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AD&D 2nd Edition - Forgotten Realms - For7 - Giantcraft - TSR9487
AD&D 2nd Edition - Forgotten Realms - For7 - Giantcraft - TSR9487
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
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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
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 cant 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.
Illyras 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 Ill tell you
When the first sharp kick shook her tiny what it is.
library to its foundation, Illyra finally rose from Youre a thief! Ive 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, its you. Why are you still here? I told Very well. Twenty five dantars. On cue, one
you. . . nobodys home ! Illyra relatched the of the merchants bodyguards stepped forward
window and returned to her studies. and presented Illyras 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 disks surface. First of all, its not an amulet
the cretins into the sanctum, where she joined its a coin.
them a few moments later. A coin? Rubbish! That thing weighs 2
All right, Borabel, you finally have my atten- stoneno man could carry more than a few of
tion. Why dont you tell me what coaxed you those. I want my 25 dantars returned, you char-
from your hole? latan! Borabels guards began murmuring
You should take care, Illyra, Borabel amongst themselves.
sniveled. My brother-in-law personally serves Youre rightno 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?
Annams 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 wyrms 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 Annams 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 sagas
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 Faerûnthe areas
here as a dash. now known as the Savage North and the Cold
Lands.
6
Fireheart: brave warrior
7
the wyrms core: the dragons backbone. Annam Betrayed
Later in the saga, Hrotun demonstrates his Shortly before the giants war with drag-
strength by snapping a dragons backbone over onkind came to its bitter conclusion, Othea,
his knee. Annams 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 wyrmused 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 Realmswas 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
Annams 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 Ulutius 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 Ulutius 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 Otheas 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-Fathers 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-Fathers 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 childs 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 Otheas plan. According to some giant schol-
havent 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
Torils 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
Ulutius 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, Ulutius down into the Cold Sea, the sea gods
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,
Ulutius 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 Annams final son remained trapped in the
Lanaxis citadel at Voninheim, the remains of womb caves located far beneath the mountains
Ostorias capital. surface.
Although Annams 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 Ulutius just revenge upon a cold-
blooded murderer. Though the ice doomed The War of the Hart
Ostoria, Othea loved Ulutius children better Several weeks after the Great Glacier swal-
than Annams. All the ice really threatened was lowed Voninheim, Annams last son finally
Annams dream of a Toril ruled entirely by freed himself from Otheas 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 mothers 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 Annams 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 Ulutius 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 Otheas final son (born of vincing his brothers that he was Annams 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 Ostorias salvation. help rebuild his fathers 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
Annams Legacy 11
their pillage. Othea), while still others believed the mist
At first, the humans were somewhat reluctant being was a mischievous tanarri trying to
to accept the proposal. But after Hartkillers 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 Hartkillers 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 Twilights 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 Hartkillers heir to fruition. Once per year, the
territory of his kingdom. Today, this kingdom chiefs of most of Faerûns largest giant tribes
Hartsvaleenjoys 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.
12 Annams 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 Annams spirit, allowing him to possess any of
now reside among the Ice Spires (the location of his progeny).
ancient Ostorias 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 its true that
brethren, its quite likely that these individual some of the giant breeds (particularly, hill
giant tribes have formed detailed customs and giants) arent very bright, most are no less intel-
rituals of their own. ligent than humans, elves, or dwarves. Some
Perhaps its 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
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). benevolencestorm 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 Annams 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
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 demihumanand 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 mothers
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 Otheas dalliances.
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.
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.
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.
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 contributors identity. In the Spires, a few firbolgs have chosen to
The act itself is the virtue, not the glory associ- live among Hartsvales 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 kings 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 Burduns 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
dont 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 tribesan 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, its 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 husbands 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 visitsis actually Karantors 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 Faerûns 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 Torils 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
erythe greatest of their skillsthe 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 rivals 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 Ostorias 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 shed 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. Annams 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 natures beauty, it should be noted Ability Score Range
that more than a few of the voadkyns 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 Hartkillers 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 Torils 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 Annams 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 Fathers heavenly throne than any of their aging cloud giant named Xephras.
rivals. In fact, Hartkillers 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
tribes 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 acceptableany 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 doesnt 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 Spirits identity, he does not believe that the Giant shamans are lesser clergymen who
Spirit is a true representative of Annams 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 gods 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 worshipers 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 Players Handbook. downward.
Generally, the requirements for becoming a
shaman are two points lower than those for Annams Avatar (F20/W18/P20)
priesthood.
Annams 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: Annams
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: Annams 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 Annams 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
strikers 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: Bigbys 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.
Annams 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-Fathers 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
Annams 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 Annams 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 Annams 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 stormazîns 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 Annams Dis- (willingly or unwillingly) must forfeit his posi-
appearance, above). tion and undergo divestiture. Anyone who
Aims, Credo, Ethos: The giants are destined speaks Ulutius name at a ceremony honoring
to rule Faerûn; Honor the Ordning and your Annam must die.
ordning; Never raise your hand against a
brother giantthere must be peace between The Twilight Spirit
breeds to see Annams prophecies to their Twilights 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 Annams 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 breeds 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 others hatches elaborate schemes meant to establish
celebrations. Typically, the stormazîn honors a the groundwork for Ostorias return. Several
favored chieftain by attending the feast held at years ago (during the War of the Twins), for
that chieftains 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 Annams 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 Camdens 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 Spirits 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 Vales 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 arent 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 dont 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 Hartkillers wake. the Jotunbrud in carrying out the Spirits
According to the lore that has grown up around schemes. In fact, some of the Spirits devotees
the phenomena, each new omen signifies are also priests of another deity.
another of the kings 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 Hartkillers 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 giants aid in one of the Spir-
suspect them of implementing some sort of plot. its 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 fathers 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 doesnt covet his fathers 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 Torils 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 Annams 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 Annams 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. Stronmauss Avatar (Pal20/P16)
Whether or not the fountain still exists at the Stronmauss avatar appears as an enormous (80
heart of Voninheims 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 gods
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.). Stronmauss 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 Hiateas Avatar (R16/D10/B12)
and fields, developing a strong influence over Hiateas 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: Hiateas 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
Annams 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 shell 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 Hiateas 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 Hiateas
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.
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 ones own mettle. Crush the weak underfoot! The Jotunbrud are
destined to rule Faerûn! Annams 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: Grolantors 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-
Grolantors Avatar (P18) nous revelry. Grolantors hill giant clerics feel it
Grolantors 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).
Giant Religion 51
shouting an odd combination of encouragements Iallanis (lesser Goddess)
and insults at his allies, possibly prompting them One of her fathers 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.
priests allies within the spells 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 priests 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 casters level, and rare flowers.
no more allies are subject to the spells effects.
Characters who have succumbed to the spells 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 Iallaniss Avatar (D16)
ACs, and receive a +2 bonus to all their saving Iallaniss 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 spells 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 spells 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: Iallaniss 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: Iallaniss priests
choice, shed 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-
Iallaniss 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, Fathers 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 turedand deeply, intensely cruel. His sin is
save the gods; honor beauty above all save pride, the desire to eventually usurp Annams
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, Memnors 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 theyll be more useful to their master.
thin black obelisk.
Requirements: AB Wis 15; AL any evil; SP
Memnors Avatar astral, charm, divination, numbers, summon-
Memnors 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 avatars 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; Ostorias collapse was due to
MV 18 Fl 36 SZ G MR 40% Annams 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: Memnors clerics hold feasts in his
honor for the mainstream of giant society three
Special Att/Def: Memnors 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 Memnors 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 avatars morningstar +3 strikes with master.
a feebleminding effect three times per day.
Customs, Rules, Taboos: Memnors priests
Duties of the Priesthood employ a special sign-subtly touching the left
Perhaps the most important duty of Memnors 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, Memnors 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 Annams 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, Skoraeuss Avatar (P14)
the priest can summon his wyvern servant Skoraeuss 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 wont 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 Annams 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. Skoraeuss 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 raeuss teachings, the priests believe the best
brightly colored rocks, strange stalactite patterns, way to accomplish these aims is to keep the
and sparkling fountainsthat 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, Skoraeuss 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, Skoraeuss 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 tanarri
renewed calls for Jotunbrud unity and Ostorias 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 mothers 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, tanarri 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 tanarri lord is often forced to
powerful, the clerics of Skoraeus require any sign pacts with wizards and powerful evil crea-
giant who violates the gods 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 Baphomets Avatar (F14/P7)
occupying one of Skoraeuss strongholds just to Baphomets avatar appears as an enormous ogre
humor the gods 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: Baphomets avatar can detect
good, invisibility, and magic at will. The avatar can Vapraks 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. Baphomets maze spells are 2% likely to #AT 2 (4) THAC0 5 Dmg 2d10+7 (club)
transport their target to the palace the tanarri or
lord maintains in the Abyss. Baphomets 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 Vapraks 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
patrona well-deserved honor, as he fathered the Vapraks 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. Vapraks 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 isnt 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 Annams 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 arent 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 doesnt 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. Its also possible that some long- he does not know, and learning a new rune is
lost culture hidden in Torils 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; its 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 youd
use to determine the giants 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 runes ideal image in his minds
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 Annams Unblinking Eye rune the runes power. Activating a shaped rune is
by somehow traveling to Gudheim to discuss often a tricky task requiring intense concen-
the All-Fathers 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 runes 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 runes 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 bowls 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 targets vicinity. In
Prerequisites: None total, the vision lasts for a number of rounds
Learnable: Twice equal to the casters 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 wielders attack roll. caster, the caster must save vs. paralysis or
succumb to fright and upset the bowl, ending
Annams Unblinking Eye the vision.
Shaping Time: 3d4 hours Rare among runes, Annams Unblinking Eye
Prerequisites: Transformation will not function unless it is inscribed using
Learnable: Unlimited rare pigments costing no less than 1,000 gp.
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 runes power to enter into a Prerequisites: None
berserk fury. Assuming the rune was properly Learnable: Three times
shaped, the weapons 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.
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
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 casters 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 runes power instantly fades. Part of
Note that any brew created by the cup must the runes 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.
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 runes 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
66 Rune Magic
turns equal to the casters 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 ers 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 runes 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 casters level.
can use it to increase a subjects Strength by 2
points.
Thunder
Shaping Time: 1d3 days
Prerequisites: Strength
Learnable: Three times
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 runes 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.
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 wont
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 Annams 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 steadings 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, its 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
Annams 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 valleys 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 Hartsvales 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 everyones 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 Players 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-
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 Annams 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 Annams chosen the throne. Although Varduns 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 Annams 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 tos 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, Varduns 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 grottos 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
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
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 krotters 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.
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
126 Shadowhounds
ranean passageways looking for easy prey.
Many powerful tanarri 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. Grazzt 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.
Shadowhounds 127