the
the wielder’s attack roll. caster, the caster must save vs. paralysis or
succumb to fright and upset the bowl, ending
Annam’s Unblinking Eye the vision.
Shaping Time: 3d4 hours Rare among runes, Annam’s Unblinking Eye
Prerequisites: Transformation will not function unless it is inscribed using
Learnable: Unlimited rare pigments costing no less than 1,000 gp.

This rune is used to duplicate Annam’s ability Berserk


to look down upon any creature in the multi- Shaping Time: 1d4 hours
verse. To achieve this effect, the caster must Prerequisites: None
inscribe the true name of a target creature or Learnable: Once
object upon the bowl’s base, shape the

62 • Rune Magic
This rune is shaped upon the haft or hilt of a Blinding light
weapon. In battle, the wielder of this weapon Shaping Time: 1d8 hours
can call upon the rune’s power to enter into a Prerequisites: None
berserk fury. Assuming the rune was properly Learnable: Three times
shaped, the weapon’s wielder may make an
attempt to become berserk at the end of any Once activated, this rune turns an undead crea-
combat round by making a save vs. paralysis. If ture that views it (as a 6th-level priest). If the
the save is successful, the wielder enters into the rune is learned twice, its effectiveness improves
fury. If it is unsuccessful, he must wait and try to that of an 8th-level priest. If learned three
again next round. times, the rune is as effective as a 10th-level
While in his berserk state, the wielder gains +2 priest. Regardless of the number of potential
points of Strength, a +2 bonus to his AC, and a +2 targets who stumble across the rune, it turns
bonus to all his saving throws. In return for these only the very first undead to see it.
benefits, however, he must remain in melee com- The blinding light rune gets its name from
bat for the entire duration of the fury. If he man- the brilliant flash that accompanies its effects.
ages to vanquish all of his enemies during this The resulting burst of light (equivalent to a
period, he must begin fighting his friends. sunray spell) illuminates everything within
Once invoked, the berserk state lasts 1d4 200’ for a single round.
rounds (previously determined by the caster as
part of the shaping process). At the end of this Control Undead
time period, the berserker may attempt a save Shaping Time: 1d8 hours
vs. paralysis (without the berserker saving Prerequisites: Blinding
throw bonus) to recover from the fury. If this Learnable: Four times
save is unsuccessful, the berserker remains in
the fury but makes an additional recovery Allows the caster to control undead creatures.
attempt at the end of each subsequent round. Up to 3 Hit Dice of undead can be affected for
each time the caster has learned the rune (that
Binding is, a caster who has learned the rune three
Shaping Time: 1d6 hours times can affect 9 Hit Dice of undead). In all
Prerequisites: None other respects, the effects of the rune are
Learnable: Once treated as a charm monster spell.

This rune is shaped upon a collar, a saddle, or Death


any other object potentially worn by an ani- Shaping Time: 1d8 hours
mal. If the caster can place this object upon an Prerequisites: None
appropriate creature (of animal or semi-intelli- Learnable: Three times
gence), the beast is affected as though the tar-
get of an animal friendship spell. Like that spell, This rune is placed upon the blade of a
the total Hit Dice of all the creatures the caster weapon. If the rune was properly shaped, the
befriends with such runes cannot exceed twice weapon automatically inflicts double damage
his level. against an enemy of a specified race, breed,
If the runed object is ever removed from the organization or nationality (determined by the
charmed creature, the spell is instantly broken. caster at the moment of shaping—the name of

Rune Magic • 63
the target group is inscribed upon the weapon fired, this arrow inflicts explodes upon
next to the rune). This effect lasts only until impact, inflicting double damage to its target
the weapon has been used to kill a member of (triple damage if the caster learned the rune
the targeted group. Thereafter, the weapon more than once).
functions normally in all respects.
Learning the death rune twice has no addi- Fate
tional effects, but a caster who has learned it Shaping Time: 1d8 rounds
three times can scribe runes that cause triple Prerequisites: None
damage to their specified targets. Learnable: Once

Dream The fate rune is scribed upon one side of a


Shaping Time: 1d12 hours coin. The caster can then toss this coin into the
Prerequisites: Binding air to divine the general fate of a specified
Learnable: Once individual for the next day. If the coin lands
rune side up, fate is with the individual; he or
This complex rune is shaped upon a broad she receives a +1 bonus to all saves/attack
stone and the stone is placed beneath the cast- rolls and a -1 bonus to all ability/proficiency
er’s pillow. While shaping the rune, the caster checks for the next 24 hours. If the coin lands
frames a single question in his mind and alters rune side down, however, fate frowns upon
the rune accordingly. the individual; -1 penalty to saves/attack rolls
The answer to the question presents itself to and a +1 penalty to ability/proficiency checks.
the caster in the form of a dream 1d6 nights If the coin lands on its side (roll a 1% chance of
after the alteration. Like most prophetic this occurring before tossing the coin), it indi-
visions, however, the answer will certainly be cates that something calamitous will befall the
couched in strange and mysterious symbols subject during the next day (death, serious
requiring careful interpretation. injury, loss of fortune, etc.).
A caster who misses his activation roll while Note that the subject must be physically
shaping the dream rune does not know he has present and must consent to a reading for this
failed until he actually attempts to use the rune to have any effect.
rune. (Ask the caster to make the appropriate
saving roll behind a shield, out of his own Healing
view.) Instead of bringing the caster a Shaping Time: 1d8 hours
prophetic dream, an improperly shaped rune Prerequisites: None
causes a ghast (seethe MONSTROUS MANUAL, Learnable: Twice
Ghoul) to visit the caster for each of the next six
nights. This rune is shaped on the side of a cup, gob-
let, or bottle. (The rune has no effect upon sub-
Exploding Arrow stantially larger quantities of water.)
Shaping Time: 1d4 rounds Thereafter, the first time the cup is filled, its
Prerequisites: Death contents transmute into a potion of healing.
Learnable: Twice When shaping this rune, the caster must
make his activation check behind a shield, out
This rune is inscribed upon an arrow. When of his own view. If the activation roll is a “1,”

64 • Rune Magic
the contents of the cup do not metamorphose ate wizard spell such as teleport or dimension
into a potion of healing, but into a deadly Type J door can still be used to exit). Once placed, the
poison that is indistinguishable from a potion rune remains active for a number of days
of healing. equal to the caster’s level.
If the caster has learned the healing rune more Every imprisonment rune has an associated
than once, the contents of the runed cup meta- freedom word incorporated into its shaping. If
morphose into a potion of extra-healing (or a par- this word is pronounced by the trapped crea-
ticularly deadly Type I poison; save at -2). ture, the rune’s power instantly fades. Part of
Note that any brew created by the cup must the rune’s magic requires the freedom word to
be consumed within one hour or it instantly be both known to the imprisoned creature and
reverts to normal water. particularly appropriate to the imprisonment.
For instance, the freedom word for a character
Imprisonment imprisoned for murder might be the name of
Shaping Time: 1d12 days his victim, the location of the murder, the
Prerequisites: Triumph name of the weapon used to commit the mur-
Learnable: Once der, etc.

This rune is placed upon a door or portal. If Levitation


successfully activated, a specified creature Shaping Time: 1d20 minutes
imprisoned beyond the portal cannot cross it Prerequisites: None
through normal means (though any appropri- Learnable: Unlimited

Rune Magic • 65
Functions as the second-level wizard spell lev- Sanctuary
itate for three turns for every time the caster Shaping Time: 1d8 days
has learned the rune. Prerequisites: Triumph
Learnable: Once
Love
Shaping Time: 1d8 hours The sanctuary rune is the exact opposite of the
Prerequisites: Healing imprisonment rune. It too is placed upon a door
Learnable: Once or portal, but instead of preventing an impris-
oned creature from leaving through the portal,
Similar to the healing rune, the love rune is it prevents all creatures outside the portal
inscribed upon a cup or goblet. If properly from entering. Note that the rune’s power bars
activated, the first time the cup is filled, its entrances by normal means — translocation
contents will metamorphose into a philter of spells such as teleport, dimension door, etc. are
love. unaffected. After one day per level of the
When shaping this rune, the caster must caster has elapsed, the rune automatically
make his activation check behind a shield, out fades on its own accord.
of his own view. If the activation roll fails, the Unlike the imprisonment rune, sanctuary has
contents of the cup metamorphose into a brew no associated word that automatically deacti-
with the exact opposite effects of a philter of vates it.
love (that is, the imbiber hates the first creature
he or she sees after consuming the draught). Shield
Any waters transmuted by the love rune Shaping Time: 1d8 turns
must be consumed within one hour or their Prerequisites: None
power is lost. Learnable: Three times

Poison When placed upon a shield, this rune


Shaping Time: 1d4 hours improves that shield’s AC benefit by an addi-
Prerequisites: None tional +1. This effect lasts only for the duration
Learnable: Once of the next battle in which the shield is used.
If the caster has learned the shield rune
The poison rune can be inscribed upon any liq- twice, it improves the AC bonus of the shield
uid-bearing vessel, plate, bowl, or dish. If the upon which it is placed by +2 (+3 if the caster
rune is properly activated, the instant the has learned the rune three times).
inscribed object comes into contact with poi-
son, it bursts, alerting onlookers to the poi- Speed
son’s presence. Shaping Time: 1d4 turns
Ever vigilant for treacherous plots, many of Prerequisites: Healing
the important leaders among the Jotunbrud Learnable: Twice
make extensive use of this rune.
This rune is placed upon a set of footwear
(even a horseshoe will do). If properly acti-
vated, it increases the MV of the creature
wearing the footwear by 50% for a number of

66 • Rune Magic
turns equal to the caster’s level. If the caster inflicted by the lightning bolt it summons. Cast-
has learned the rune twice, the MV bonus is ers who have learned thunder twice can shape
100%. runes capable of summoning lightning bolts
equivalent to those cast by a 9th-level wizard.
Strength Learning thunder three times enables the cast-
Shaping Time: 1d12 hours er’s runes to summon 11th-level bolts.
Prerequisites: Healing
Learnable: Twice Transformation
Shaping Time: 1d6 hours
This rune is shaped upon a helmet or girdle. Prerequisites: None
Thereafter, any character who wears this item Learnable: Once
receives a +1 bonus to his Strength ability (and
all associated bonuses, etc.) for a number of This rune is inscribed upon an article of cloth-
rounds equal to the level of the caster. If the ing. By wearing this article of clothing, the
runed object is removed from the character caster (and only the caster), may polymorph
during this time period, the rune’s spell is self as per the fourth-level wizard spell. The
instantly broken. polymorph effect lasts only for a number of
A caster who has learned this rune twice rounds equal to twice the caster’s level.
can use it to increase a subject’s Strength by 2
points.

Thunder
Shaping Time: 1d3 days
Prerequisites: Strength
Learnable: Three times

The thunder rune is useless until a natural


thunder or rainstorm arises. During such a
storm, a hammer inscribed with the rune beat
on the ground for three rounds summons a
powerful lightning bolt from the heavens (as
though cast by a 7th-level wizard). This bolt
will strike any target the character beating the
hammer desires (not necessarily the caster),
but it is incapable of striking targets that are
indoors, underground, or otherwise inacces-
sible to the sky. Up to three thunder runes may
be placed upon a single hammer (make sepa-
rate activation rolls for each; each requires the
full Shaping Time), allowing the wielder to
conjure up to three lightning bolts.
Learning the thunder rune more than once
allows the caster to increase the damage

Rune Magic • 67
Triumph Wyrm
Shaping Time: 1d3 hours Shaping Time: 1d12 hours
Prerequisites: None Prerequisites: Healing
Learnable: Once Learnable: Once

Like death, this powerful rune is inscribed In the legends of the Jotunbrud, dragons are
upon the blade of a weapon. If the rune is synonymous with decay and destruction, a
properly activated, the next time that weapon belief that undoubtedly dates back to the great
is used in combat, its wielder may add +2 to war between the giants and dragonkind.
all his damage rolls and treat the weapon as By placing the wyrm rune upon an object,
though it is +2 for the purposes of attacking the caster targets that object for rot and decay
creatures struck only by enchanted blades. The rune causes metal to rust, food to rot, and
(The wielder does not receive the +2 bonus to wood to warp. It has no effect upon plant or
his THAC0.) animal life.
Note that the triumph rune’s effects last only Once the rune is properly activated, it will
for the duration of a single battle. rust, warp, or decay its target into uselessness
in 1d10 days. The only way to nullify this
Weakness effect is via a remove curse or a dispel magic. Due
Shaping Time: 1d12 hours to certain limitations in its energy patterns, the
Prerequisites: Healing wyrm rune will not affect any item larger than
Learnable: Once size S.

The weakness rune is the exact opposite of Ysgard


strength. It too is scribed upon a helmet or gir- Shaping Time: 1d6 weeks
dle. Anyone who is tricked into wearing this Prerequisites: Annam’s Unblinking Eye
item must subtract 2 points from his Strength Learnable: Once
ability for a number of turns equal to the level
of the caster. Note that while the rune’s magic Among the most powerful of all known runes,
is in effect, the victim is totally unaware of its Ysgard allows the caster to temporarily open a
influence — he or she does not feel weak or portal between Toril and Annam’s palace of
different in any way. Gudheim located on the plane of Ysgard. To
Should the victim of weakness somehow dis- open the portal, the caster must scribe the
cover the runed object and remove it, the weak- rune upon a closed doorway. After the rune is
ness effect instantly dissipates. activated, the next time the doorway is
opened it leads directly to Ysgard instead of
Wisdom its normal earthly destination. Once active,
Shaping Time: 1d12 hours this bridge between worlds remains open for
Prerequisites: Healing a number of minutes equal to the level of the
Learnable: Once caster.
One particularly nasty problem facing
This rune functions exactly like the strength runecasters who hope to visit Ysgard via this
rune, only it increases the subject’s Intelli- method is that there is no guarantee of a return
gence and Wisdom scores by 1 point each. trip. Once the portal closes down, it is impos-

68 • Rune Magic
sible to reopen it from the Outer Planes. Of certainly involves a quest ending in an appro-
course, a true runecaster of the Jotunbrud priate insight /revelation/ epiphany. Strong-
would tell you that this is the sort of restric- arming a particularly experienced runecaster
tion that daunts only cowards! is another method that can be used to gain a
“new” rune not described in this chapter. Most
of the older or more capable rune lords have
Creating New Runes uncovered one or two special runes that they
Unlike spells, which are formulae that can be reserve for their own personal use and won’t
researched and created by player characters, share with apprentices.
runes are great cosmic secrets. Runecasters
cannot create “new” runes, they can only
uncover pre-existing truths.
Runecasters in
This does not mean that all of the possible Jotunbrud Society
runes are described in this chapter. DMs
should feel free to introduce new runes of Once, runecasters were automatically afforded
their own creation to the campaign, perhaps in great respect in almost every aspect of Jotun-
response to the wishes of player-character brud society, but this is no longer necessarily
runecasters. Since all of the runes commonly so. A power struggle between rival casters
practiced by the Jotunbrud casters are that took place several decades ago prompted
described herein, learning such a rune almost many rune lords to accept less desirable

Rune Magic • 69
apprentices in an effort to quickly boost their of the arcane arts a secret from their comrades.
raw numbers and the power of their factions. (Some giant breeds are known to kill wizards
These rogues have since passed the secrets of on principle alone.)
the runes down to even less desirable appren-
tices. As a consequence, runecasters are not Level Limits For Giant Wizards
necessarily the stoic prophets of old. In fact, Hill giants Not allowed
some particularly maug renegades are known Stone giants 6th
to use the power of the runes to help them per- Mountain giants 4th
petrate petty thefts and other despicable Frost giants 4th
crimes. Fire giants 6th
Still, within select quarters of the society, Fog giants 6th
most runecasters directly tied to respected Cloud giants 11th
masters will always command a certain Storm giants 12th
amount of their traditional reverence. After Firbolgs Not allowed
all, they are the masters of Annam’s chosen Verbeegs 6th
gift. All agree that if Ostoria is to be reborn, Voadkyn 5th
the runecasters must certainly have an impor-
tant role to play. Again, the frequency of sorcerers in any
Typically, all casters within a given steading given giant steading is less than one percent of
serve its chieftain, in name if not in deed— a the total population.
tradition almost as old as runecasting itself.
Some work with the steading’s military forces
(important scouting missions are almost
always led by one or more runecasters), others
act as liaisons between the chieftain and the
merchants/craftsmen of the steading. Virtu-
ally all chieftains maintain a very powerful
runecaster as a close adviser and friend. In
fact, it’s not uncommon for Jotunbrud chief-
tains to regard their casters more highly than
their high priests!

Giant Sorcerers
Runecasting is not the only sort of magic
employed by giants. Some giant breeds (most
notably cloud and storm giants) also practice
traditional sorcery, though the Jotunbrud gen-
erally tend to distrust such magics. A few
giant sorcerers are treasured advisers and
high-ranking authorities (again, particularly
within cloud and storm giant steadings),
though many are forced to keep their studies

70 • Rune Magic
giant settlements mer, the snow melts and the ground thaws for
on Faerûn lie in and around the Ice approximately eight weeks. Average tempera-
Spire mountains, located to the west of tures in the valley are summarized in the table
the Great Desert of Anauroch and below (temperatures are listed in degrees
south of the Endless Ice Sea (the west- Fahrenheit).
ernmost arm of the Great Glacier). It was here
that the ancient empire of Ostoria made its last Average Temperatures
stand, and here that Hartkiller launched his Season High Low Daytime Night
attempt to reunify the Jotunbrud. Avg. Avg.
Ever since the War of the Hart (see Winter 5 -20 0 -10
“Annam’s Legacy”), the huge valley that lies Spring 3 0 0 20 5
between the spires has been dominated by the Summer 40 20 35 25
human kingdom of Hartsvale that Hartkiller Fall 25 -10 20 -5
helped establish. Although the valley’s vari-
ous giant steadings at first had nothing but As one climbs high up into the Spires or
resentment for the human kingdom that approaches the Great Glacier, the temperatures
nearly conquered them all (and some still do), are as much as 20 degrees lower. Both of these
today, relations between a few of the various regions are covered with thick sheets of ice that
giant breeds and Hartsvale’s royal family have tend to reflect away the majority of incoming
warmed. In large part, this newfound atmos- sunlight, keeping the ground frozen solid year
phere of cooperation is due to the realities of round. Furthermore, both the peaks of the
life amidst the icy wastes. In this sort of ter- Spires and the icy wastes of the glacier are buf-
rain, simple survival is a challenge for both feted by strong winds (ranging in force from 10
man and giant. Learning to cooperate to 40 miles per hour) that amplify the bitter
improves everyone’s odds. cold. Cross index the actual temperature with
This chapter details the valley, its settlements, the wind velocity on the table below to deter-
and the cultures that call it home. mine the “apparent” temperature due to wind
chill.
Geographic Overview Effective Temperatures
The largest portion of the valley comprises Resulting from Wind Chill
frozen plains, conifer forests, and low, rolling
hills. The Spires themselves are old, rocky Actual Wind Velocity (mph)
mountains, littered with crags and difficult to Temp 10 20 30 40
climb. (Just about any climb in the Spires 30 15 5 0 -5
requires the mountaineering proficiency; see 20 0 -10 -20 -20
the “Proficiencies” chapter of the Player’s 10 -10 -25 -35 40
Handbook.) Avalanches are common on the 0 -20 40 -50 -55
upper slopes of all the Spires, and deep -10 -30 -50 -60 -70
crevasses camouflaged beneath thin sheets of -20 -45 -70 -80 -90
ice are a constant danger. -30 -60 -80 -95 -100
For most of the year, the entire valley is -40 -70 -95 -110 -115
blanketed in light snow. At the peak of sum-

The Ice Spires and Their Environs • 71


Something of an anomaly in the valley are the Protection Worn:
lands surrounding the Firecap Mountains, Appropriate protection (thick furs, multiple
located on its southwest rim. The Firecaps are layers of bulky clothing, insulated boots, com-
dominated by three semi-active volcanoes, plete protection for fingers, toes, and ears;
known as the Three Sisters, and sit atop a com- inside warm shelter) +15%
plex network of super-heated steam vents and
lava fissures connected directly to Toril’s bub- Moderate protection (typical winter clothing;
bling core. The foothills surrounding the Sisters improvised shelter) +0%
act as natural radiators, warming a small dale
adjacent to the greater valley by as much as 25 Poor protection (thick garments, but no spe-
degrees over average. In fact, temperatures in cial winter gear) -30%
the dale are consistently high enough to allow
limited agriculture, though only two out of Constitution:
every three crops survive through the poten- Each point of Con above 14 +5%
tially blistering spring and fall. As a conse- Each point of Con below 11 -5%
quence, during every growing season, the eyes
of the entire valley are focused upon the dale. A Character’s Activity Level:
failed crop certainly means hardship for all. Stationary or inactive +10%

Normal activity (hiking, with regular rest


Survival in the Spires periods, but no fighting) +0%
Though giants are made of sterner stuff, humans
find survival on the glacier and in the Spires diffi- Strenuous activity (brisk hiking, hiking with
cult. Blistering winds that dry and crack the skin, no rest, occasional fighting) -10%
insidious frostbite, and lack of fresh water all
combine to make such journeys extremely haz- Seriously fatigued (forced marching, great
ardous. A hardy Constitution and some thought- deal of fighting or intense activity) -20%
ful preparations can help (properly layering
clothing, protecting the extremities), but not even Character is wet -25%
the most experienced survivalists are ever com-
pletely safe in these environments. For example, a character with a constitution
To adjudicate the effects of the Spires’ bitter of 16 who is well protected and undergoing
environment, you should calculate an AER strenuous activity in the bitter cold has an AER
(Arctic Endurance Rating) for each human visi- of 95%.
tor. Each character’s base AER begins at 100% No AER can ever be less than 5% or greater
and is modified as follows: than 100%. Given time to make normal prepara-
tions, all true giant breeds (though not kin)
Prevailing Temperature (including the automatically have an AER of 100% in all but
effects of wind chill): “intense cold,” in which they have an automatic
AER of 90%. When not allowed to make normal
Very Cold (0 degrees and above) -0% preparations, the giants’ automatic AER falls to
Bitter Cold (-1 to -30 degrees) -20% 80% (70% in intense cold).
Intense Cold (-31 degrees or colder) -50% Every two hours characters are exposed to tem-

The Ice Spires and Their Environs • 73


peratures of 30 degrees or colder, they should Contrary to popular opinion, rubbing snow
make an AER check (roll percentiles less than or on a frostbitten extremity does absolutely
equal to their AER scores). If such a check fails, nothing beneficial and may even make matters
the character in question immediately suffers 1d4 worse.
points of exposure damage. Characters some-
times recover from this damage a bit differently
than normal damage. Resting inside a warm shel- Natural Illusions
ter beside a fire automatically restores 1 point of On the Great Glacier and atop the Spires, the
exposure damage per hour. Otherwise, exposure effects of the extreme temperatures upon the
damage is healed by normal means. (Healing senses can combine with the strange reflections
potions, cure light wounds spells, etc. can all be used thrown off the icy wastes to produce oddly star-
to recover exposure damage.) tling illusions. Though most experienced moun-
taineers in the region have grown well
Frostbite acquainted with such phenomena, visitors and
Any character who has sustained 6 points of the inexperienced might easily mistake some of
exposure damage risks frostbite, a condition in these manifestations for divine omens or dan-
which the moisture inside the flesh actually gerous supernatural interlopers.
freezes. Ordinarily, only the extremities (such As with magical illusions, most viewers tend to
as fingers, toes, the tips of the ears, etc.) are accept natural illusions as reality unless they have
subject to frostbite. But in extreme cases, an a good reason to believe otherwise (such as the
entire hand, foot, or even a limb can become experienced mountaineer who expects to
frostbitten. encounter such phenomena). All of the guidelines
Whenever a character who has sustained 6 in the “Magic” chapter of the Player’s Handbook
or more points of exposure damage must apply to the believability of natural illusions as
make another AER check, he or she must also well as magical illusions. Identifying a natural
attempt a Constitution ability check. Failing illusion normally requires a Wisdom check, with
this check means the character is frostbitten penalties and bonuses as determined by the DM.
and suffers an additional 1 to 2 points of expo- Identifying a natural illusion doesn’t make the
sure damage. The amount of damage a charac- illusion disappear. Instead, the viewer simply rec-
ter suffers due to frostbite doubles each time he ognizes it for the trick of the light that it is. Note,
is again subjected to frostbite until he heals once again, that characters who are well experi-
all accumulated exposure damage. In other enced at operating on the glacier, in the Spires, or
words, suppose a character suffers 6 points of in similar terrain automatically recognize most
exposure damage and succumbs to frostbite natural illusions.
(for another 2 points): If that character later Natural illusions are most likely to appear on
succumbs to frostbite again, the condition dry days with extremely low temperatures.
inflicts 2 to 4 points of additional exposure They tend to persist for an entire day or until the
damage (1 to 2, doubled). The third time he weather changes. Some of the more commonly
succumbs to frostbite, the condition inflicts 4 encountered natural illusions in the Spires and
to 8 points (the previous 2 to 4, doubled), etc. on the glacier include:
Once the character reaches shelter and heals
all his exposure damage, the frostbite damage Looming. This effect causes a physical land-
starts at 1 to 2 all over again. mark — such as a mountain range or rock out-

74 • The Ice Spires and Their Environs


cropping—to appear closer than it actually is. ciency, or similar magics/skills, there is a 50%
A peak that’s really 100 miles distant can some- chance they will become lost and head in a ran-
times appear as close as a few hundred yards dom direction (roll 1d8, 1 is north, 2 is north-
away. In some instances, light rays are bent east, 3 is east, etc.) until the whiteout subsides.
and reflected, making the object appear A strange form of precipitation consisting of
upside-down. slushy ice spheres, fairy ice is unique to the
Great Glacier and the Endless Ice Sea. Under
Mirage. This is an image of a landmark that normal sunlight, fairy ice sparkles like a shim-
isn’t really present. It is formed by light rays mering rainbow as it descends.
bouncing off icy wastes to trick the viewer. Because of its granular density, fairy ice poses
Unlike desert mirages, ice mirages rarely shim- a unique threat to travelers. Stepping in accu-
mer or appear hazy. Some ice mirages are star- mulated fairy ice is like stepping in quicksand.
tlingly realistic. Characters who blunder into a fairy ice pit sink
at the rate of 2 feet per round. (Recognition and
Halo. A ring of brilliant light surrounding the avoidance of such a trap generally require an
sun, caused by high altitude ice crystals. Halos arctic survival proficiency check.) At the end of
might appear orange, red, white, yellow, or as a each round, a sinking character may reach out
series of concentric multicolored circles. to grab a piece of solid ground with a successful
Dexterity check. (There is a -1 penalty to this
Sundog. Sundogs are spots of light also check for each time the character has previously
caused by high-altitude ice crystals. They are attempted the task and failed.) Once the sinking
generally seen in close proximity to the sun, character has found a firm handhold, he can
sometimes in conjunction with halos. Unlike pull himself out of the ice with a successful
halos, sundogs sometimes seem to move and Strength check (with a -1 penalty for each time
skip in the air. the character has failed either the Strength or the
Dexterity check). A character outside the fairy
Light wheel. Light wheels are similar to ice pit can pull a sinking character free with a
halos, except they are spoked and may seem to successful Strength check. Two characters out-
spin and dance in the sky side the pit can automatically pull a sinking
character free. A character who actually sinks
beneath a fairy ice pit may still be pulled free by
Whiteouts and Fairy Ice others feeling around beneath the surface. Oth-
These are perhaps the most dangerous of the erwise, he continues to sink, risking suffocation
natural phenomena encountered atop the spires (see the swimming rules in the “Time and
and on the glacier. Movement” chapter of the Player’s Handbook).
Whiteouts are generally caused by blowing Both whiteouts and fairy ice are dangerous
and sharply drifting snow. Under such condi- enough to concern even the giants who inhabit
tions, the horizon sometimes vanishes into the the Spires.
sky, making it all but impossible to sense depth,
distance, or direction. During a whiteout, all Hartsvale
missile attacks automatically incur a -4 penalty. Before the coming of Hartkiller more than a thou-
Furthermore, unless the travelers have access to sand years ago, the humans of the valley were
a find the path spell, the direction sense profi- little more than scattered barbarian tribes, living

The Ice Spires and Their Environs • 75


at the mercy of the giants until Hartkiller arrived all of the gathered tribesmen unanimously
to unite them. During this darker age, the barbar- selected Hartkiller as their king. In honor of their
ians survived by hunting game on the plains that new liege, whom they came to call “Hartkiller” in
lie between the Spires, raiding nearby kingdoms, memory of the enormous buck Hartkiller person-
and (sometimes) stealing food and supplies from ally hunted and ate shortly after he arrived in the
the giant steadings. Typical of the Uthgardt (see valley, the barbarians decided to name their king-
the FORGOTTEN REALMS Campaign Setting, A dom “Hartsvale.”
Grand Tour of the Realms), these stout tribesmen It was during this grand meeting that
revered Uthgar (son of Tempus), their legendary Hartkiller fell in love with Varissa, the daughter
founder, and built their lifestyles around the of one of the newly vested earls. Soon, the pair
virtues of freedom, pride, and battle. was married and produced a son named Brun.
By the time Hartkiller reached the valley, the By the time Brun reached manhood, Hartkiller’s
barbarian tribes were hungry and desperate. war against his brothers was coming to a con-
This, combined with Hartkiller’s incredible clusion with his assaults on the fire giant grotto
presence and the promise of victory against the and the storm giant aerie. In the end, Hartkiller
hated giants, is what led them to accept the died battling the storm giant paramount, but his
giant lord as their leader. In preparation for the struggle forced all of the giant tribes to pull back
war against his brothers, Hartkiller was forced into the spires and cede the valley to the
to pull off what many believed impossible: the humans. By this time, Castle Hartwick, the seat
unification of the barbarian tribes. The giant of Brun’s throne, was nearing completion along
king accomplished this aim by demonstrating to with a few castles built by the earls.
the chieftains that he was willing to lay down After Hartkiller died, the subjects of the
his own life for any of them. Hartkiller newly created kingdom were overcome by a
cemented the unity by forcing the chieftains to strange combination of grief (at the loss of their
venture out onto the Great Glacier to hunt with- honored leader) and joy (in ridding themselves
out the aid of their usual hunting parties. To of the giants and establishing a kingdom).
survive and return, they were forced to trust Almost immediately they built a shrine to the
and defend each other. memory of their conquering king and his teach-
Once the tribes were reunited, Hartkiller ings and instituted regular festivals in his honor,
almost immediately led them to several great vic- a practice which slowly evolved into the wor-
tories in battle. Both the hill giant and frost giant ship of Annam. Ironically, this act of respect
steadings quickly conceded to the human inter- sowed seeds that now threaten the whole of
lopers and fled for the Spires, cementing Hartkiller’s kingdom.
Hartkiller’s position amongst the tribesmen. A Most recently, Hartsvale was rocked by
born ruler, Hartkiller took advantage of his com- another crisis. After king Blod died, he left two
mand to educate the barbarians in etiquette, the twins—Camden and Dunstan—with an equal
arts, and the value of civilization. With the help of claim to the throne. Since neither was willing to
the giant king, the tribesmen started to establish accept the claim of the other, the affair was settled
their own civilization patterned after the human in a long, bloody war (known as the War of the
feudal kingdoms of southern Faerûn that Twins). Ultimately, Camden won the war, but not
Hartkiller had heard about. At a gathering of all without alienating many of his subjects and call-
the tribesmen held on the Bleak Plain one mid- ing upon Goboka’s ogres for assistance. In
night, the chieftains claimed the title “Earl,” while exchange for this assistance, Camden was forced

76 • The Ice Spires and Their Environs


to promise his firstborn daughter to the ogres. At of giant blood coursing through his veins. But of
the time, this promise seemed a small price to pay course, Hartkiller was no ordinary giant. Sev-
since Hartsvale’s royal line hadn’t given birth to a eral generations later, his human descendants
female heir in several centuries, though Cam- still exhibit some definitive characteristics of
den’s first child was indeed a daughter. Although giantkind: Most are over 7 feet tall, immune to
Camden now realizes that the ogres and their various poisons and diseases, and unbelievably
strange request must be part of some grand con- strong (Strength of 19 to 21).
spiracy, he still has no idea what the conspiracy Just beneath the royal family in Hartsvale’s
aims to accomplish or who it involves. chain of authority are the earls. Each of the earls
is responsible for the defense of his area of the
Current Political Structure valley Duchies lie to the north, south, east, and
Today, Hartsvale is still under the control of west of Castle Hartwick. All earls maintain cas-
Hartkiller’s human descendants. Since Brun, tles connected to Hartwick and each other via
many monarchs have sat in the Alabaster gentle roads (completed only recently, during
Throne (just before his death, Brun received an the current monarch’s reign). In the event of
ornamental throne of engraved alabaster as a trouble, the king’s personal troops can reach
gift from a nearby dwarf kingdom; ever since, any of the earls in just under a day
the Alabaster Throne has been a symbol of roy- Hartsvale, remember, was based upon the
alty and authority in Hartsvale). Because all of great human feudal societies that lie to the
these monarchs chose human consorts, south. Most of the laws and customs relating to
Hartsvale’s current ruler has only a tiny fraction the relationship between vassal and liege in

The Ice Spires and Their Environs • 77


these societies were adopted by Hartkiller and tigate fully. Currently, the craftsmen are work-
his descendants. Thus, goods and foodstuffs ing with the city fathers to keep the entire affair
constantly flow from the earldoms to the secret and investigate the incident’s cause. Their
duchies on up to Castle Hartwick and the royal theories range from the benevolent (the spirit of
family This sort of tribute to one’s master still the Blood Rider leapt from his own grave to
clashes with the “I have mine and you have continue his war against the Jotunbrud) to the
yours” philosophy of the barbarians. unthinkable (even in death, the Blood Rider’s
spirit was defending the valley against the
Castle Hartwick and Environs undead souls of the giants he slew in life; the
Castle Hartwick sits atop an island located in angry spirits finally defeated the Rider and
the middle of the icy Clear Whirl River. Access escaped through his tomb to haunt the whole
to the castle is via a pair of drawbridges extend- valley). Some of the same odd incidents the
ing to either river bank. A large percentage of Jotunbrud see as Twilight Omens (see “Giant
the supplies consumed by all of Hartsvale pass Religion”) the city fathers have linked to the
through these houses on caravans hailing from mausoleum incident.
the Savage North. On the Clear Whirl’s east bank, an icy fen
Just outside the castle, on the west bank of the stretches for two or three miles both north and
Clear Whirl, is a small town of craftsmen, gath- south of the castle. Light playing off the frost
erers, and ice fishermen. Looming down over and ice that collects on the fen’s unusual vegeta-
the town are large manor houses owned by the tion often appears to inexperienced visitors as
traders and merchants who move their goods in strange monsters and the effects of mysterious
and out of the castle. The only real point of magic. Fortunately, the visions scare away most
interest inside the town is a large mausoleum explorers before they can reach the fen’s real
that is several decades older than Castle dangers: an icy will-o-the-wisp believed to be as
Hartwick. According to the inscriptions on its old as the fen itself and a powerful wraith. The
side, the mausoleum honors Veltig, one of the wraith is none other than the restless spirit of
high knights of the Blood Riders, who was Counselor Trevon (see Counselor Fardo’s entry
ambushed and killed on the spot by a party of under “Important Figures,” below). If anyone
fire giants during the Riders’ campaign against ever manages to cast a speak with dead spell upon
the giant steadings. Out of respect, the natives the Counselor, he might reveal the true circum-
of Hartwick generally leave the mausoleum stances surrounding his death.
undisturbed. If anyone has broken its seals and
explored its interior, he certainly hasn’t bragged Customs and Society
about it. Recently, though, a couple of local The people of Hartsvale have evolved a culture
craftsmen were called upon by the town fathers that is a strange amalgam of Jotunbrud, civi-
to conduct secret repairs upon the tomb. One of lized, and barbarian customs. Some of the more
its seals was clearly broken, but the pattern of uncivilized practices that fell by the wayside
the fragments left in the wake of the damage during Hartkiller’s reign were polygamy, slav-
strongly suggests that it was broken from the ery, and the belief in the honor of the individual
inside! Although a cursory examination of the above the safety of the society. Today,
mausoleum conducted during the repairs didn’t Hartsvale’s multifaceted culture is immediately
reveal anything out of the ordinary, the work- apparent in the dress of its inhabitants: a strange
men were too scared and too respectful to inves- mixture of southern-style spun cloth, thick ani-

78 • The Ice Spires and Their Environs


mal skins, and horned headwear. such a trial, the accused is released into the
One of the well-entrenched customs of the wilderness with only a weapon and a single
barbarians that is still observed in modern day’s food. Exactly 24 hours later, the local
Hartsvale is the importance attached to the nobles try to hunt down and slay the accused. If
hunt. Survival on the icy plain of the valley has they fail to do so within three days, the accused
always required keen hunting skills, and as a is automatically found innocent of all charges.
consequence, most children, male and female All wilderness trials end in death or exonera-
alike, begin practicing their basic hunting skills tion, regardless of whether or not the accused’s
at a very early age (particularly falconry; the crime is serious enough to warrant a death sen-
barbarians are notoriously skilled bird-han- tence if adjudicated by a noble. Thus, an
dlers). Over the last several hundred years, they accused criminal who invokes her right to a
have evolved a whole series of rituals and cere- hunt is often taking a serious risk.
monies surrounding the hunt. For instance, a During a wilderness trial, the “wronged”
grand hunt serves as a coming-of-age ceremony party stands “in honor” (that is, a relative of a
for young men and women entering into bar- murder victim, the owner of property believed to
barian society. Similarly, hunts are called to cele- be stolen, or the king’s champion in the case of
brate seasonal and religious festivals, treason against the throne). Of course, through-
coronations, and visits from the nobles of other out the course of such a hunt, no one is allowed
lands. In fact, they have recast Annam and to offer the accused any sort of aid or assistance.
Hartkiller as grand hunters themselves. Over Violating this custom or interfering with the trial
the last couple of centuries, they have slowly in any other way is one of the most serious
rewritten their ancient hunting myths to incor- crimes a member of the tribe can commit. Note
porate these exalted figures. too that anyone who is not a subject of the Ala-
Strangely enough, during a ceremonial hunt, baster Throne has no right to insist upon a
the person “in honor” does not actually hunt the wilderness trial, though accused foreigners
quarry. Instead, he or she travels behind the familiar with barbarian customs who ask for
hunting party in a specially decorated pulkka (a such a trial are sometimes granted one as a boon.
sort of sleigh drawn by six reindeer). “In honor” Perhaps the most pervasive barbarian cus-
refers to the master or honoree of the hunt—the tom still practiced in Hartsvale is the exchange
child during a coming-of-age, the high priest of stories. The tribes have always been
during a religious festival, the newly-crowned renowned storytellers. Before Hartkiller intro-
during a coronation, or the visiting dignitary duced them to the written word, storytelling
during a state reception. Once the quarry is was their only means of preserving history
brought down by one of the hunters, the honored and identity. Just about every important social
party comes up to deliver the killing blow. The gathering in the kingdom, large or small, is
hunter who actually brings down the quarry punctuated with an exchange of stories-reli-
during a ceremonial hunt, though not “in honor” gious services, festivals, weddings, even
herself, receives a great deal of prestige. friendly get-togethers.
Another barbarian hunting custom that is still Customarily, two barbarians meeting for the
practiced in modern Hartsvale is the infamous first time exchange brief stories of their ances-
“wilderness trial.” All free peoples of the king- tors’ glory. This same sort of behavior is
dom who are accused of a crime have the right expected from foreigners visiting the kingdom.
to decide the affair with a grand hunt. During Because the barbarians link good storytelling

The Ice Spires and Their Environs • 79


with virtue, those who tell their tales particu- fluent, though their speech is thickly accented
larly well are likely to be afforded more trust and peppered with local idioms.
and prestige. In game terms, telling a particu- In addition to the Common tongue, most
larly delightful story requires a check against barbarians still speak Bothii (the “barbaric”
the artistic ability (storytelling) proficiency PCs language of their ancestors) and a smattering
who successfully check against this ability of Jotun.
receive a +2 bonus to their reaction roll when
meeting barbarians. Economy
Other than these few idiosyncratic throwbacks Hartsvale’s economy revolves around hunting,
to their barbarian heritage, the people of Hartsvale trapping, gathering, mining, herding, and
are much like transplants from the large human craftsmanship. Though some of the barbarian
kingdoms to the south. They are reverent, hard- crafts are also sent out of the valley, Hartsvale’s
working, and respectful of their lieges. exports are centered upon the silver mine in the
Gorge of the Silver Wyrm, located in the South-
Language ern Ice Spires and discovered by the Wynn fam-
When Hartkiller taught them of the glorious ily many centuries ago. The silver that is
human civilizations that lie to the south, the bar- removed from these mines provides the king-
barians adopted common as their official lan- dom with the valuable goods necessary for
guage. Over the centuries, they’ve become quite trade with the more stable principalities to the

80 • The Ice Spires and Their Environs


south. Without this important source of income, Brianna, princess of the realm, is Camden’s
it is doubtful that Hartsvale could muster the first and only child. She is good-natured, easy-
food supply necessary to maintain its civilized going, and intelligent. Like most of Hiatea’s
state (much of the kingdom’s imports come in priestesses, she is also independent and
the form of grain and other nonperishable agri- fiercely spirited.
cultural products and byproducts). As an “urban” priestess of Hiatea (see her
Today, the silver mines are worked by the entry in “Giant Religion” for details), Brianna is
serfs of Earl Radborne Wynn. responsible for counseling the people of
Hartwick on family matters. She is also required
Important Figures to participate in a monthly ceremonial hunt in
Here are some brief profiles of a few of honor of the goddess.
Hartsvale’s important personages. Lately, Brianna has started to fall in love
with a firbolg named Tavis Burdun, proprietor
King Camden (F14) of the Weary Giant Inn near Stagwick. Tavis
Str: X3/20 Int: 12 Wis: 11 Dex: 12 was once a member of the king’s exalted Fron-
Con: 14 Cha: 13 AL: CN hp: 49 tier Scouts, elite warriors assigned the task of
keeping tabs on the various giant steadings
Many years ago, Camden and his twin brother and locating hunting/foraging parties lost in
Dunstan fought a war of succession. In order to the wilderness.
best his brother, Camden was forced to sign a
pact with a tribe of ogres led by the shaman Counselor Fardo (M6)
Goboka. In exchange for Goboka’s assistance, Str: 9 Int: 17 Wis: 14 Dex: 15
Camden promised the ogres custody of his first- Con: 10 Cha: 16 AL: LE hp: 16
born daughter—the rightful heir to the Alabas-
ter Throne—as soon as that child reached Fardo is King Camden’s counselor and closest
maturity. To this day, Camden still has no idea adviser. He is responsible for adjudicating the
why the ogres were so interested in his children trade that flows in and out of the kingdom, and
or what they might be planning. Now that his keeping the king abreast of political developments
daughter, Brianna, is growing older and the in all of Hartsvale’s trading partners. To help him
time to pay his debt to the ogres looms near, accomplish these tasks, he has a large network of
Camden is growing increasingly troubled. He is blindingly loyal lackeys, scouts, and ministers.
still debating whether he will relinquish Bri- Fardo is a covetous, ambitious man. Before he
anna or attempt to deal with the ogres in some was appointed to his position, he was a close
other fashion. aide to Counselor Trevon, his predecessor. Like
Camden is considered a good friend by both Fardo, Trevon was a greedy and manipulative
the hill giants and stone giants of the valley. bureaucrat who was more than willing to take
These truces have eased a great deal of pressure advantage of his authority for personal gain. In
on the earls responsible for Hartsvale’s defense. fact, it was these very traits that Fardo used to
destroy his mentor, clearing the way for his own
Princess Brianna ascension. With the help of a couple of crooked
(P3—priestess of Hiatea) merchants, Fardo led Trevon to believe that a
Str: 19 Int: 14 Wis: 16 Dex: 15 bloc of local traders had discovered the ruins of
Con: 15 Cha: 16 AL: NG hp: 20 an ancient temple in the fen located just east of

The Ice Spires and Their Environs•81


Hartwick. Believing the ruins to be the source of for strays and orphans. His inn, the Weary
the enormously valuable platinum artifacts that Giant, is home to a variety of orphans Tavis has
suddenly came to market in Hartsvale (actually, taken in over the years in addition to the ones
Fardo and his conspirators secretly imported who had lived there before. A true father figure
these items and planted them on the market), to many of the disenfranchised youths of the
the usually careful Trevon ventured into the fen area, Tavis is often the first person to whom
without his bodyguards in order to loot the such individuals turn when they are in need.
ruins himself. There, he found not an ancient Although no one knows the exact origins of this
temple filled with valuable artifacts, but Fardo personality quirk, some speculate that it is
and a band of cutthroats waiting to kill him. So Tavis’ compensation for a somewhat lacking
great was Trevon’s greed and hatred for his childhood of his own.
betrayer, however, that upon death he meta- Tavis is also noted for his fondness of adven-
morphosed into a wraith. Though unable to ture. A true man of action, he finds it difficult to
leave the fens unassisted, Trevon vows that he sit idle, especially in the face of crisis. Some-
will one day have his revenge upon his killers. times, this tendency clashes with the idyllic life
After the affair transpired, Fardo made a very of a tavern owner that he has chosen for himself.
smooth transition into his mentor’s office. Of course, this shouldn’t imply that Tavis is
Because he covered his trip into the fen with a prone to act rashly or without proper fore-
clever cover story (just before he left, Trevon thought. On the contrary, his quick wits and
told his bodyguards that he was escorting a for- solid instincts combine to make him a formida-
eign merchant to Stagwick and had no need of ble opponent.
their services), Trevon is believed to have been Recently, Tavis has caught the eye of Princess
ambushed and killed by bandits; no one in the Brianna, who has expressed feelings he is glad
entire kingdom suspects Fardo of foul play Just to reciprocate.
a few days after Trevon’s murder, Fardo secured
an official appointment from the king and
simultaneously resumed all of his predecessor’s The Eternal Blizzard
illegal activities (most foreign merchants pay a On the east bank of the Clear Whirl lies a gap
bribe or kickback to bring goods into Hartwick). between the northern and western arms of the Ice
Spires known as the Eternal Blizzard. The region
Tavis Burdun, Proprietor of gained its peculiar nickname due to the way the
the Weary Giant (R12) surrounding mountains trap the westerly winds
Str: 19 Int: 16 Wis: 16 Dex: 15 cutting across the valley and force them into a
Con: 19 Cha: 13 AL: LG hp: 126 swirling torrent that engulfs the entire gap. Winds
in the gap rarely drop below 30 miles an hour
A firbolg, Tavis was a member of King Cam- (averaging 40 mph and higher), and the con-
den’s Frontier Scouts for many years before stantly churning snow tends to leave much of the
inheriting an inn (and its resident orphans) from gap in a constant state of whiteout.
his adoptive mother upon her death. Like most Naturally, such a peculiar locale has spawned
members of his race, he is kind-hearted, loyal, innumerable local legends. Some believe an
and honorable. angry snow god lives at the center of the wind-
Although always content to be something of storms. Others believe the storms themselves
a loner himself, Tavis has a particularly soft spot are alive and comprise a powerful tanar ’ri that

82 • The Ice Spires and Their Environs


was imprisoned in the gap by Uthgar (or incursion. Although the tribes are less united now
Hiatea, depending upon the affiliation of the than they were 50 years ago, Goboka has done a
storyteller) many centuries ago. remarkable job of maintaining a unified ogre
The ogres of the misty caves use the Endless organization. In fact, the ogres of the spires are
Blizzard as their ultimate form of punishment. still so strong that the region’s giants begrudg-
In ogre society, those who violate the authority ingly accept them as a major presence and some-
of their leaders or betray the tribe are aban- times go so far as to ally with them. Goboka has
doned just inside the Blizzard and left to its also distinguished himself by marketing the ogres
mercy. Whether or not there is any significance as mercenaries, securing an important new
to the fact that such disparate cultures share source of income; winning important battles
such a peculiar custom remains unknown. against the rebel ogres of the Bleak Fissure; and
According to a rumor that is sometimes heard leading the occasional profitable foray into the
among the ogres of the Fissures, many of the Underdark in search of treasure.
renegades exiled to the Blizzard have survived
its ravages and formed their own feral society.
Supposedly, the renegades provide for them- The Mist Caves
selves by raiding human caravans and stealing All told, approximately 27 caverns of varying
supplies from the giant steadings, always taking sizes make up the complex inhabited by Gob-
care to cover their tracks and return to the Bliz- oka and his men. Most of these caverns now
zard unseen. So far, no exploration of the region serve as common living areas and storage
has been significant enough to confirm or deny rooms, though a few are occupied by single
these rumors. ogres of prominence. At the center of the entire
complex is Goboka’s throne chamber which
houses a strangely beautiful throne assembled
Ogre Caves by ogre craftsmen from thousands of tiny (and
High up in the Western Spires lies a series of icy not so tiny) animal bones. Needless to say, the
caves inhabited by a large band of ogres that entire complex (including the throne chamber)
actively roams the entire valley. Access to the is filthy and filled with rotting meats, molded
caves is via a complex series of stairways—some cloth, and half-eaten animals. Its caverns are
carved out of the Spires’ faces, some constructed pervaded by a particularly intense variation on
of heavy fir— leading from the ground all the the ogres’ natural smell.
way up to cave mouths. Scattered along these Vents located deep within Goboka’s cave net-
stairways are a number of fortified landings that work continuously flood the entire complex
allow the entire complex to be effectively with a mysterious, thick gas that erupts from
defended by a scant handful of its inhabitants. beneath Toril’s surface. The gas shrouds Gob-
Lording over the entire tribe is the ogre shaman oka’s caves in deep mists and causes nausea in
Goboka (an ogre chieftain—see the “Ice Spire any who are not used to its stench (successfully
Ogre” monster entry), a warrior who has man- save vs. poison or fight at -3 for 1d3 turns).
aged to achieve an exceptionally revered status Goboka’s ogres are highly skilled at ducking in
among his people. Goboka’s grandfather was and out of the mists, giving them a +4 to their
responsible for uniting the Spires’ many fractured surprise rolls while they are operating in the
ogre tribes in order to raid nearby human settle- caves and granting them the abilities to hide in
ments for food and fend off the occasional giant shadows and move silently 50% of the time.

The Ice Spires and Their Environs • 83


Most of the ogres inhabiting the mist caves Ogre Society and Customs
develop a wide variety of minor skin lesions, Goboka and his ogres are followers of Vaprak
suggesting that the mists are at least partially the Destroyer, the hideous god who coupled
caustic. with Othea to spawn ogrekind. As such, they
All told, approximately 100 ogres live in the are extremely aggressive and prone to unpre-
caves along with 5 1st-level shamans, 2 3rd- dictable violent outbursts. (They also revere the
level shamans, and 10 ogre leaders (double nor- Twilight Spirit, who bestows spells on Goboka
mal Hit Dice, Strength of 19). and makes the ogres mighty. They know noth-
Note that several of the ogre tribes that have ing more of the Spirit save this.) The society
sworn fealty to Goboka do not reside in the cav- within the cave is a vast pecking order that
erns. Instead they inhabit a wide variety of descends from mighty to weak (not unlike a
encampments and steadings located within an particularly primitive implementation of a giant
approximate 50-mile radius of the mist caves. A ordning). From time-to-time, ogres move up
constant stream of scouts and messengers dis- and down in the pecking order by challenging
patched by these encampments allows Goboka each other to ritualistic clubbing duels designed
to keep abreast of developments across a huge to demonstrate toughness.
portion of the Valley One curious custom of the Ice Spire ogres that
bears special mention is their tendency of their
Goboka’s Politics shamans to completely consume the corpse of any
Goboka solved the problem of scant resources creature they kill in battle. According to the ogres’
plaguing all the people of the valley by broker- customs, this practice forfeits the creature’s soul
ing his legions as mercenaries. Most often, the and places its fate in the hands of the shaman.
ogres are employed by King Camden of Another interesting custom is the so-called
Hartsvale and the various giant tribes living in “Six Day Night,” a rite designed by Goboka and
and around the Valley Although none of Gob- his shamans to allow particularly ambitious
oka’s patrons completely trust him, so far, he inhabitants of the caves to demonstrate their
has completely and faithfully honored all the loyalty to Vaprak and Goboka. Any ogre who so
arrangements he has negotiated. Among the chooses can undergo the Six Day Night. During
services Goboka’s troopers have performed are the rite, the subject is placed in a dark cavern for
political kidnapings, treasure raids, and mili- six full days with no food and only a small
tary invasions. amount of water. If the initiate survives, his sta-
Several decades ago, the Twilight Spirit hired tus is greatly increased and it is much more
Goboka to involve himself in Hartsvale’s War of likely that Goboka will single him out for spe-
the Twins, coming to Camden’s aid in return for cial favors or important duties. In fact, it’s prac-
the king’s first-born daughter. Soon, it will come tically impossible to rise above the lowest levels
time for the ogres to collect their prize (princess of ogre society without undergoing the rite.
Brianna) and deliver her to the Twilight Spirit.
Just within the last few years, Goboka has
started toying with the idea of dispatching The Dour Fissure
emissaries to Faerûn’s other formidable ogre The Dour Fissure is a wide gorge that falls on
tribes. His ultimate dream is to top his grandfa- the far side of the Eternal Blizzard. Huge vents
ther’s feat by uniting all of the most powerful located at the bottom of the gorge carry super-
tribes on the continent. heated steam from the nearby Three Sisters and

84 • The Ice Spires and Their Environs


The Ice Spires and Their Environs • 85
spew it into the air over the surrounding moun- dark lord, this lack of progress is linked to their
tains, blanketing the gorge and its environs in a lack of faith in his guidance. Only by totally
foreboding mist. accepting his will can they take full advantage
The mountains surrounding the Dour Fissure of his assistance.
make up one of the most dangerous areas in the A notorious liar (like most tanar’ri), it’s diffi-
whole valley. Not only are they withered, cult to determine exactly what Baphomet has in
jagged, and extremely susceptible to avalanches store for the ogres. Perhaps, in the past, he ran
and rock slides, they are also home to a wide afoul of Annam himself and truly intends to help
variety of dangerous predators who seem the ogres destroy the All-Father’s children.
drawn to the region and the unmistakable sense Another possibility is that he is using the ogres as
of evil that pervades it. a stepping stone to worming his way into the
hearts and minds of the Jotunbrud so as to guar-
Ogres of the Fissure antee his place in the future of Faerûn Like many
For almost three decades, the Fissure has been tanar’ri lords, Baphomet has the gift of limited
home to a band of ogres who broke away from foresight. Perhaps he foresees a time when the
the tribes united by Goboka’s grandfather. This Jotunbrud will fulfill Annam’s prophecies and
band was particularly dedicated to Othea, return the kingdom of Ostoria to its former great-
mother of ogrekind. Many years ago, as their ness. Yet another possibility is that the dark lord is
own position in the valley grew more and more simply fueling the ogres’ dreams of vengeance in
dire at the hands of the expansionist giants, the order to feed off their nourishing hatred.
ogres’ hatred of the Jotunbrud grew strong
enough to attract the attention of Baphomet, the Kaarg’s Citadel
tanar’ri lord of vengeance. With the dark god’s Anyone approaching the Dour Fissure with the
agents secretly guiding their activities and courage to penetrate its thick mists catches sight
development, the ogres of the Ice Spires grew of an ornate series of primitive but shocking
remarkably sophisticated for their breed, friezes depicting the ogres’ terrible victories
enabling them to win some important victories over their enemies. Each time the ogres return
against their hated foes. When the time was from battle, the entire tribe makes its way to the
ripe, Baphomet finally revealed himself and his rim of the fissure and begins carving a paean to
invisible agents to the ogres and asked them to their latest triumph. The fact that the ogres
turn their backs on Vaprak, their father, and remain in a strange state of bloodlust, almost
openly accept him as their spiritual mentor. In incapable of speech or independent thought,
return, he promised the ogres victory over the until their “artistry” is completed makes the
Jotunbrud and revenge against the giant god. frieze carving a horrifying spectacle to witness.
Though some of the ogres were wise enough Though the ogres themselves don’t compre-
to recognize the danger in serving Baphomet, hend the exact relationship, the friezes are
most were so driven by fury that they readily somehow tied to their reverence of Baphomet.
accepted the dark lord’s offer. Ever since, the (In fact, the ogres of Needle Peak now scrawl
tribe has won enough victories against the similar inscriptions outside their own domain.)
Jotunbrud to sate their periodic fits of bloodlust, A strange sort of magical energy emanates from
though they never seem to make much progress the hideous carvings (they respond to both
toward their ultimate goal of destroying the detect magic and detect evil spells), causing confu-
giants’ society once and for all. According to the sion in those who stare at them for more than

86 • The Ice Spires and Their Environs


three rounds. Anyone attempting a detailed ing the dance first hears a chorus of ghostly and
analysis of the friezes (such as an exhaustive frightening whispers buzzing in his ears.
cataloging of their images or an attempt to copy Inevitably (1d6×10 minutes later), he then suc-
their patterns) must successfully save vs. spell cumbs to the urge to chant and dance around the
(Wisdom bonus applicable) or change to an rim of the Fissure (or a similarly bleak landmark
alignment of chaotic evil for the next 1d4 days. if the ogres are not at home), where his fellow
Further attempts to analyze the friezes lead to tribesmen join him. A few turns after the whole
more permanent alignment shifts. tribe has gathered to dance, they begin breaking
Hidden among the friezes are several caves off in small groups in search of blood. During
that connect within the mountains surrounding this final phase of the frightening ritual, the
the gorge to form a series of subterranean cham- ogres’ eyes glow hot with fire, making them per-
bers. These dank caverns provide the ogres with ceive everything they see in varying shades of
their living and breeding space. Like the friezes, red. (Because of this limitation to the ogres’
a powerful evil emanates from the underground vision, characters fighting ogres under the Blood
chambers. There is a 50% chance that any non- Dance gain a +1 bonus to their surprise rolls.)
ogre walking the dark passageways begins to Ogres who have succumbed to the Dance are
experience mild hallucinations of ancient crea- no longer capable of independent thought;
tures committing hideous crimes, obscuring the they are mindless killing machines (incapable
senses and instilling panic. (The net effect is of speech and unable to cooperate with each
identical to that of the maze spell.) other) who automatically attempt to slaughter
In the deepest recesses of the cave network, every creature they encounter for the next 2d10
one can find connections leading to ancient tun- turns. While in this strange state of fury, they
nels that clearly show signs of experienced receive a +2 bonus to all attack and damage
workmanship (something not seen in any of the rolls, but keep fighting until they are dead or
tunnels closer to the surface). Although the their rage is quenched. While under the influ-
ogres have never made an effort to explore these ence of the Dance, an ogre does not stop fight-
tunnels, it’s likely that they eventually connect ing until it has reached -10 hit points (though it
to the Greater Underdark that runs the breadth sustains enough damage to die when it reaches
of Faerûn. Strangely enough, at the mouths of 0 hit points).
many such tunnels, faint impressions suggest- Even the ogres themselves have no idea what
ing that friezes similar to those that decorate the brings about the onset of the dance. Most likely
outside of the Fissure were carved down here the ritual is either tied to their worship of
more than 5,000 years ago. Baphomet, the strange evil emanating from the
All told, approximately 200 ogres live within Fissure, or both. Over the years, a few particu-
the cave network alongside the dozens of shad- larly charismatic ogre chieftains have appar-
owhounds and four smilodons they keep as pets. ently exhibited the ability to occasionally touch
Among the ogres are 3 3rd-level priests, 10 2nd- off the Dance voluntarily. Even more curious is
level shamans, and 5 4th-level witch doctors. the fact that particularly evil members of other
races in the vicinity of the Fissure while a Dance
The Blood Dance is underway (sometimes located as far as 50
From time to time, many ogres of the tribe are miles distant!) have been known to succumb to
swept into an all-consuming state of bloodlust its dark influence themselves, though such
known as the “Blood Dance.” An ogre undergo- manifestations are rare indeed.

The Ice Spires and Their Environs • 87


Typical Giant Lairs thick paste drawn from animal fat. The roofs
The Ice Spires are home to dozens of giant tribes and the catwalks connecting the buildings were
of all breeds. The five lairs described in the sloppily hewn from conifer wood dragged from
pages that follow are typical of many scattered a nearby glen. With all the cooking that tran-
across the valley. Note that all camps of a partic- spires in the various giant dwellings, the roofs
ular tribe have sworn fealty to a grand ruler and catwalks are in constant danger of catching
responsible for settling intertribal conflicts and fire. Hill giants are notoriously clumsy.
directing the breed as a whole. The grand ruler All told, more than 60 hill giants inhabit the
of the hill giants, for instance, is Chief Noote, steading along with a dozen fomorian slaves
lord of the Fir Palace located in the Spires west and the menagerie kept on hand as pets and
of Needle Peak. potential food sources.

Hill Giant Camp Food and the Hill Giant Ordning


One of the valley’s hill giant tribes makes its Like each of the giant breeds, the hill giants
home in a broad steading located in the rolling have evolved their own unique culture and
foothills of the northern Ice Spires, southeast of value system over their many years of existence.
the Eternal Blizzard. Built approximately 200 According to these beliefs, life has only a single
years ago, after Hartkiller chased the hill giants purpose: satisfying one’s appetite. Surprisingly,
out of the gentler hills of the valley, the typical the hill giants have taken this simple philoso-
steading stands in a formidable defensive posi- phy to extremes. Over the years, unusually
tion that commands one of the few safe trails learned hill giants have constructed elaborate
leading into the northern Spires. For several poems that use food and eating as complex
years, the nobles of Hartsvale tried to push the metaphors for many of life’s travails. Similarly,
hill giants further away from the valley hoping hill giant priests have recast many of the ancient
to afford greater security to the human caravans Jotunbrud legends of Annam and his associates
traveling to the northern fringes of the king- as epic struggles revolving around hunting,
dom. No matter what the nobles threw at the killing, cooking, and consuming.
steading, however, the giants refused to budge. Although notoriously stupid and clumsy hill
Happily, with the recent friendship between giants have unnatural gifts for hunting and cook-
Noote, the grand chief of all the hill giant tribes ing. Hill giants find most dishes fit for humans
of the Valley, and Hartsvale’s royal family, the and elves appallingly dull, and prefer much more
issue is presently moot. exotic meats. Throughout their long history, hill
The largest portion of the steading sits atop giants have tried to eat just about everything one
four hills with a commanding view of the small can possibly imagine (including all of the various
valley that lies between the steading and the races inhabiting the valley), and they have
kingdom of Hartsvale. Cutting through the hills enjoyed almost everything they tried.
is an icy stream that runs down from a moun- Ordning challenges among the hill giants are
tain lake located high in the Spires. At the center settled with epic competitive eat-offs. The par-
of the steading, the giants have dammed this ties in contention each set up shop around one
stream to form a shallow pool that acts as a of the enormous fire pits located in the
water supply and frigid wading puddle. Most steading’s smokehouses and begin preparing
of the buildings that comprise the steading were gargantuan meals. Every three hours, the com-
constructed from piled rocks cemented by a petitors emerge and consume unbelievably

88 • The Ice Spires and Their Environs


large piles of food. The first giant unable to the very largest and most voracious giant in the
match his opponent’s consumption loses. For steading. The other giants of the tribe look to
this reason, each of the giants involved try to their storkokk not only for gastronomical inspi-
have vast quantities of particularly palatable ration, but for political and spiritual leadership
foodstuffs on hand before undertaking such a as well. Without exception, storkokks tend to
competition. Two notoriously gluttonous giants handle the affairs of state just like they handle
(such as those likely to vie for the premier posi- their dining tables. In fact, just about any con-
tions in the ordning) might continue such a versation held at such lofty levels of hill giant
competition for several weeks (without sleep, society sounds like it belongs in an eatery.
eating every three hours!) before settling a chal-
lenge, requiring them to consume almost unbe- Life in the Camp
lievable quantities. At the end of such Unlike most Jotunbrud societies, life in the hill
mammoth contests, conqueror and conquered giant steading is rather loose and unregi-
alike are often blue in the face, sickly, and mented, though each giant still has specific
bloated nearly to the point of immobility. assigned duties. Generally, these duties fall into
Sitting atop the ordning is the hill giant chief, six categories.
otherwise known as the storkokk (“master eater”, Gluttons are the highest-ranking members of
in Jotunhaug). Due to the complex process of the hill giant society. They handle the tribe’s
selection he must necessarily endure in order to affairs, legislate and enforce the rules of the
seize his position, the storkokk is almost always steading, and direct the activities of all the other

The Ice Spires and Their Environs • 89


laborers. Most importantly, gluttons are expected dead, sometimes alive). Hill giant hunting par-
to supervise the procurement of foodstuffs, hunt- ties venture out into the surrounding hills and
ing, and the creation of new “recipes.” Any glut- mountains roughly once per week. In the past,
ton who fails to live up to these responsibilities these parties tended to bring back a lot of
(by allowing the food stores to dwindle away to human game. Now that the hill giants of the
nothing, for instance) is severely dishonored. So Valley are somewhat friendlier with the royal
great is the pressure on some gluttons that they family of Hartsvale, however, they limit them-
are forced to resort to trickery or dishonesty to selves to ogres, bears, griffins, and anything
keep the foodstuffs coming. One such glutton, exotic they happen to stumble across.
Gorgg, currently holds rank three (“tre”) in the Gatherers are responsible for securing the
ordning. Having spent the last year in a creative foodstuffs the giants cannot hunt or gather. Typ-
dry spell, Gorgg has already stolen foodstuffs ically, such items are purchased from the occa-
from other gluttons. In order to keep his deeds sional shady merchant who makes his way from
secret, he personally killed one of his victims and Hartwick to the steading. Giant gatherers pay
saw to it that the other was banished from the for their goods by dipping into the vast treasure
steading as a traitor. Now, Gorgg is conspiring the tribe has accumulated over the years.
with Girog, one of the steading’s leading procur- Because the treasure is otherwise worthless to
ers, to secretly spice up the foodstocks with illegal them, they’ll gladly (and foolishly) pay double
stag meat poached from the private forests of or triple the value of most items—the main rea-
King Camden of Hartsvale. son for their newfound popularity with the
Fetchers serve as assistants to the gluttons. more adventurous local traders.
For the most part, the best and brightest of the Lately, one of the highest ranking gatherers in
hill giants are assigned this responsibility as the steading, an elderly hill giant named Girog,
part of an effort to groom them for later great- has grown dishonest. Girog routinely and secretly
ness. Each fetcher serves a specific master. Most meets with a band of Hartsvalian rogues to pur-
master gluttons call in their particularly trusted chase the stag meat they are poaching from King
fetchers to handle the minor details associated Camden’s royal forests. He then slips this meat to
with their positions (stocking vegetables and Gorgg so the glutton can surreptitiously include it
nonexotic livestock, etc.). in his food stocks. In return, Gorgg promises to
Hoarders are responsible for storing perish- give Girog the unusually tender foodstuffs he’ll
ables, kitchen supplies, etc. and reporting inven- need to win an ordning challenge and promotion
tory levels to the appropriate procurers. Because to the rank of glutton. Should Chief Groote (the
most hill giants are so clumsy, approximately 25% current storkokk of this camp) ever discover their
of everything stored in their pantries is acciden- scheme, he’ll certainly fry both of the dishonest
tally ruined or spoils before it can be used. giants in oil. Groote is the brother of Noote, lord
Despite their ignorance and lack of grace, how- of the Fir Palace and the great chief of all the val-
ever, the food storage methods evolved by the hill ley’s hill giant tribes. King Camden is one of
giants are some of the most sophisticated Noote’s most respected friends.
employed anywhere in the realms. Long ago, the Finally, Herders tend to the tribal herd,
giants discovered the benefits of salting, smoking, slaughtering and butchering the beasts when
and freezing various foodstuffs. necessary. (Most of the actual slaughtering is
Hunters are responsible for stalking game carried out by fomorian slaves operating under
and returning it to the steading (sometimes the hill giants’ direction.) These giants are usu-

90 • The Ice Spires and Their Environs


ally specially trained in various care and feed- The Grand Feast
ing techniques that can radically fatten the ani- Whenever one of the hill giant gluttons discov-
mals they care for. Although most of the ers that his foodstores are particularly stuffed,
herders’ charges are krotter (see the MONSTROUS he calls a grand feast to celebrate. During such a
COMPENDIUM entry at the back of this book) and celebration, all the giants in the steading gather
goats, the steading is equipped with all the facil- around the huge flamepit located between the
ities necessary to cage more exotic cattle the camp’s smokehouses. Often, an important guest
giants hope to fatten up and tenderize, such as of honor from outside the tribe is asked to visit
the occasional gnome or halfling that wanders the steading to take part in the feast-one of the
into the valley. other giant chieftains, King Camden, or the stor-
Operating both inside and outside of all six mazîn, for instance.
groups are the hill giant priests. Their primary Grand feasts are notorious for their revelry
responsibility is to insure that all the inhabitants and lack of restraint. Most of them end with the
of the steading keep the faith of Annam and the entire tribe heavily intoxicated and dozing
other members of his pantheon. Among all the away. Because so few guests are willing to
giant gods, Grolantor (patron deity of the hill match the giants’ over-indulgence, most excuse
giant high priest) is particularly revered within themselves politely long before the feast reaches
the steading. In toto, the hill giant clergy consists its bitter end.
of one 5th-level priest and two 3rd-level priests.

The Ice Spires and Their Environs • 91


Description 2e. Meeting Hall: The glutton of the smoke-
Some of the camp’s key locales are described house uses this room to conduct any business
below. Refer to the map located on page 93. not related to food (in other words, it’s usually
empty). Meeting halls are used for tribunals,
1. Fire Pit meetings with foreign dignitaries, tribal plan-
This enormous fire pit is the centerpiece of the ning sessions, etc.
grand feasts. Large enough to simultaneously
roast eight or ten cows, it is usually lit only dur- 3. Tents
ing special occasions. Most of the giants who live in the steading sleep
When the fire pit is not in use, the young chil- and work in thick tents, crafted from krotter
dren of the steading like to gather at its side and hides, scattered around its perimeter. Because
play glutton. aspiring chefs often try to cook in their tents,
fires are fairly commonplace.
2. Smokehouses
The seven smokehouses make up most of the 4. Covered Pit
steading’s superstructure. Each is dominated by The pit leads to a network of underground tun-
one or two gluttons who live and work within. nels the hill giants use to store foodstuffs and
Although most smokehouses are the exclusive treasure. Although the tunnels once connected
domain of the gluttons who maintain them, the to the arm of the Underdark that stretches up
lowest ranking gluttons with access to a smoke- into the spires, the giants long ago sealed off the
house are required to allow nongluttons to occa- access tunnels.
sionally experiment in its cookery.
The center smokehouse along the steading’s 5. Livestock Barn/Slaughterhouse
eastern flank is always reserved for the storkokk. This gruesome building and its surrounding
2a. Cookery: These vast kitchens serve as corral are home to the tribe’s herd of krotter,
workrooms and laboratories to the hill giants’ cows, and goats. Most of the livestock wardens
master gluttons. Each is constructed around a and their fomorian slaves sleep here.
large flame pit capable of simultaneously roast-
ing a pair of cows. 6. Main Gate
2b. Bedchamber: Master gluttons sleep in In order to enter the steading, one must either pen-
these areas, alongside the procurers and pantry etrate one of its thick stone walls or enter through
wardens who help them maintain the smoke- this gatehouse with its deadly murder holes
house. through which defenders can pour boiling oil. At
least two hill giants are always on duty here.
2c. Pantry: Most of the giants’ collection of
spices, vegetables, grains, and other foodstuffs can 7. Pool
be found here. Sometimes, the assistants to the The hill giants dammed a mountain stream to
smokehouse’s master pantry warden sleep here. form this pool. The pool serves as the camp’s
water supply and a ready source of amusement
2d. Dining Hall: Recipes concocted in the (despite the extremely low temperatures in the
cookery are sampled here. A convenient window valley, the giants love to wade in the pool).
allows the tribesmen to queue up outside the For approximately half the year, the pool
smokehouse to receive food prepared within. and its connecting streams are frozen solid.

92 • The Ice Spires and Their Environs


The Ice Spires and Their Environs • 93
During these months, the giants get their was once a mine—perhaps one of the very oldest
water by chopping blocks of ice from the on the whole of Faerûn. Long ago, when Ostoria
stream and carrying them into the smoke- ebbed under the might of the dragon hordes and
houses to melt. fell back to the valley, the stone giants drove the
original owners from the mine and claimed it as
their own, expanding it as necessary.
Hill Giant Statistics
The fact that the stone giants have inhabited
Average Size: 16’ this same steading for several thousand years
Intelligence Range: 3d4 isn’t very surprising. Life in the grotto suits the
Average Strength: 19 giants and their penchant for solitude. The grot-
Armor Class: 3 (5) to’s entrance is surrounded by enormous peaks
Hit Dice: 12 + 1-2 hit points and sharp crags, making it particularly difficult
THAC0: 9 to reach. As a consequence, the giants rarely
No. of Attacks: 1 receive visitors—particularly human visitors.
Damage/Attack: 1d6 or by weapon +7 Notable exceptions are the few artists and schol-
Weapon Multiple: ×2 ars invited into the grotto to study with the
Special Attacks: None giant artisans, and the giants’ few human
Boulder Damage: 2d8
“friends” who shuttle foodstuffs and other sup-
Boulder Catch Chance: 30%
plies between Hartwick and the caverns.
All told, approximately 60 stone giants
Stone Giant Grotto inhabit the grotto, along with perhaps a dozen
One of the relatively few stone giant tribes that black bears kept as pets.
resides in the valley makes its home in a grotto of
subterranean passages overlooking the great The Arts and
desert of Anauroch. The first thing a visitor sees the Stone Giant Ordning
as he approaches the grotto is the otherworldly Above all things, stone giants respect creative
blue smoke of the two enormous braziers that enterprise. They worship Annam as the creator
flank the main entrance of the cave complex. The of their race. By indulging in creative activities
stone giants keep the braziers burning year themselves, the giants believe that they become
round, 24 hours a day in tribute to Skoraeus closer to their deity and closer to the secrets of
Stonebones, the tribe’s patron deity. According to the multiverse. As a consequence, the stone
the stone giants’ legends, the braziers’ dying out giants’ entire society is based around the notion
is a sure omen from Skoraeus. Fortunately, such a of artistic skill—creating, criticizing, and ana-
signal has been received only twice in the last few lyzing works of art is their one and only con-
millennia: once just after Lanaxis poisoned Othea, cern. In fact, stone giants reduce all
and again after the storm giant paramount and things—combat, social interaction, food prepa-
Hartkiller ended their epic battle. ration, etc.—to an art form. Generally, stone
As one draws closer to the grotto and its blaz- giant art takes the form of elaborate carvings
ing sentinels, the scene begins to take on a more and sculptures, though a few storm giants are
familiar shape. The faint remains of tracks carved highly-skilled poets, actors, and painters.
from the stone in front of the main cave mouth Within the last two hundred years, the stone
and the distinctive stretched octagonal appear- giants’ dedication to their beliefs has grown even
ance of the entrance reveal that the entire network stronger. They are now so devoted to their own

94 • Giant Religion
work and the integrity of their ordning that they making it difficult to select a winner, such is not the
barely notice events in the outside world. This case among the stone giants. Their faculties are so
newfound dedication is the result of a strange attuned to their work and the work of their
incident that took place just after Hartkiller died brethren that in over 5,000 years of challenges,
battling the storm giant paramount. On the there has never been anything but a completely
evening that all of the other giants in the valley unanimous decision.
shared the vision of the portentous purple mist Sitting atop the stone giant ordning is the Lord,
(see “Annam’s Legacy”), the stone giants’ leaders the very finest artisan in the entire grotto. Cur-
were visited by an enormous white owl. This owl rently, this position is occupied by an ambitious
told them that they and their brothers were giant known as Vardun, the youngest ever to hold
responsible for the death of Annam’s chosen the throne. Although Vardun’s reign began spec-
king, but prophesied that a new king would one tacularly with bold innovations in the arts and a
day arise. The owl went on to lecture the stone great deal of progress on the Living Wall, life in
giants about the value of truth and charged them the grotto has recently taken a turn for the worse.
with the task of maintaining a bank of wisdom Over the course of the last few months, a series of
that Annam’s king could consult upon his return. mysterious mutilations and desecrations have
Convinced that the owl was none other than a wrenched the inspiration from many of the grot-
manifestation of the All-Father himself, the giants to’s inhabitants. Unknown to the other giants,
redoubled their efforts, withdrew even further these ghastly deeds are actually the work of Lord
from the society of the Jotunbrud, and began the Vardun himself. Just before he was elevated to the
so-called “Living Cave” (see below). throne, Vardun went exploring in the western
Ordning challenges among the stone giants are spires in search of new truths for the Living Cave.
based solely upon artistic skill (although the giants There, he stumbled across the Dour Fissure and
respect those who can interpret art, their greatest the bizarre friezes that decorated its hideous
praise is saved for those who create). To settle a walls. Like most stone giants, Vardun’s greatest
challenge, the two competitors retreat to isolated weakness is his curiosity. While gazing at the
caves located deep in the heart of the grotto and friezes, he became convinced that they concealed
begin furiously creating their works. Stone giants some ghastly yet important truth. Ever since, his
taking part in such a challenge are quite a sight to mind has refused to stop contemplating the carv-
behold-their work is fast, focused, and deliberate. ings until he manages to unlock their secret. His
Often, they are so inspired by opportunity that current attempts to unlock the secret of the friezes
they are unable to eat or communicate until the revolve around experimental carvings of living
work is finished, a process that often takes up to 10 flesh and the “art” of destroying beauty. He has
days and sometimes takes even longer. (The ord- even begun to seduce some of his fellow giants
ning challenge that seated the current lord of the down his own twisted path. Still undiscovered by
stone giants lasted a record 24 days!) Only when the majority of the grotto’s residents, Vardun and
both of the giants are finished with their work do his conspirators hold secret midnight meetings
the other members of the tribe come to view the deep in recesses of the Living Cave (see below).
works and judge the results. The winner of the
contest is the giant whose work displays the great- Life in the Grotto
est insight and the most prodigious inspiration. Stone giant society is divided into seven distinct
Although it sounds as if the subjective nature of strata. Although there are a couple of general
such a judgment would lead to disagreement, exceptions, no one stratum is inherently higher

The Ice Spires and Their Environs • 95


ranked than any of the others. Generally, there are terparts, giant artists and critics tend to hold
high- and low-ranking giants found in all the each other in the highest esteem. The stone
groups. Bearing special mention is the relation- giants recognize that without the aid of critics,
ship between master and student that serves as most artisans would fail to recognize and elimi-
the foundation of stone giant civilization. Shortly nate the flaws in their own works. Critics also
after each stone giant child is born, he or she is help the artisans identify the paths their works
apprenticed to an older giant from the same stra- are exploring and help place the work in a his-
tum as the giant’s parents. Though stone giant torical context, allowing the artisan to refer back
children retain a certain loyalty to their parents, to appropriate older works for inspiration.
ultimately it is the responsibility of this older The Patrons in the stone giant society are
giant to guide the child’s development and help responsible for providing the tribe with inspira-
the child assume his or her place in the ordning. tion. Generally, they accomplish this goal by
Masters are the most talented and skilled arti- relating the myths of the faith and teaching
sans in the whole grotto. (The Lord is always the important spiritual lessons.
highest ranking master.) Their work—whether Ponderers are responsible for seeking out new
woodworking, orating, swordfighting, or tan- truths. They spend most of their days pouring over
ning—provides inspiration for all of the other voluminous books and consulting with artisans.
tribesmen and tends to establish artistic trends fol- Stone giant books are carved in magical script on
lowed by lower ranking giants. Two special privi- huge biotite sheets and bound with granite covers.
leges set the masters apart from the rest of society. As a consequence, all storm giant ponderers are at
First, only the masters are aware of the existence of least 1st-level wizards. Generally, after a ponderer
the Living Cave. Although other giants in the makes an important new discovery, it’s only a
grotto are often directed by the masters to execute short time before the find appears in several of the
special works that will be transported or copied in artisans’ friezes and sculptures.
the cave, the true importance of these works—and Although the vast portion of the giants’ library
the fact that they are destined for the living cave— consists of the biotite folios they assemble them-
is never explained to them. Second, a portrait of selves, the giants are always interested in acquir-
each giant who reaches master rank is carved into ing books and scrolls prepared by other races.
a vast frieze located in the grotto’s entryway. This These books are carefully examined by the pon-
intricate mural serves as a sort of “hall of fame” derers and transcribed to biotite for easier access.
that helps the stone giants pass their history along Although the stone giants once commissioned
to succeeding generations. giants from other tribes to secure such treasures,
Disciples are giants who spend all of their they now tend to deal exclusively with humans
time creating new works but aren’t quite as tal- and demihumans. Three or four of King Cam-
ented or experienced as the masters. Again, it’s den’s subjects are well-known to the inhabitants
important to point out that although most stone of the grotto and often act as intermediaries
giant artworks are carvings and sculptures, between the ponderers and human adventurers
some giants have chosen to pursue more non- willing to seek after specific tomes and scrolls. In
traditional art forms. Thus, it’s possible for a exchange for their service, the humans receive a
master poet to hold the title “Disciple.” portion of the enormous treasure the stone giants
Critics are responsible for judging and ana- have accumulated over the ages.
lyzing works of art. Contrary to the notorious Laborers work the veins of gems and precious
bad will that exists between their human coun- metals that run through the grotto. (Remember,

96 • Ice Spires and Their Environs


the entire complex was once a mine.) These items wisdom that Annam directed the tribe to main-
are usually given to the tribes’ human friends, tain (if, in fact, the owl was a messenger from the
who use them to purchase supplies and hire the All-Father). Because the frieze was vitally impor-
adventurers who work with the ponderers. As tant to the future of the entire Jotunbrud,the Lord
something of an exception to the general rule of decided to keep its existence a secret from his
equality between the various strata of the society, people. Only he and his masters would actually
only giants who are considered artistic failures execute the works that would compose the caves,
end up among the laborers. though he would direct some of the tribe’s other
Lowest ranking of all the grotto’s inhabitants members to unwittingly assist him. Shortly after
are the Servants, who prepare food, clean carv- the epic task was underway, the project became
ing tools, etc. known as the Levendehule — the Living Cave.
Two centuries later, the Living Cave fills more
The Living Cave than 200 miles of tunnel from floor to ceiling
After the white owl appeared to the stone giant (including the floors and ceilings themselves!)
.
leaders long ago, the current Lord ordered some with ornate murals, sculptures, and friezes that
of the grotto’s deepest caves sealed off from the depict the information equivalent to that found in
rest of the society. Within these caves, the Lord thousands of books to anyone skilled in their
resolved to carve an enormous frieze that some- interpretation. At present, almost all of the works
where encompassed every truth known to the executed by the tribe are somehow linked to the
stone giants and ultimately every truth in the cave, though few stone giants are even aware of
world. This frieze was to become the repository of its existence. Among the secrets housed some-

98 • The Ice Spires and Their Environs


where in the Living Cave are the true history of treachery. In any case, he is certain that Vardun
the Jotunbrud, the true origins of dragonkind, the is taking some of the tribesmen into the Living
nature of the divine, the secrets of the beginning Cave for secret nightly meetings, though he has
and end of the world, and the essential secret of yet to muster the courage to share his suspicions
magic. Just because these truths can be gleaned or investigate these meetings himself.
from the caves’ inscriptions, however, does not
mean that the stone giants have mastered them. Magical Workshops
By its very nature, the giants’ art is somewhat Unlike most breeds, stone giants place nearly as
mysterious, and even they are often incapable of high a value upon the study of traditional sor-
interpreting its meaning. Bringing together all of cery as upon the practice of runecasting that
the disparate works and influences that now Annam bequeathed upon the Jotunbrud. (The
grace the walls of the Living Cave has put the stone giants believe that sorcery conceals some
answers to some enormous questions within of the essential truths they have pledged to
reach, but divining these secrets still requires cor- unearth.) Within their grotto, they maintain
rect interpretation and analysis. In fact, the bigger some of the largest and most well-stocked
the secret, the greater the time needed for such magic workshops in the whole valley. An
studies—one might prowl around the cave’s hun- almost unbelievable number of magical items
dreds of miles for several years before properly can be found scattered around the shops.
decoding the true history of the Jotunbrud.
In game terms, there is a 50% chance that any- Mine
one fortunate enough to visit the Living Cave Stone giants mining the earth is a sight that must
can glean the equivalent of a legend lore or com- be seen to be believed. They tear through the
mune spell with a successful Wisdom ability thick subterranean walls as if they were paper
check. Such an effort takes anywhere from a few and pull the valuable ores from the rock with
hours to a few years, though, depending upon their bare hands. Although stone giants are capa-
the complexity of the answer sought. Further- ble of mining a vein roughly four times faster
more, it is impossible to effectively consult the than dwarves, their “rough and ready” approach
cave without accessing the stone giants’ biotite leaves the passages they mine susceptible to
library to help translate and interpret its secrets. rockfalls and cave-ins that pose a distinct danger
to creatures smaller than themselves.
Description
Some of the grotto’s key locations are described Libraries
below. As one might expect, the stone giants maintain
some of the largest libraries in the northern Faerun.
High Priest’s Sanctum Keenly aware of the value of books, they take extra
The only inhabitant of the grotto who is not a care to shore up the ceilings in the libraries to pro-
master, but still knows of the existence of the tect their contents from rockfalls and falling dust.
Living Cave, is the high priest of Skoraeus. In Each library houses a dozen enormous gran-
fact, the high priest maintains a secret sanctuary ite shelves large and sturdy enough to hold
deep within the Cave itself, which he uses for dozens of biotite folios.
special vigils and prayers.
Recently, Bahroon, the current high priest of Living Quarters
the grotto, has started to suspect Vardun of Stone giant living quarters are always incredibly

The Ice Spires and Their Environs • 99


spartan, often consisting of a pile of skins (for a Frost Giant Glacier
bed) and a single stool. All stone giants share their The frost giants of the valley are a race of nomadic
quarters with their students, and often, several herders. During the coldest months of each year,
master/student pairs live in the same caves. they briefly return to more permanent encamp-
ments scattered across the Bleak Plain. One such
Stone Giant Statistics encampment is a thick crack in the ice located on
the fringe of the Endless Ice Sea. For three months
Average Size: 18’ out of each year, one of the Valley’s more active
Intelligence Range: 3d6 tribes of frost giants returns to the rift to settle and
Average Strength: 20 celebrate before venturing forth again in search of
Armor Class: 0 usable grazing lands.
Hit Dice: 14 + 1-3 hit points As one approaches the broad rift, he is
THAC0: 7
inevitably distracted by the quaking roar of a
No. of Attacks: 1
Damage/Attack: 1d8 or by weapon +8 huge white dragon, a beast the frost giants keep
Weapon Multiple: ×2 as a captive (see below). In fact, the only way
Special Attacks: None into the rift on foot is to pass beneath the pol-
Bolder Damage: 2d10 ished skull of another huge white dragon and
Boulder Catch Chance: 60% through a thick subterranean tunnel that leads
Special Ability: Effective infravision down to the frost giants’ domain. It is only after
emerging from this tunnel that the visitor can
glimpse the frost giants’ dwellings—a series of

100 • The Ice Spires and Their Environs


makeshift buildings and thick tents resting on by his side is the ultimate reward.
several icy ledges that overlook a seemingly Equally important are celebrating successful
bottomless rift. Two narrow wooden bridges adventures (revelry) and boasting about adven-
span the rift and sway endlessly in the furious tures soon to completed. In fact, the frost giants
storms that constantly rise from its depths. have evolved a complex protocol that governs
Nongiants visiting the rift find the going partic- the boast. Any giant who violates these informal
ularly rough. The temperatures here are among rules by promising to accomplish a deed clearly
the very coldest on all of Faerûn and winds typi- outside his abilities almost certainly faces as an
cally reach speeds in excess of 40 miles per hour. ordning challenge (or several such challenges!).
(Consult the rules found at the beginning of this In fact, an immediate inferior who does not
chapter when conducting expeditions to the rift.) issue a challenge under such circumstances runs
Frost giants, of course, thrive in such conditions the risk of being branded a coward, almost cer-
and suffer no penalties due to the environment. tainly triggering a challenge from his inferior.
Although these particular frost giants are per- As befits their nature, frost giants resolve ord-
fectly content with their winter accommodations ning challenges with a great contest of deeds. The
in the rift, they once maintained a more magnifi- challenger proposes some amazingly brave (and
cent structure located atop a high mountain far- quite possibly foolhardy) deed and goes out to
ther to the south. They were unceremoniously accomplish it. If he succeeds, the challenged must
evicted from this dwelling when Hartkiller drove top the deed or lose his rank in the ordning. One
the Jotunbrud tribes from the valley more than of the most celebrated ordning challenges in frost
200 years ago. Then, for a number of years, they giant history resulted in the recent confirmation of
roamed across the slopes of the northern Ice Hjurm, the tribe’s current high shaman and a
Spires until one of their scouts finally discovered pupil of Halflook, grand shaman of all the frost
the ideal location for their new wintering hole. giant tribes. Hjurm’s challenger proposed to
Although their numbers have dwindled over the unseat him by traveling off to spit in the eye of a
past two centuries and they no longer have need huge white dragon. Four weeks later, the chal-
of such grand accommodations, the giants would lenger returned with the skull of the dragon in
certainly welcome an opportunity to recapture tow to prove that he made good on his boast.
their former steading on general principle. (That skull now rests over the tunnel entrance that
All told, approximately 50 frost giants live in leads down into the rift.) Hjurm then departed,
the rift. The tribe maintains a large herd of krotter promising to top the upstart. Three weeks later,
and mammoths as a food supply, as well as innu- the high shaman returned to the camp with a live
merable winter wolves and smilodons as pets. and subdued white dragon in tow, and spit in its
eye before the entire tribe! To this day, the dragon
The Frost Giant Ordning remains chained in a vast pit on the northern
Frost giant society is based upon the concept of fringe of the rift. Most of the giants’ most riotous
tapperhot, translated variously as “courage,” celebrations end with the entire tribe standing
“mettle,” or “machismo.” To a frost giant, the around the pit and tormenting the poor creature.
essence of life is adventure. Only by continuously Frost giants incapable of completing suffi-
testing one’s prowess might one prove his abili- ciently daring adventures are more severely
ties to the gods and claim a spot in Jotunheim. In rebuked by their brethren than the low-ranking
the eyes of the frost giants, of course, the ultimate giants of any other breed. In fact, sometimes the
adventurer is Annam All-Father. Claiming a spot tribe’s collective insults and abuse are so severe

The Ice Spires and Their Environs • 101


that the lower ranking giants are forced to fal- defenders of the rift. They account for roughly
sify the completion of glorious adventures for half of the entire tribe. Presently, the most fear-
the sake of their own hides. some warrior in the rift is Skaag, brother of
Sitting atop the whole ordning is the jarl, the Skarg, the tribe’s former jarl.
bravest and most adventurous of all the frost While Skalds adventure themselves, they
giants. The current jarl, Hagomil, only recently spend most of their time composing epic poems
took control of the tribe. So far, it appears that known as sagas (you can find a brief sample of a
he prefers the more fanciful style of adventure saga in “Annam’s Legacy”), which honor the
and is far less warlike than his predecessor. adventures of the tribe’s leaders. Because these
sagas are often passed down from generation to
Life on the Glacier generation, the skalds play an important role in
Frost giants believe in living life to its fullest. As keeping the tribe aware of its history. Despite
such, there is very little “civilized” activity in the fact that they spend far less time adventur-
the rift. Most of the giants spend the bulk of ing than the average warrior, skalds are
their time organizing and participating in colos- afforded almost as much respect.
sal drunken revels, most of which last for Shamans are responsible for helping the tribes-
upward of 3 to 5 days. What little time remains men claim their spot in Jotunheim. They fulfill
after planning and participating in revels is this responsibility by holding regular prayer vig-
often spent recovering from them. ils and trying to incite the warriors to undertake
The typical revel begins with the skalds and even more daring adventures. At present, the
their tales of adventure, then proceeds to an epic shamans of the rift are somewhat out of favor
round of boasting. After eight or nine hours, with the rest of the tribe. Just about three months
most of the tribesmen are both intoxicated and ago, Halflook, the frost giant high shaman, expe-
looking for an opportunity to prove their skills. rienced a powerful Twilight omen and became
It’s at this point that most revels dissolve into one of the Twilight Spirit’s prophets. As a conse-
impromptu (and drunken) contests of prowess. quence, he manipulated the fire giant high
Wrestling, axe tossing, boasting, singing, and a shaman into accepting a clerical parley, during
peculiar form of ritualistic teasing are all popu- which the two clergymen decreed that Skarg, the
lar. Particularly wild revels turn ugly and vio- frost giant jar1 and a notorious loose cannon,
lent, beginning with the torment of the captive should abdicate in favor of a giant more tolerant
dragon and moving on to tossing slaves down of the Twilight Spirit’s wishes.
the rift, and (finally) to the giants challenging Weirdner (literally “weird workers”) are the
each other to bouts with deadly weapons. frost giant wizards and runecasters. They are
Anyone with the misfortune to observe frost expected to provide the warriors with the extra
giant society under these conditions would be sur- edge they need to succeed in their most daring
prised, however, by the giants’ reaction to battle. exploits.
The minute a battle appears imminent, the giants Slaves, as one might suspect, are the absolute
are suddenly grim, determined, and united. The dregs of the frost giant society. Usually, this
sounds of revelry are replaced with the sounds of position is reserved for kin. Giants who slip
swords being sharpened and tactics reviewed. down into the slave class suffer so much dis-
Basically, all of the giants in the glacier belong honor that their relatives are known to voluntar-
to one of five general classes. ily exile themselves from the tribe rather than
Warriors are the brave adventurers and face the shame of living in their presence.

102 • The Ice Spires and Their Environs


The Ice Spires and Their Environs • 103
Skalds giant chiefs on Twilight’s Vale, the king deliv-
The frost giant skalds are roughly equivalent to ered two enormous warships capable of skid-
the bards of the AD&D game. Although they ding across the great glacier on enormous
never gain the ability to use magic spells or read razor-sharp blades. Sporting sails more than 70
languages, they receive all the remaining abili- yards wide, the ships can ride the arctic blasts of
ties inherent to the class. In addition, if playing the glacier to reach Vaasa and the Cold Lands in
before frost giants, their abilities to influence the approximately four days.
reactions of others and inspire friends and allies Ever since they took possession of the Ice
(see the “Classes-Bard” section of the Player’s Runners, the frost giants have carried out fre-
Handbook) function at double effectiveness. In quent raids on the large kingdoms to the east.
other words, a skald can provoke a -2 modifier Since it is impossible to launch any sort of coun-
to the reaction rolls of frost giants for every terstrike (the natives of the Cold Lands have no
three experience levels, and she can bestow a +2 means of crossing the Glacier) and impossible to
bonus upon frost giants entering into melee (+4 predict when the next assault will occur, the
to morale). Furthermore, skalds have the oppor- raids are low-risk propositions that tend to pay
tunity to learn one rune at each of the 6th, 7th, off quite handsomely
and 8th levels (see “Giant Religion”).
Frost giant skalds are limited to the 8th level Politics
of experience. Because they like to show off their courage and
skills, the frost giants tend to enjoy any oppor-
The Ice Runners tunity to mingle with the other tribes of the
Voracious eaters, the frost giants often find it Jotunbrud. They particularly enjoy their infre-
difficult to obtain the food and supplies neces- quent visits to hill giant encampments, where
sary to outfit the tribe. Traditionally, the giants the drink is so plentiful. The only exception to
topped off their foodstores with frequent raids this general rule are the fire giants, whom the
against the various barbarian sects that lived in frost giants don’t particularly like. Not only
the valley. But ever since the coming of could neither tribe comfortably visit the other
Hartkiller and the birth of Hartsvale, the tribe (frost giants find temperatures any higher than
has been forced to look for new sources of 80 degrees physically painful), but their
food—launching raids deep into the Savage founders (Masud and Ottar) were engaged in a
North, pilfering cattle from other giant bitter rivalry that flared for almost 10,000 years.
steadings, even hiring humans to purchase live- Reluctantly, the frost giants are forced to
stock in Hartwick and drive it up to the rift. admit that the Kingdom of Hartsvale is just too
The tribe’s food problems were finally solved strong to remove from the valley for the time
five years ago, when the frost giant jarl defeated being, though as the Jotunbrud grow more
the king of the fire giants in a wine drinking united, this situation is steadily changing.
contest held at a hill giant encampment. Had he
lost, the jarl would have been obligated to allow Description
the hill giant chief to cook the tribe’s captive Some of the glacier’s key locales are described
dragon and feed it to the fire giants. But since below. Refer to the map located on page 103.
the jarl won, the fire giant king was obliged to
build a pair of his incredible devices for the frost 1. Entryway
giants: Six months later, during a meeting of the The only way to enter the rift is to descend a

104 • The Ice Spires and Their Environs


The Ice Spires and Their Environs • 105
flight of heavy stairs through a subterranean 6. Overseer’s Manor
tunnel and exit onto the upper ledge. Gaining This low house is occupied by a pair of frost
entry to the compound in any other fashion giants who theoretically watch the slaves for
would require a difficult climb down more than signs of disobedience or revolt. Because no real
100 feet of cragged glacier in extremely warrior would ever fear a slave, these giants are
inclement weather. remarkably remiss in their duties.
Sitting atop the entrance to the stairway is the
polished skull of the dragon killed by Hjurm’s 7. Manors
challenger long ago. Frost giants who sit near the top of the ordning
are allowed to sleep in makeshift huts rather
2. Guardhouse than the tents available to most of the tribes-
At any given time, between two and four frost men. Recently, sleeping out of doors in order to
giants occupy this low structure and guard the prove virility has come into vogue among the
entryway Guard duty is particularly unpopular giant elite, vacating most of the manors.
among the frost giants since it forces them to 8. Jarl’s Manor
miss the revels. Though guards are supposed to The jarl’s manor is the largest building in the
refrain from consumption, few can resist. Just as rift. Like most of the higher-ranking giants, the
often as not, the guards end up as drunken and jarl has recently taken to sleeping in a small tent.
rowdy as the rest of the tribe. He still uses the manor for important meetings,
however.
3. Mead Halls
These are long, low structures of stone and 9. Shrine
wood designed for festivals and large meetings. This small structure is dedicated to Thrym, the
Each features its own built-in fire pit and brew- frost giants’ most favored deity.
ery for malting ales. Though all the revels begin
in the mead halls, they rarely remain here for 10. Dragon Pit
long. The huge white dragon that Hjurm returned to
the rift several years ago still rests in this huge
4. Tents pit on the northern ledge of the rift. Badly bat-
Most of the giants who live in the rift sleep in tered by several consecutive years of abuse, the
these sturdy tents fashioned from krotter hide. dragon could never dream of escape—it’s
barely capable of mustering the strength neces-
5. Slave Warrens sary to cry out.
The frost giants force their slaves to sleep in broad Recently, however, the dragon has acquired a
pits covered with hides. Because many of the new sense of hope. Late one night, its cry of pain
slaves start small fires for warmth, melted snow was returned by a similar, healthy cry from the
and ice frequently accumulate at the bottom of the other side of the Glacier. Twice since, the dragon
pits, making them particularly uncomfortable. has heard this echo and it seems to be growing
Over the years, the slaves have dug a series of closer.
slit trenches that allow them to travel from pit to
pit without braving the icy winds of the rift.

106 • The Ice Spires and Their Environs


black smoke that blocks out the sunlight in
Frost Giant Statistics
strategic areas, adding even more eerieness to
Average Size: 21’ the palace’s facade. They are also responsible
Intelligence Range: 2d6+1d4 for keeping temperatures on the plateau high
Average Strength: 21 enough for the fire giants’ comfort. In sharp
Armor Class: 0 (5) contrast to the rest of the valley, temperatures
Hit Dice: 14 + 1d4 hit points in and around the plateau are incredibly high
THAC0: 7 or 5 (90 degrees in the outlying areas, more than
No. of Attacks: 1 110 degrees in the palace itself). Another factor
Damage/Attack: 1d8 or by weapon +9 contributing to the plateau’s balminess is a
Weapon Multiple: ×2.5 series of subterranean vents that carry super-
Special Attacks: None heated steam up from the Three Sisters and
Boulder Damage: 2d12
expel it out over the valley from fissures in the
Boulder Catch Chance: 40%
Special Ability; Impervious to cold plateau’s side.
All told, some 45 fire giants inhabit the hall
along with dozens of fomorian slaves. The
giants keep several krotter on hand as a food
The Fire Giant Hall supply and maintain innumerable hell
After Hartkiller ran them off Needle Peak, one hounds as pets.
of the valley’s most prominent fire giant tribes
built a new palace on a low plateau joining Craftsmanship and the
two of the three volcanoes known as the Three Fire Giant Ordning
Sisters. Over the next 40 years, the giants used Like their brothers the stone giants, fire giants
their unparalleled mechanical skills to trans- worship Annam in his aspect of creator, and
form the plateau into a superior duplicate of they see life as one long opportunity to follow in
their former home. In fact, the new fire giant his footsteps. Only by exercising this opportu-
hall is undoubtedly one of the most exquisite nity can one grow closer to the All-Father and
structures on the whole of Faerûn. Built atop a claim a place in Jotunheim. Unlike the stone
series of enormous platforms that act like giants, however, the fire giants have little use for
gears, the whole complex is in constant subtle creations requiring special skills to
motion: Buildings revolve around each other, unlock and comprehend. Fire giants prefer
structures rise and fall in height, and towers more visceral and practical inventions that
sway back in forth, all in an unsteady and boldly proclaim their majesty to all who witness
absorbing rhythm. The net effect of the entire them. As far as anyone can determine, these
construct is to simultaneously fascinate and views stem from the environment in which
disorient the first-time visitor, a dangerous Annam first deposited Masud and his fire giants
byproduct of the palace’s beauty. (First-timers several thousand years ago. In order to survive
might easily slip between two of the struc- in the fiery mountains located in Faerûn’s
ture’s enormous gears and suffer 10d10 points southern sector, the giants were forced to take
of damage.) advantage of the one natural edge their environ-
Surrounding the entire complex is a net- ment afforded them: the incomparable power of
work of trenches filled with boiling oil. The the forge.
trenches serve to clog the skies with a thick Over the course of their eons of existence, the

The Ice Spires and Their Environs • 107


fire giants have become masters of metallurgy. ments flows directly from the All-Father’s
Their knack for metalworking and weapon- palace in Gudheim.
smithing are almost completely unrivaled Sitting at the very top of the fire giant ordning
across the face of Faerûn. is the exalted khan, the very best craftsman in
Not surprisingly, the fire giant ordning is the tribe. His most important responsibility is
based around the ideals of skillful craftsman- the supervision of the giants’ most ambitious
ship and the mastery of technology. Ordning undertaking: the expansion of the great hall.
challenges are settled by the competing par- Year by year, the giants’ master craftsmen add
ties each retreating to their respective forges more and more towers, bridges, gears, and pul-
to dream up startling new creations. The leys to the hall. According to their legends, the
giant who returns with the most impressive glory of Ostoria can only be restored when the
concoction is declared the winner. In fact, the hall eclipses the entire valley.
fire giants are so dedicated to these standards
that they tend to view the tribesmen who sit Life in the Hall
atop their ordning (and are, therefore, the In some ways, the society of the fire giants com-
best craftsmen in the hall) as somehow bines traits found in both the frost giant and
“holier” than the lower-ranking giants. To a stone giant steadings. Like the frost giants, the
true fire giant, metallurgical expertise is a fire giants are fond of wild revelry and exuber-
sure sign of piety and spiritual devotion—fire ant celebration. But unlike their brothers, they
giant leaders are often priests. Every giant believe that such revelry serves only to heighten
knows that the inspiration for such achieve- their effectiveness in their true love: the precise

108 • The Ice Spires and Their Environs


execution of skill and craftsmanship. In this Tool Makers fashion the hammers, levers,
way, they share the stone giants’ dedication to spikes, and other tools used by the forgers,
duty. The average fire giant’s waking day is architects, and decorators. Though tool-making
divided into three parts: two for labor and one is an intricate art form that is very important to
for celebration. almost all the activities in the hall, the tool mak-
The fire giants share another, less satisfying ers’ efforts are underappreciated by the rest of
characteristic with their brothers the frost the tribe. For the most part, the tool makers are
giants: an almost insatiable appetite for food older or less talented craftsmen who simply
and drink. They too find it difficult to maintain haven’t the drive to keep up with the architects
the enormous amounts of food and supplies and forgers.
necessary to keep their tribe together. To over- The few Priests in the fire giant society who
come this problem, they launch frequent and are not also architects and forgers are charged
fruitful raids into the kingdoms of the Savage with the responsibility of keeping the rest of the
North. But when the food supply is particularly tribe productive. They accomplish this task
lean, even the raids can’t fill the tribe’s stock largely by composing inspirational tales
houses. When faced with such desperate straits, extolling the features of the glorious palace of
the giants are often forced to sell their incredible Gudheim.
creations to wealthy nobles and would-be con- Weirdner are the fire giant wizards and
querors, a solution that raises its own set of runecasters. Their main function within the
associated problems. society is the evolution of new technologies and
At its core, the fire giant society comprises metalworking techniques.
seven strata. Sitting beneath all the other strata are the
Architects are the tribe’s master builders. Slaves responsible for preparing food, sharpen-
Most of their effort goes into expanding the hall ing tools, etc. Like their brothers the frost giants,
and devising the ingenious traps that protect it the fire giants treat their slaves with less dignity
from interlopers. Architects are always the most than most masters afford their pets. In fact, very
respected citizens from the hall, and the new few actual giants lose so much respect with the
king almost universally emerges from the community that they slip down into the slave
midst. class. Most of the fire giants’ slaves are verbeeg,
Forgers operate the hall’s giant furnaces and fomorians, and other assorted outsiders (even a
fashion the huge gears and metallic shells the few dwarves and gnomes).
architects need to carry out their work. Typi-
cally, forgers are young and talented giants who Fire Giant Craftsmanship
hope to one day rise to the ranks of the archi- You can assume that all fire giants have the
tects themselves. blacksmithing, metalworking and weapon-
Engravers take the parts fashioned by the smithing proficiencies, each rated at 16. Master
forgers, engrave them with decorative patterns, fire giant craftsmen (that is, those sitting atop
and apply intricate inlays. Although the decora- the ordning) have all three proficiencies rated
tors are not nearly as respected as the architects at 20. Fire giants are such skilled metalworkers
and forgers, no true giant craftsman would that they can construct any sword, suit of
dream of assembling a creation without their armor, or other metal item in 25% of the time it
input. To at least this limited extent, the fire would take a human smith to construct the
giants believe in form as well as function. same item. (See 21.10 The Complete Fighter’s

The Ice Spires and Their Environs • 109


Handbook for information on forging swords other than fire giants begin to hallucinate and
and armor.) Furthermore, any weapon, shield, teeter. This effect is equivalent to a pair of
or suit of armor constructed by the fire giants is phantasmal killers trying to pull such characters
automatically of such a high quality that it is off their perch and down into the fire (or lava).
treated as though it is enchanted at +1 (though To last the duration of the dance, such a visitor
such weapons won’t strike creatures affected must drive off the killers before the killers
only by magical weaponry). Note that only reduce him to 0 hit points. (If the interloper is
items of this quality (forged by either the fire reduced to 0 hit points, he immediately falls
giants or others with similar skills) can be into the flames and dies.) To drive off the
enchanted to +4 or +5, making fire giant weap- killers, the interloper “attacks” them. No
ons exceptionally valuable. attack roll is necessary and all attacks auto-
Although the fire giants rarely construct matically inflict 1 to 3 points of damage plus 1
items for anything but their own amusement, point of bonus damage for each point of the
they’ve been known to occasionally hire out attacker’s Wisdom over 13. Note that although
their services. To commission a work from the the killers are illusory and can be disbelieved,
fire giants, one must find the hall and speak any successful attempt to disbelieve causes the
with the khan. Though most offers are immedi- interloper to remove himself from the dance,
ately rejected out of hand, the khan might con- thus failing the giants’ test.
sider a request by anyone who strikes him as
particularly interesting or powerful. Anyone Fire Giant Politics
who passes this test is then required to partici- Like their brothers the frost giants, fire giants
pate in a fire dance. If the petitioner survives, generally enjoy an opportunity to meet with
the khan will probably agree to fashion the other Jotunbrud tribes, as such meetings allow
requested item in exchange for a work of great them an excellent opportunity to show off their
craftsmanship coveted by the fire giants. It is incredible craftsmanship. Again, the one excep-
then up to the individual to quest for this item tion is the frost giants themselves, with whom
and return it to the hall in order to claim the the fire giants enjoy a bitter rivalry. Lately, the
item he requested. hall has been visited by dignitaries from
Abram’s cloud castle on six separate occasions
Fire Dancing so Abram can conduct secret meetings with the
Most fire giants worship not only the members fire giant king. According to the gossip spread-
of the Grand Ordning, but to a lesser extent, ing through the forges, Abram is trying to con-
they worship fire in its elemental form as well. vince the king to help him construct some sort
As part of their religious rituals, the fire giants of enormous object.
perform complex and intricate dances along the Although the fire giants had nothing but con-
very edge of vast firepits and lava streams. (In tempt for the Uthgari tribes after Hartkiller
the hall, the giants dance on the edge of the pushed them out of their first great hall, this
spinning gears overlooking the lava rivers.) feeling has since subsided. Now that their new
Visitors to the hall are sometimes invited to dwelling has eclipsed the size of its predecessor,
participate in these dances themselves-par- the giants no longer give the humans and their
ticularly if the giants wish to test the mettle of kingdom much thought. One day, they know
the interlopers. During a fire dance, the heat is they must theoretically obliterate the kingdom
so great and the steam so thick that characters to make room for further additions to the hall,

110 • The Ice Spires and Their Environs


The Ice Spires and Their Environs • 111
but until that day comes they are content to Obviously, the air immediately surrounding
leave the humans in peace. the forges is even hotter than the unbearably
balmy atmosphere elsewhere in the hall. All
Hall Description nongiants who get within 30 feet of the forges
Some of the hall’s key locales are described must successfully save vs. petrifaction at the
below. Refer to the map located on page 111. end of each round of exposure or suffer 1d8
points of damage.
1. Guardhouse
The nature of the hall’s construction makes it 3. Workshop
impossible to enter without first passing The giants create the bulk of their fantastic
through this entryway. Generally 4-6 fomorian devices in these enormous halls. As one
slaves (roll 1d6; 1-2=4,3-4=5,5-6=6) are on approaches, the din of mighty hammers is
duty here. (No fire giant would leave his work- almost deafening. Inside the shops, it is almost
shop for something as mundane as guard duty.) impossible for a nongiant to utter anything
intelligible.
2. Forge
These forges are quite possibly the largest in all 4. Manor
the Realms. Objects the size of small sailing All of the hall’s occupants (except for the
ships can be smelted here in a single plunge. slaves) live in these imposing steel structures.

112 • The Ice Spire and Their Environs


(The steel walls tend to trap the heat, making 9. Banquet Hall
such buildings particularly comfortable for The fire giants use this broad steel hall for their
fire giants.) Most of the manors are mounted own equivalent of the frost giants’ revels.
on enormous spinning gears that cause them
to rise and fall as the platforms that make up 10. Shrine
the hall spin. Most humans would find such The giants’ shrine is dedicated to Masud,
motion extremely disorienting (if not nauseat- founder of their tribe, though it is often used to
ing), though the giants apparently suffer no ill honor Surtr, Stronmaus, and the Twilight Spirit.
effects from it.
11. General Storage
5. Khan’s Manor This is an all-purpose storage facility. Within,
The khan of this fire giant tribe occupies the one might find discarded tools, gears, provi-
largest manor of all. Located within the manor sions, and malfunctioned devices.
are the king’s private forge and workshop.

6. Slave Warrens Fire Giant Statistics


Like the frost giants, the fire giants force their
slaves to sleep in broad pits. Most of the slaves Average Size: 18’
line their pits with thick skins and blankets Intelligence Range: 2d6+1d4
since the metal floors tend to conduct the Average Strength: 22
unbearable heat of the flaming rivers that flow Armor Class: -1 (5)
beneath the hall. Hit Dice: 15 + (1d4+1) hit points
THAC0: 5
7. Slave Overseer’s Quarters No. of Attacks: 1
The overseer of all the slaves sleeps here. He, Damage/Attack: 1d8 or by weapon +10
too, is usually a slave (one of the few true giants Weapon Multiple: ×2.5
in the slave caste), albeit a particularly trusted Special Attacks: None
one. The current overseer was cast into slavery Boulder Damage: 2d12
after improperly quenching a sword forged by Boulder Catch Chance: 50%
the king himself. He hopes to perform his cur- Special Ability: Impervious to fire
rent duties with enough distinction to one day
return to the workshops.

8. Livestock Barn The Storm Giant Aerie


Like most of the Jotunbrud tribes of the valley, Some of the storm giants of the valley make
the fire giants keep a fairly sizable herd of their home atop an enormous mountain located
krotter on hand as a ready food supply. Condi- on an island in the midst of Lake Woe, just
tions in the hall make it especially difficult for beneath the southern Spires. (Hartkiller visited
the giants to maintain their herd, placing fur- this very tribe many years ago.) This particular
ther strain on their already precarious food mountain is one of the tallest in northern
stock. Faerûn. Its peak soars high above the local
cloud cover, and due to the storm giants’ influ-
ence, the peak is constantly bombarded by rau-

The Ice Spires and Their Environs • 113


cous thunderstorms. and flock to the aerie by the thousands. Scat-
Simply reaching the aerie is an extremely tered all over the mountain are the unusually
daunting task for any not of the Jotunbrud. A large rots (wingspan of 75 feet plus) that the
potential visitor must first navigate the icy storm giants sometimes ride as steeds.
waters of Lake Woe (a task made nearly impos-
sible by the thick mists that drift down from the The Storm Giant Ordning
aerie and gather over the water). Then, after Storm giants don’t really see Annam as an out-
reaching the island at the lake’s center, he must side force that sometimes influences their
complete one of the most difficult climbs in all world. They see him as a physical embodiment
the Spires. Characters without access to the of that world. To the storm giants, Annam is
mountaineering proficiency cannot even found in the skies, mountains, forests, and
attempt such a climb, and mountaineers must inhabitants of Faerûn. He is the lifebringing
pass a proficiency check at a daunting -5 in spark of nature. His children live within him.
order to lead a party up the mountain without a Closely related to these views is the storm
mishap. giants’ refusal to entirely accept the doctrine of
Visitors who finally reach the peak at first free will. They see the world, creator and cre-
find it difficult to see — if they happen to be vis- ated, as part of a single organic mechanism that
iting on one of the few occasions when the runs of its own accord. Any single action forms
mountaintop isn’t being pummeled by a power- a pre-ordained pattern with thousands of other
ful storm, then the thousands of birds who have actions to sound out the rhythm of the multi-
flocked to the aerie in affinity with the storm verse. Anything an individual can do—even an
giants are almost certainly filling the skies. individual as mighty as a storm giant—is a
Then, as the visitors stumble over the last few futile gesture in the face of such formidable cos-
ledges, they finally catch sight of one of the mic forces.
most magnificent palaces in the Realms. Huge Although storm giants have an ordning, it is
spires plated in silver and topped with alabaster much looser than those maintained by their
jut out from all over the mountaintop, with a brothers. Though a great paramount, the
complex series of catwalks and pathways grandest storm giant of them all, still lords
stretching between them. Enormous mosaics over the tribe, in the eyes of the giants the ord-
and frescos decorate the fortress’ few dis- ning exists largely out of tradition. In their
cernible entryways. Intricately carved gargoyles society, only the distinction between ruler and
(a gift from the stone giant lord) maintain their ruled is important.
silent vigil along the curtain walls that surround Because of their peculiar beliefs, the storm
the complex. giants don’t really conduct formalized ordning
But as one draws near the palace, he begins to challenges. Instead, they believe that nature sig-
notice that it is slowly crumbling. The silver is nals them when it is time for an ordning change
growing worn and tarnished. The brightly col- with an appropriate omen or prophecy. Unlike
ored mosaic tiles are dulling under the ele- their brothers, storm giants almost never covet
ments. The features of the gargoyles are slowly rankings higher than those they hold. Devout
eroding. believers in predetermination, they find the
All in all, 12 storm giants reside in the aerie. entire concept of ambition useless.
Although the storm giants do not formally The exact sort of omen that signals change to
maintain any pets, birds sense their presence the storm giants is well-illustrated by the last

114 • The Ice Spires and Their Environs


two to hit the aerie. Just over a year ago, during ing the aerie for thousands of years and are
a festival held in the honor of Ramos—the giant slowly eroding its grandeur.
who was ranked just below the paramount—all Most of the organized activities that still
the clouds suddenly fell from the sky, bathing take place in the aerie revolve around suffer-
the aerie in sunlight for the first time in almost ing. Since their self-imposed exile began, the
10 years. To the storm giants, this was a clear storm giants have evolved a number of cre-
sign that Ramos should assume the mantle of ative ways to torment themselves: lying awake
paramount; the tribe’s current leader stepped for several days straight, gazing at conjured
down without argument. Ten years earlier that images of the natural beauty they are no
giant had been elevated to the throne after a longer able to experience firsthand, standing
lone dove inexplicably landed on his shoulder amidst the crashing storms and bellowing at
at the outset of a great feast. the moon. The storm giants hope that through
such conduct they can come to understand
Life in the Aerie their place in the world and comprehend the
Creatures of raw passion, the storm giants are nature of their failure. Not until they make
still brooding over the battle between some sense of the contradictions that seem to
Hartkiller and their former leader that took surround them can they hope to redeem them-
place thousands of years ago. Just after the selves in Annam’s eyes.
battle concluded, the tribesmen realized that The giants’ constant brooding has also had a
they had betrayed Annam, touching off a dramatic impact upon the more mundane cor-
wave of grief they have yet to overcome. Mak- ners of their lives. For instance, food is in rare
ing matters more confusing is the giants’ supply on the aerie and none of the giants can
imperfect belief in fate. Yes, they betrayed be troubled to do anything about it. As a conse-
Annam, but Annam must have wanted such a quence, many of the giants have eaten very little
thing to happen. How could he have singled over the last two centuries. Although their
out their kind for such torment? What was incredible constitutions keep them alive, they
their great crime? are obviously a weak shadow of their former
Shortly after the epic struggle ended, the selves. Many are gangly, emaciated, and inca-
aerie’s new paramount issued a proclamation pable of much physical activity If it wasn’t for
of atonement. In accordance with the procla- the periodic help of the cloud giants, the tribe
mation, no storm giant (of this particularly would certainly be losing its weakest members
tribe) was to set foot on Toril again to enjoy its to starvation.
bounty until Annam personally redeems the
tribe. Ever since, the storm giants have spent Aerie Description
the bulk of their time brooding and punishing Some of the aerie’s key locales are described
themselves for their grand failure. Most have below. Refer to the map located on page 116.
turned to poetry and the other arts as an outlet
for their sorrow and fury, as they desperately 1. Entryway
attempt to comprehend the implications of In order to enter the aerie, one must pass
their great sin and what it says about the through this entryway —the approaches on all
nature of the universe. Externally, all of this the other sides of the peak are far too steep to
pent up frustration manifests itself as the climb. Although the structure that towers over
incessant storm clouds that have been batter- the path leading from the entryway to the

The Ice Spires and Their Environs • 115


116 • The Ice Spires and Their Environs
palace was obviously built for defense, the 7. Servant’s Quarters
storm giants never bother to post guards. Storm giants take remarkably good care of their
servants. Their quarters are easily the equal of
2. Watchtower the giants’ own. (In fact, now that the giants
The watchtower is the tallest structure on the don’t bother to maintain their quarters, the ser-
entire peak. From here, one can look out over vants enjoy superior surroundings.)
the mists and clouds, and into the valley below.
8. Paramount’s Manor
3. Roc Nests This building was once the grand manor of the
Storm giants enjoy a natural affinity with all storm giant paramount. Shortly after Hartkiller
nature’s creatures, particularly birds. Sensing died on the aerie, the newly coronated para-
the presence of the giants, thousands of birds mount left the manor and decreed that no giant
have made their way to the aerie to nest. should sleep in it again until the entire tribe has
Among the most spectacular are several gargan- been redeemed. Thousands of years later, the
tuan rocs (75-foot wingspan) with whom the storm giants still honor that dictum.
storm giants enjoy a great friendship. In fact, the
giants have been known to ride the eagles as 9. Cloud Mooring Area
colossal aerial steeds. This is the area where the cloud giants’ palaces
moor when they drift into the valley and over
4. Manors Lake Woe. After the cloud enters the mooring
These towers house the aerie’s main living area, storm giants lash it to the aerie with enor-
rooms, halls, and food preparation areas. Given mous ropes (over 2 feet thick) stowed in a small
the opulence of the palace’s exterior, they are shed near the mooring bay.
remarkably spartan.

5. Chapel Storm Giant Statistics


Hiatea’s chapel is one of the aerie’s structures
that most interests the assembled multitude of Average Size: 26’
birds. In fact, thousands of small birds cover Intelligence Range: 2d6+8
practically every available inch of its ceiling and Average Strength: 24
floorspace at all times. Whenever one of the Armor Class: 0 (5)
giants enters the chapel to perform further Hit Dice: 14 + 1d4 hit points
penance, all of the birds instinctively and THAC0: 7 or 5
politely leave. No. of Attacks: 1
Damage/Attack: 18 or by weapon +9
6. Garden Weapon Multiple: ×4
The storm giants’ garden was once one of the Special Attacks: Lightning, weather con-
most beautiful in northern Faerûn. Now it is trol
choked with weeds and crabgrass, and most Boulder Damage: 3d12
of its delicate trees have died. Many of the Boulder Catch Chance: 55%
storm giants like to take long, brooding walks
here.

The Ice Spires and Their Environs • 117


Cloud Giants chas’ utter astonishment, several of his fellow
The storm giants aren’t the only members of tribesmen spoke out in support of Abram. A
the Jotunbrud native to the aerie. For several few even openly questioned why Abram‘s
years, one of the valley’s largest cloud giant bloodthirsty tactics weren’t welcomed in the
tribes lived there as well. Just before games in the first place.
Hartkiller’s birth, however, the cloud giants Scared, Marchas felt he had only one
built their own magnificent palace atop one of recourse. Trying to appear unconcerned, he
the clouds surrounding the aerie’s peak and urged Abram to challenge his spot in the ord-
cut the cloud loose to drift over Toril. When- ning, if that’s what was on his mind. If
ever the cloud returns to the valley, its masters Abram refused this invitation, Marchas felt
moor it at the aerie and pay a visit to their the high priest would probably lose many of
brothers. his supporters, allowing the vanguard an
Unlike the storm giants, cloud giants are an opportunity to rally the benign giants and
easygoing people who spend much of their devise plan for dealing with this new evil in
lives frolicking and celebrating just about their midst. Surprisingly though, Abram
everything imaginable. Until recent years, accepted the invitation and issued his chal-
they have been the most benevolent of all lenge immediately.
giants, mooring their cloud at mountain Several days later, the high priest easily
peaks located all over Toril and venturing out defeated the vanguard in one of the cloud
onto its surface to feast alongside humans, giants’ games, suddenly exhibiting skills he’d
elves, and the other benevolent races of been unknown to possess. To the astonishment
Faerûn. of the entire tribe, though, Abram refused to
Approximately 75 years ago, however, a claim the vanguard’s throne. Instead, he estab-
great rift developed down the middle of cloud lish a sort of “separate but equal” ordning oper-
giant society. Abram, one of the most promi- ating out of the same palace.
nent of the cloud giants and high priest of the Now, there are two semiconnected societies
god Memnor, seemed to suddenly develop a inhabiting the palace that drifts across Toril’s
malevolent streak that provoked untold dis- skies: one consisting of Marchas’ benevolent
ruptions in the cloud giant ordning. At first, giants, the other of Abram’s marauders. To
Abram confined his untoward activities to this day, Marchas and his followers still don’t
humiliating servants before the whole tribe know what set Abram down his current path
and occasionally threatening a brother. But and turned their brothers against them. In fact,
before too long, his conduct spilled over into even Abram’s disciples don’t really under-
the great games that sit at the center of cloud stand their sudden shift in perspective—they
giant society, prompting him to select incredi- just instantly knew in their hearts that Abram
bly callous tactics that endangered the lives of is a born leader who promises them a magnifi-
several innocents. When things were finally so cent destiny
out of hand that Marchas, current vanguard of Whatever Abram is up to, it may involve
the cloud giants, decided to ban Abram from dragons. Although the cloud giants are theo-
the games, the high priest accused the van- retically unable to steer their palace through
guard of a blatant attempt to rid himself of a the skies, each of the last eleven locations
competitor whom he knew would one day where the palace was moored have been
challenge his top spot in the ordning. To Mar- home to an elder of dragonkind. In each of

118 • The Ice Spires and Their Environs


these locations, Abram has secretly ventured affair that requires the cooperation of no less
forth to meet with the drake— far too coinci- than a dozen cloud giants working in tandem.
dental an occurrence to be the result of pure Together, they use their levitation ability to
chance. capture the cloud and force it to obey their
movements. Once it is completely under their
Cloud Palaces control, the giants force the cloud to descend
Back in the days of Nicias, long before the cloud upon a runecaster waiting upon the ground. In
giants inhabited the aerie, they floated across the caster’s hand is a small leather bag con-
Toril in an enormous cloud palace similar to taining a pebble inscribed with the rune that
those under the auspices of Abram and Marchas supplies the special magic necessary to solid-
today. A smaller duplicate of the god’s own ify the cloud’s surface. After the cloud has
domain, Nicias won this first cloud palace in a obscured the caster for a full 10 hours, the
wager with the great god Stronmaus. The entire giants force it upward again. If the caster pre-
palace ultimately plummeted to the ground (its pared his rune properly, he should now be
ruins are said to litter the Great Desert of Anau- standing atop the cloud and everything
roch), but not before cloud giant runecasters should be ready for the construction of the
uncovered many of the secrets of its operation. palace to begin (an entirely separate affair no
Years later, runecasters working in the aerie dis- simpler than building such a palace on the
covered the last few secrets of the great rune ground). All of the participants find this entire
that keeps the palace aloft. procedure incredibly taxing. The sheer force of
The construction of a cloud palace is a tricky will necessary to move an even empty cloud is

The Ice Spires and Their Environs • 119


enormous. ity open to wagering. Although there have
Once the cloud has been properly solidified, been some notable exceptions over the years
the caster must take the leather bag and conceal (a pair of cloud giants once decided the high
it within the cloud’s mists. Any tampering with priesthood of the tribe with a simple game of
the runed stone the bag contains might send the lots), in general only the most elaborate and
palace plummeting out of the sky. Note that the exquisite games are used to resolve ordning
rune needed to power a cloud palace is by far challenges.
the most complex that any of the Jotunbrud
have ever uncovered—its shaping time is well Cloud Giant Contests
over a year. Although the cloud giants were originally
The inhabitants of a cloud palace have no obsessed with very simple games like lots,
control over its wanderings. It simply drifts on quist (a card game developed by the
the winds along with the other clouds. dwarves), and wah-ree (an ancient game of
abstract strategy said to have been developed
The Cloud Giant Ordning by the gods themselves), over the years they
To the cloud giants, life is a series of obstacles have become addicted to much more exotic
to be overcome through the application of fare. Most of the games the cloud giants play
skill. Contrary to what many might believe, today revolve around the lives of the crea-
these obstacles are never to be met with sor- tures inhabit Faerûn—to the cloud giants, the
row, only joy. Each provides another opportu- so-called “lessers.” (Their overpowering
nity to experience the thrill of victory, the superiority complex is one of the true weak-
ultimate reward. None of this is to imply that nesses in the cloud giant psychology.) As their
the cloud giants attach any sort of shame to cloud palace drifts over a new region, the
defeat. Loss is nothing more than the absence cloud giants use complex scrying devices to
of victory. All of these views date all the way keep an eye upon the region’s inhabitants.
back to Nicias, founder of the cloud giants, Originally, they contented themselves with
and his teachings. simple wagering over the course of action an
Over the years, the cloud giants have built a individual creature might select under a given
complex etiquette around the ideas of victory set of circumstances—the game simply mea-
and loss. Skilled winners should know how to sured each giant’s ability to master the psy-
share their victories with all. Losers must be chology of the lessers. Eventually, though, the
gracious and humble. Contests should always cloud giants grew tired of simple prediction
be accompanied by an exchange of wagers. A and began devising games based around actu-
contest without a wager is unfair to both par- ally manipulating their perceived inferiors
ties: It denies the loser the glory of rewarding down on Toril. One giant might bet another,
his better and denies the victor a trophy of his for instance, that he could make a given
triumph. Part of what made Abram’s behavior woman fall in love with a selected man, or
so shocking to the vanguard during their falling that he could force a popular king to abdicate
out was his callous disregard for many of these his throne. Both giants use messengers,
rules. magic, and any other means of interference
Needless to say, cloud giant ordning chal- they can get their hands on to win their
lenges always revolve around games. One’s wagers. The only rule in such contest is that
rank in the ordning is just another commod- the lessers can never suspect that they are

120 • The Ice Spires and Their Environs


being manipulated by a cloud giant. Any
giant who clumsily tips his hand fouls and Cloud Giant Statistics
instantly forfeits the contest.
Although such games are obviously thought- Average Size: 24’
less and show nothing but contempt for the out- Intelligence Range: 2d5+5
siders who become embroiled in them, the Average Strength: 23
giants honestly don’t intend any harm. Their Armor Class: 0
tendency to look down upon lesser beings Hit Dice: 16 + (1d6+1) hit points
blinds them to the horrible consequences of THAC0: 5
their actions. With the relatively recent defec- No. of Attacks: 1
tion of Abram, however, Marchas, the cloud Damage/Attack: 1d10 or by weapon +11
giant vanguard, is beginning to get the first Weapon Multiple: ×3
glimmers of insight into the havoc the games Special Attacks: None
sometimes wreak with the groundlings’ lives. Boulder Damage: 3d10
Abram’s shocking willingness to inflict physical Boulder Catch Chance: 55%
damage upon the lessers during his games Special Ability: Surprised only on 1
started to remove the blinders from the van-
guard’s eyes. Lately, he has occasionally inter-
vened in the games of others when he thought
they were putting an undue stress upon the
lessers they were wagering over.

The Ice Spires and Their Environs • 121


CLIMATE/TERRAIN: Ice Spires, arctic
FREQUENCY: Uncommon
ORGANIZATION: Tribal
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average
TREASURE: M (Q, B, S)
ALIGNMENT: Chaotic evil
NO. APPEARING: 2d10
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d12 (or weapon +6)
SPECIAL ATTACKS: Mist, blood dance
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: L (10’)
MORALE: Elite (13-14)
XP VALUE: 420
Leader 975
Priest 1400
bonus. Groups of 16 or more include a chieftain
Ice Spire ogres are bigger, smarter, and gener- with a +4 attack bonus. Female ogres fight as
ally more dangerous than their more common males, but inflict only 2d4 points of damage and
cousins found elsewhere in Faerûn. Spire ogres receive a maximum of 6 hit points per Hit Die.
are approximately 10’ tall and weigh between Young ogres fight as goblins.
500 and 600 pounds. Their skin color ranges Also, the ogres of the Spires are incredibly
from yellow to black-brown, their hair is dirty well adapted to their icy environment. When
gray, and their eyes gleam purple. The odor of operating in this environment, they receive a +2
Spire ogres is even more repellent than that of bonus to their surprise rolls. Spire ogres also
their common cousins, smelling something akin have a 30% chance to move silently when oper-
to rotting flesh. ating in their native lands.

Combat: The ogres of the Spire are highly disci- Habitat/Society: Most of the Spire ogres
plined combatants capable of implementing a inhabit a vast cave network located high in the
wide variety of combined manuevers when mountains. Access to the caves is gained via a
fighting in large groups. Their powerful limbs complex series of stairs and stepladders built
give them +2 attack bonuses and damage for maximum flexibility in defending the com-
bonuses of +6. Any group of 11 or more ogres plex from outside incursion. Permeating the
includes a leader who receives a +3 attack caves themselves is a thick, choking mist that

122 • Ice Spire Ogres


causes nausea in all who are unused to its Blood Dance. While in this strange state of fury,
effects (save successfully vs. poison or fight at the ogres receive a +2 bonus to all attack and
-3 for 1d3 turns) and limits visibility through- damage rolls, but always keep fighting until
out the complex. The ogres who live in the they are dead or their rage is quenched. While
caves are particularly adept at ducking in and under the influence of the Dance, an ogre does
out of the mists to surprise invaders (+4 bonus not stop fighting until it has reached -10 hit
to surprise rolls while operating in the caves points (though it sustains enough damage to die
and a 50% chance to move silently or hide in when it reaches 0 hit points).
shadows). Once the dance begins, it generally lasts for
The ogres that inhabit the cave network are 2d10 turns. Even the ogres find it impossible to
followers of Vaprak the Destroyer, the great predict when the dance will strike.
ogre god. As such, they are aggressive and
fond of combat. From time to time they ritu- Ogre Shaman: If six or more ogres are encoun-
alistically bash each other with clubs to estab- tered, they are accompanied by a shaman with
lish their might and sort out the social the Hit Dice, AC, damage/attack, etc. of a nor-
hierarchy. mal ogre, but all the abilities of a 3rd-level
Another tribe of ogres found in the Ice priest as well. If 16 or more ogres are encoun-
Spires inhabits an icy chasm known as the tered they are accompanied by an ogre shaman
Dour Fissure. At Baphomet’s bidding, they of the 5th level.
occasionally enter into a trance state and carve
hideous friezes outside the fissure to ward Ogre Chieftain: If 16 or more ogres are encoun-
away intruders. Anyone staring at these tered, they will be led by an ogre chieftain. The
friezes for more than three rounds is affected chieftain is a 9-Hit-Die monster with an Armor
as though the target of a confusion spell. Any- Class of 3. He inflicts 2d8 + 7 points of damage
one making any sort of detailed investigation per attack, +7 with weapon.
of the friezes must save successfully vs. spell
or undergo a subtle shift to the chaotic evil
alignment for a period of 1d4 days. The influ-
ence of Baphomet has taken a poweful toll on
these ogres in many other ways. Many of them
are incapable of any action save fighting and
eating, spending their time in a frightening,
lethargic trance state.
One strange custom of all Spire ogre shamans
is to completely consume the body of any crea-
ture they kill in combat. The ogres believe that
this gives the shaman control over the creature’s
spirit.

Blood Dance: From time to time, under


Baphomet’s influence, the ogres of the Fissure
enter into a state of killing frenzy known as the

Ice Spire Ogres • 123


CLIMATE/TERRAIN: Ice Spires, arctic
FREQUENCY: Uncommon
ORGANIZATION: Herd
ACTIVITY CYCLE: Any
DIET: Herbivore
INTELLIGENCE: Animal (1)
TREASURE: None
ALIGNMENT: Neutral
NO. APPEARING: 4d10
ARMOR CLASS: 3
MOVEMENT 6
HIT DICE: 4
THAC0: 17
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1d4/1d4/1-3
SPECIAL ATTACKS: Stampede
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Nil
SIZE: L (6’ at shoulder)
MORALE: Average (10)
XI’ VALUE: 80

Krotter are heavy, well muscled herd animals


resembling large yaks. They sport thick, stringy
fur that hangs down off their bodies so far that it Combat: Although their bodies are adapted to
nearly touches the ground. Atop their heads are blistering arctic temperatures and therefore
two small, jagged antlers (useless in combat), armored in thick hide and fat, krotter are poorly
their hooves are cloven and smaller than one adapted to combat. If threatened the beasts can
might expect, and their backs are sharply do little more than kick at their foes with their
humped. Krotter’s eyes are thin and tucked powerful forelimbs and attempt an occasional
within several layers of fat to protect them from bite with their strong, pulling jaws. Given
the snow glare and the blowing debris during enough space, a krotter might charge an oppo-
snowstorms. nent, increasing its movement rate to 12 and
Most krotter are a dirty ivory color, though doubling its kick damage, but the beasts’
some are brown, black, even dull red. When- incredible bulk makes it impossible for them to
ever their herds pass an obviously living crea- perform this manuever more than once.
ture they all emit a characteristic high pitched Although krotter are not particularly intelli-
whine in series (each krotter whining as it gent, they do have a sort of strange instinct that
spots the creature) as a warning. Other than protects them against the kinds of attacks com-
these few outbursts, the creatures are gener- monly employed against them by the predators
ally totally silent save for the occasional grunt who try to trap or kill them. Pack hunting tac-
or snort. tics, snare and lure techniques, and common

124 • Krotter
herding tactics typically fail to snare them. Ecology: Although the taste of their flesh is per-
The one real danger krotter pose lies in their haps below human standards (though many
thundering stampedes. Any time one of the humans eat it), krotter are herded and tendered
beasts suffers damage in combat, there is a 25% by a wide variety of artic cultures, among them
chance of triggering a stampede. During such almost all of the various Jotunbrud tribes of the
these mad rushes, the creatures instinctively Ice Spires. In fact, the large krotter herds that
herd together and thunder in the general direc- roam through the valley between the Ice Spires
tion of their nearest adversary. Unless the target are so important to the various giant settlements
can outrun the herd (the krotter‘s movement in the region that the giant population tends to
jumps to 15 during a stampede), it is automati- vary in perfect proportion with that of the krot-
cally hit and truck for 2d10 points of damage ter. Any disease or other calamity that runs
(successful save vs. breath weapon cuts damage through the herds is ultimately reflected in dead
in half), provided the herd consists of 12 or giants back at the steadings.
more animals. Smaller herds inflict only 1d12 Most of the races that tend krotter herds also
points of damage. After a stampeding herd runs craft parkas, tents, and other cold weather gear
roughshod over its target, it generally keeps from their thick hides. Similarly, krotter fat
running until it reaches safety, never turning makes an ideal fuel for lamps and campfires.
around to attack again.

Habitat/Society: Although they are remarkably


stupid beasts in almost all other respects, krotter
have the aforementioned abilities to warn each
other in times of potential crisis and avoid com-
mon traps.
Krotter survive by locating the scant vegeta-
tion capable of surviving in the arctic environ-
ment. In fact, travelers who find themselves lost
amidst snow storms often follow any stray krot-
ter they stumble across, knowing the beasts will
eventually lead them back to a landmark.
Unlike other forms of cattle, krotter do not
battle for dominance amongst themselves. In
fact, at times, the creatures are remarkably coop-
erative. At night, they sleep standing up in tight
clusters to conserve body warmth and provide
additional protection.
Krotter reproduce and grow and an almost
incredible rate. Nearly every cow in a typical herd
gives birth to single calf almost every year, and
these calfs grow to almost half their final size by
the end of that year — yet another adaptation nec-
essary for survival in harsh arctic environments.

Krotter • 125
CLIMATE/TERRAIN: Ice Spire/Abyss
FREQUENCY: Very rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Low (5-7)
TREASURE: None
ALIGNMENT: Chaotic evil
NO. APPEARING: 2d4
ARMOR CLASS: 3
MOVEMENT: 16
HIT DICE: 3
THAC0: 17
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d8
SPECIAL ATTACKS: Fear
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 5%
SIZE: M
MORALE: Elite (14)
XP VALUE: 270

Like hell hounds, shadowhounds are fierce


canines from another plane of existence sent to incapable of physically biting their targets, but
the Prime Material Plane in the service of evil anyone who comes into contact with their shad-
beings. The difference between the two breeds owy form feels an icy chill and suffers 1d8
is that hell hounds are native to Ba’ator and points of damage.
serve the baatezu, while shadowhounds are The dogs’ most vicious attack form, however,
native to the Abyss and serve the tanar ‘ri. is their natural ability to induce fear in everyone
Shadowhounds resemble large, black dogs within 30 feet except their master (normal sav-
with long, whipping tails and razor sharp teeth. ing throws apply). Typically, the hounds invoke
No individual details are visible on their bodies; this ability to send their target running and
they seem to exist only as murky silhouettes. As screaming, then bolt after him and take him on
they move, the hideous canines seem to glide the run.
over the terrain without making the slightest Shadowhounds enjoy a number of special
sound (-5 to opponents’ surprise rolls). In fact, defenses: They are immune to fear themselves,
even when agitated or injured, they are always take only half damage from electricity and fire,
completely silent. and aren’t susceptible to any sort of charm mon-
ster spell or ability.
Combat: Like hell hounds, shadowhounds are
clever hunters that like to operate in large packs. Habitat/Society: Shadowhounds are native to
Totally incorporeal to the touch, the dogs are the Abyss, where they like to roam cold, subter-

126 • Shadowhounds
ranean passageways looking for easy prey.
Many powerful tanar’ri lords keep huge ken-
nels of shadowhounds in their palaces and dis-
patch the beasts to their human followers on the
Prime Material Plane. Baphomet has sent a large
pack of shadowhounds to the ogres of the Ice
Spires. Graz’zt keeps a kennel of them in his
palace for hunts in Zrintor, the Viper Forest.
Incorporeal, shadowhounds are not capable
of eating actual meat. Instead, they feed off the
fear of their victims by chilling them with their
shadowy touch.
Approximately 15% of all Shadowhounds
encountered in the Abyss will be accompanied
by 1d4 young. Born in litters of 2d4 with the
weakest half of the litter always immediately
consumed by the stronger half, shadowhound
young have 1 Hit Die and inflict only 1d4 points
of damage per touch, but grow to full size in less
than a year.

Ecology: In the Abyss, shadowhounds serve to


quickly remove trespassers from undesirable
areas (such as the approaches to a tanar’ri lord’s
palace). Because of their ferocious nature,
unparalleled loyalty, and ability to easily sur-
prise intruders, they make excellent watch dogs.
Shadowhounds are remarkably easy to
domesticate. Generally, they tend to naturally
latch on to a master (always of chaotic evil
alignment) from whom they will gladly accept
any reasonable orders until one of three condi-
tions is met: they die, their master dies, or they
stumble across a more powerful or more evil
patron (at which point, they switch alliances).

Shadowhounds • 127

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