Frost Giant Battle Priest

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Classes/Levels

Aspiring Actor, Accomplished Miscreant

About Nilihist

New Archetypes:
Bearsarker (Barbarian Archetype)

While the gods do not normally interfere in the lives of mortals, save for the most heroic, there are those who have been touched by the gods and granted power through them. Most commonly, these are the godi, represented in the Pathfinder Roleplaying Game by the cleric, druid, and oracle classes. However, some are not merely granted powers, but are transformed by the contact with the gods. Some of these mortals so altered are the Bearsarkers, a cult dedicated to the worship of Wotan and the glory of the spear-din.

The Bearsarker Cult is a sacred order of men and women who have dedicated their lives to Wotan. There are many reasons they choose to do so, but the most common is that they feel an intense desire to enter a savage fury and commit rampant acts of slaughter. This urge to rage is even greater during battle, and so in order to control this drive and have a place in society, the Bearsarker Cult of Wotan has formed.

Through esoteric arts, ritual drunkenness, and great personal sacrifice, the Bearsarker not only tames his inner fire, but learns to become a whirling spirit of death and destruction, when the time for such action is called for. Most do not live long, especially when one considers that their rituals are fairly violent and often result in severe injury and maiming. It is not unusual to find a Bearsarker who has plucked out one of his own eyes to gain wisdom, or who has spent time meditating while hung on a tree of woe.

Members of the cult undergo extensive training in order to learn to control their rage, as well as training in religion and the esoteric arts. Although inwardly highly meditative and thoughtful people, the outward appearance of the Bearsarkers gives others pause, considering the reputation of the cult for great savagery barely contained, as well as incredible feats of stamina and strength. As per their religious dictates, Bearsarkers do not bathe except for rare ritual purification purposes, clad themselves only in a loincloth and bear robe, and never cut their hair or beards. This shaggy, unkempt and wild appearance is the means by which the cult is known, and seeing a Bearsarker on the other side of a battlefield has been known to turn the morale of even the most hardy of warriors. Also despite, or because of, their sacred status, Bearsarkers are afforded a great deal of leeway in their actions and behavior.

Note: Bearsarkers must be good- or neutral-aligned, must maintain the unkempt appearance of their faith, worship Wotan above all other gods, remain honorable, forsake marriage, children and wealth, and live to serve the Northlander people as a whole. Breaking any of these tenets results in a loss of class abilities until the character can undergo purification through an atonement spell. Members of this archetype automatically suffer a –4 penalty to their Charisma score.
Fury of the Gods (Ex): This works the same as a barbarian’s normal rage class feature; however, the number of rounds per day a Bearsarker can rage is equal to 4 + his Wisdom modifier rather than Constitution. He gains additional rounds at the normal rate. Also, Bearsarkers gain Knowledge (religion) as a class skill. This replaces rage.
Berserk Fury (Ex): At 2nd level, a Bearsarker that enters his fury of the gods inspires fear in enemies who witness it. Any enemy who sees this display of savagery must make a Will save (DC 10 + 1/2 the Bearsarker’s level + the Bearsarker’s Wisdom modifier) or become shaken for the duration of the Bearsarker’s fury. Each additional Bearsarker in a fury at the same time adds +1 to the Will save DC to a maximum of +5, but one Bearsarker must be chosen who leads the fury to determine its duration and whose Wisdom modifier is used to determine the save DC. This ability replaces uncanny dodge.
Naked Fury (Ex): At 3rd level a Bearsarker who is not wearing armor and is lightly encumbered gains a +2 dodge bonus to AC. This bonus increases by +2 every three barbarian levels thereafter. This replaces trap sense.
Unarmed Fury (Su): At 5th level, a Bearsarker’s hands actually transform into bear claws while in a fury. The Bearsarker cannot wield any weapons but gains 2 claw attacks that deal 1d6 points of damage + both the Bearsarker’s Strength and Wisdom modifiers. The Bearsarker can suppress this transformation if he chooses to do so, but each round he does so reduces the number of rounds he can use his fury of the gods that day by 1 round. This replaces improved uncanny dodge.
Fanged Fury (Su): At 7th level, whenever a Bearsarker uses his unarmed fury ability, he gains the benefits of a greater magic fang spell (cannot be dispelled) granting him a +1 enhancement bonus to his claw attacks and any other natural attacks he may have (through the animal fury rage power, for example). This bonus increases by +1 every three barbarian levels thereafter. This replaces damage reduction.
Rage Powers: The following rage powers complement the Bearsarker archetype: come and get me, flesh wound, good for what ails you, inspire ferocity, knockback, liquid courage, roaring drunk, smasher, and terrifying howl.

Ulfhander (Barbarian Archetype)

The feared Bearsarkers are not the only blood-mad battleragers in the Northlands. Several smaller cults dedicated to Wotan seek to harness their inner fires. Of these, the most well known are the Ulfhanders, those whom iron will not bite. Like their Bearsarker cousins, the Ulfhanders have dedicated themselves to Wotan but not just as the leader of battles. Rather, they have also embraced him as the master of beasts. In addition to their amazing fighting prowess, the Ulfhanders also have the ability to physically transform into wolves in order to carry their battle madness into enemy shieldwalls.

The key to the Ulfhanders power, other than their faith and worship of Wotan, is their divinely blessed cloaks. These cloaks, made from the whole skins of wolves that a prospective Ulfhander has killed in unarmed combat, grant them their powers. With his cloak on, the Ulfhander can ignore injury, fight with a ferocious rage, and even assume the form of a wolf. Without it, he is just a normal man, albeit one who has spent the better part of his life alternating between contemplation of the divine and training for war.

Much like their Bearsarker cousins, the Ulfhanders practice esoteric rituals and spend a great deal of time outside of combat in prayer and mediation. Whereas the Bearsarkers tend toward mediation, scarification, and personal sacrifice as routes to the divine, the Ulfhanders are more active in their approach and seek to understand the boundaries between men and beasts and men and gods by regularly blurring those lines. Vision quests, time spent living as a wolf, and other odd behaviors are common. It is not unheard of for an Ulfhander to become entranced by the beauty of the All-Father’s creation and stand still, marveling at the mysteries in new-fallen snow, sunrises, or still ponds.

Fury of the Gods (Ex): This works the same as a barbarian’s normal rage class feature; however, the number of rounds per day an Ulfhander can rage is equal to 4 + his Wisdom modifier rather than Constitution. He gains additional rounds at the normal rate. Also, Bearsarkers gain Knowledge (religion) as a class skill. This replaces rage.
Sacred Wolfskin (Su): Each Ulfhander obtains a sacred wolfskin at 1st level that he has hunted barehanded. When worn, this wolfskin grants the Ulfhander DR 1/—, which increases by +1 at 3rd level and every three levels after that (at 6th, 9th, 12th, 15th, and 18th). If the Ulfhander is not wearing his sacred wolfskin, he does not have access to the fury of the gods, brother of the wolf, skin of the wolf, or rage powers class features. Ulfhanders are not proficient in any armor and may not wear armor and also wear their sacred wolfskin. This replaces the normal barbarian armor proficiencies as well as damage reduction. If the wolfskin is lost or destroyed, the Ulfhander must spend 3 months in uninterrupted contemplation while hunting a new wolf to replace it.
Brother of the Wolf (Ex): At 4th level, the Ulfhander may form a bond with a wolf. This functions as a druid’s nature bond class feature, save that the effective druid level of the character is his levels in Ulfhander archetype –3. At 8th level and every four levels after that (12th, 16th, and 20th), the Ulfhander may add an additional wolf companion to his pack, up to a maximum of his Charisma modifier.
Skin of the Wolf (Su): At 6th level, the Ulfhander may transform into a wolf as a druid’s wild shape class feature, but the Ulfhander becomes a specific individual wolf. The effect lasts a number of hours equal to the character’s levels in Ulfhander –3. The Ulfhander may use this ability once per day at 6th level, and an additional number of times per day every two levels after to a maximum of eight times a day at 18th level. This replaces trap sense, uncanny dodge, and improved uncanny dodge.
Rage Powers: The following rage powers complement the Ulfhander: animal fury, beast totem, greater beast totem, lesser beast totem, night vision, raging leaper, scent, and terrifying howl.

Skald (Bard Archetype)

Skalds have a well-respected place in Northlander society, for they are the lore keepers, the tellers of tales, and the men who inspire others to great deeds through word and example. It is not enough to tell tales of heroes both ancient and modern, to be respected amongst the huscarls and other professional fighting men; one must be able to stand with them in the shieldwall. The skald is more than capable of this, and often finds the living of the life of glory more fulfilling than the tales told later.

Most Northlander bards take great pains to keep their arcane abilities secret, even going so far as to let this talent atrophy from disuse. Instead, they focus on their role as warriors, singing their brethren into battle. Because of this, skalds lack spellcasting ability, but are far more fearsome warriors than the dandified bards of other lands.

Weapons and Armor Proficiencies: Skalds are proficient with all the simple weapons, the battleaxe, longsword, handaxe, and short sword. They are also proficient with light and medium armor, as well as shields.
Form the Line (Su): At 4th level, the skald may use his performance to grant all allies within 30 feet the use of the following feats: Shield Wall, Great Fortitude, and Swap Places. This effect lasts as long as the skald is performing plus his Charisma modifier in rounds. This replaces Inspire Competence.
Man of War (Ex): At 1st, 4th, 7th, 10th, 13th, and 16th levels, the skald gains a bonus combat feat. This replaces spells and cantrips.

Huscarl (Fighter Archetype)

Jarls keep many skilled men and women in their households, from the lowliest of stable boys to the elite warriors that are the huscarls. A huscarl has sworn to serve, to obey his jarl, and to protect his jarl with his life. More than just bodyguards, huscarls are the most trusted men and women in a jarl’s household, the only ones that a jarl can turn to when in dire straits. Because of this, all huscarls must be honorable and just, as well as dutiful and obedient, and thus of lawful alignment.

The primary task of a huscarl is to protect his jarl. This is more than simply standing by during feasts or in battle; huscarls are expected to be proactive in their defense of the jarl and his family. Because of this, huscarls are not permitted to marry, and one that brings a child into the world and acknowledges it loses much honor and often his position. In return for this sacrifice and service, huscarls are the first to receive rings from their jarl, are fed, armored, and armed at the jarl’s expense, and can expect to live a comfortable life. A huscarl who has grown too old to serve is often allowed to leave his oath and is set up with some form of support for the remainder of his days. Even retired, there are many tales of aged huscarls coming forth for one last fight, to stop some hidden plot, or simply to die beside their jarl in glorious combat.

Center of the Wall (Ex): At 1st level, a huscarl may make full use of the Shield Wall, Shielded Caster, Shieldwall Breaker, Swine’s Head, and Swap Places teamwork feats even if his ally does not have these feats. He gains one of those feats as a bonus feat provided he meets the prerequisites for it in addition to his regular fighter bonus feats.
Loyal unto Death (Ex): At 3rd level, whenever a huscarl’s jarl, his jarl’s family, or other sworn companions are threatened, he gains the Bodyguard** and In Harm’s Way** feats, even if he does not meet the prerequisites, for the duration of the combat.
Delayed Armor Training (Ex): A huscarl does not gain armor training at 3rd level. Instead, at 7th level you gain armor training 1. Every four levels thereafter (11th, and 15th), armor training increases by 1.
Delayed Weapon Training (Ex): A huscarl does not gain weapon training at 5th level. Instead, at 9th level you gain weapon training 1, and this increases every four levels thereafter (12th and 16th). You may only choose the following weapon groups for weapon training: axes, heavy blades, close, and spears.

Spear Maiden (Paladin Archetype)

Warrior-women are not unknown in the Northlands, and certain regions such as Gatland, Estenfird, and Vastavikland produce a large number of them. Most of these warrior-women spend only part of their youth as fulltime warriors, for it is greatly frowned upon for a woman to continue her fighting and adventuring ways after she has wed and borne children. Still, the skills picked up during their warrior days never leave them, and many an Outlander is surprised to find that Halla, mother of five, is a demon with a sword.

Then there are the spear maidens, women who have given up any hope of a normal life, of husband and family, and have instead dedicated themselves to the warrior’s life. Spear maidens have taken a sacred vow to never wed, to never lie with a man, and to never surrender in battle. They are living weapons that spend their days and nights honing themselves for battle, and woe be to any who face them across a shieldwall. To follow the road of a spear maiden is a hard choice to make, but once made, few ever go back on their oaths. Those that do suffer great ridicule and loss of honor, though many tales in the Northlands tell of a spear maiden who lost all she had gained in a tragic love.

While spear maiden is a paladin archetype, they are not traditional paladins of the Southlands. A spear maiden must be devoted to Baldr, Donar, or Wotan (most wear the hammer amulet of Donar) but is not seen as a holy warrior of that deity so much as a sacred defender of her home and clan. Her supernatural abilities are seen as a mark of her wyrd blessing her for the profession she has chosen.

Master of the Spear 1 (Ex): At 1st level, the spear maiden gains the Weapon Focus (spear) feat and treats a spear as a trip weapon.
Master of the Spear 2 (Ex): At 2nd level, a spear maiden gains a +1 bonus to CMB to make trip attacks made with a spear, and a +1 to CMD to defend against attacks that would sunder, disarm, or otherwise target her spear. Furthermore, this bonus applies to saving throws to resist spells that target her spear. This bonus increases by +1 every four levels. Also, a spear maiden may take the Weapon Specialization feat when she reaches 4th level. This replaces heavy armor proficiency and lay on hands.
Battle Maiden (Ex): At 3rd level, and every three levels thereafter, the spear maiden gains a combat feat. This replaces mercy.
Master of the Shieldwall (Ex): At 4th level, the spear maiden gains the Shield Wall feat whether or not she has the prerequisites for it. She can use it even if her ally does not have this feat. When she uses this feat, she gains a +1 bonus to her attack and damage rolls. This bonus increases by +1 every 3 levels. This replaces spells.
Head of the Swine (Ex): At 5th level, the spear maiden gains the Swine’s Head feat whether she has the prerequisites for it or not. She can use it even if her ally does not have this feat. Whenever she uses the feat in combat, she gains a +2 bonus to attack rolls in addition to any bonus from charging. Furthermore, the critical threat range of her melee weapon is doubled. If she is wielding a spear, the threat range is increased to 18–20. If charging, she does not take the –2 penalty to AC. This replaces divine bond.

Cunning Woman (Sorcerer Bloodline)

Sorcerers are not well regarded in the Northlands, nor indeed are any practitioners of arcane magic. Sorcerers get singled out for special persecution because their powers seem to erupt spontaneously and can appear in any person, anywhere. Furthermore, as there is not an established means of training young sorcerers, they often cause havoc and death with their newfound and barely controlled abilities.

One type of sorcerer common and popular among the Northlanders is the cunning woman. This bloodline is strong, and families that have one cunning woman in their midst often have several. Indeed, it is not unheard of for every woman in a lineage to express sorcerous powers. What makes cunning woman so well thought of is that their powers are generally not of the destructive kind, but instead provide a source of healing magic that is very rare in the Northlands. Young cunning woman receive training, and an honored and respected place in society, something that other sorcerers in the Northlands can only dream of.

Cunning women — and they are always women — are skilled healers with mundane and magical skills. They often live on the edge of a settlement, not because they have been banished, but due to the fact that their herbal remedies require extensive gardens and access to uncultivated lands. Those in need of the services of a cunning woman are welcome as long as they are polite, and payment is most often based on the means of their patients as opposed to the cost of the medicine or spells. Being a cunning woman has a marked downside, and it is that traditionally they do not marry. To perpetuate their bloodline, they still must build some form of sexual relationship with men, often in a long-term partnership that outwardly has all the hallmarks of marriage. This taboo is largely because folk wisdom says that cunning women are poison to their mates and cause them to die early.

Many godi have a somewhat adversarial relationship with the local cunning woman. As most godi are only part-time priests, they do not always receive spells from the gods, and thus may or may not be able to help when called (assuming they aren’t busy doing something else as their fulltime job). This means that most people go to the cunning women for their routine medical needs, and especially in emergencies, thus cutting out the godi (who would otherwise expect some form of donation or offering for their help). As a result, the godi have a financial incentive to not recognize the services provided by cunning women.

Class Skill: Heal
Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), remove disease (7th), neutralize poison (9th), breath of life (11th), heal (13th), greater restoration (15th), mass cure serious wounds (17th), regenerate (19th)
Bonus Feats: Animal Affinity, Brew Potion, Craft Wand, Magical Aptitude, Reach Spell, Self-Sufficient, Shielded Caster, Skill Focus (Heal)
Bloodline Arcana: Whenever you cast a cure spell, you may apply the Maximize spell metamagic feat to it for free a number of times per day equal to your sorcerer level +3.
Bloodline Powers:
Evil Eye (Sp): At 1st level, you can lock someone within 30 feet with a gaze that foretells their doom (ranged touch attack), causing 1d6 damage +1 per every two sorcerer levels you possess. You can use this a number of times equal to your Charisma modifier +3.
Natural Healer (Ex): At 3rd level, you may take 10 on Heal checks without increasing the time taken to perform the skill. Also, as long as you are in a natural environment, you do not need to make use of a healer’s kit to perform the Heal skill.
Creature of the Woodlands (Ex): You spend a great deal of time in the wilds, either traveling to see patients or gathering herbs and other ingredients for your cures. At 7th level, the wilds respond, gifting you with woodland stride and trackless step as the druid class features.
Blessed by Fate (Su): At 15th level, you may reroll one attack roll, ability check, skill check, saving throw, or caster level check. You must do so before the GM reveals the result of the roll, and must keep the second result, even if it is lower than the first. You may use this ability once per day.
Fey Rebirth (Su): Upon reaching 20th level, you no longer age, and become immune to poisons and diseases. When you die, you are reincarnated as a fey creature or a blood relative in your own family if one is due to be born soon. This is not as the reincarnate spell, but a total rebirth from childhood on, though in this new life you do not have the cunning woman sorcerer bloodline and are permitted to live a normal life as a just reward for a lifetime of service to your community.


New Races:
Nûk, Nûklanders

Beginning at Neiuburg in Estenfird and reaching north to the Endless Glacier that marks the edge of the world lays Nûkland, the land of the Nûk. Invariably, the Northlanders know the Nûk as Nûklanders despite their claims that this name is a mistranslation (a more correct translation would be “People of the Reindeer”). The Nûklanders are a different race than the human Northlanders, a race that foreigners would describe as elven. The average Nûklander is short, slender of build, and dark of skin and hair. They have long faces with small, broad noses, pointed ears, and eyes possessing slightly folded lids. Nûklanders have a second, inner eyelid that is transparent and seems to serve to protect the eye from the sun and cold, but also gives them the look of perpetually staring (Nûklanders rarely blink). Despite their slight build, Nûklanders do not suffer from the great cold of their icy homeland; indeed, they tend not to feel the cold at all due to their innate resistance derived from their inherently magical nature.

Nûklander Characters
Nûklanders are rarely seen outside of Estenfird, and even then only in the winter months as they feed their livestock along the Ice River. A handful has drifted south seeking adventure or just exploring the world around them, and these usually evoke a fair amount of surprise and excitement among the Northlanders. While they are obviously non-human, enough contact occurs between the two peoples that tales and legends of the Nûklanders are generally positive. No Nûklander thralls exist in the Northlands, as they tend to perform poorly in this role, giving up the will to live when made captives, and they stop eating, slowly dying from hunger and thirst.

Nûklanders are most commonly rangers, druids, or oracles. They lack the organized religious views that encourage classes such as clerics, inquisitors, and paladins. A rare few Nûklanders have devoted themselves solely to the combat arts, but these Nûklander fighters are renowned as deadly mounted combatants, riding their fearsome war reindeer into the heart of battle. Rogues are as rare among the Nûklanders as they are among the Northlanders, more so when one considers that the Nûklanders have little of value to steal. Of the arcane classes, these are almost entirely unheard of, save for the occasional sorcerer, and even then such a Nûk must keep his abilities secret lest the tribe banish or kill him.

Mechanically, Nûklanders are represented by elves, save that they must replace the Elven Magic racial trait with the Silent Hunter racial trait and the Elven Immunities racial trait with the Elemental Resistance (cold) racial trait.

Seagestrelanders

To the southwest of the Northlands proper lies the Seagestreland, a forested band that stretches between the shores of the North Sea and the vast plains of the Sea of Grass. This forest, and the plains beyond, is home to hundreds of warring tribes known collectively as the Seagestrelanders. These tribes are human, but of a different origin than the Northlanders, speaking several different languages, and possessing a very different culture (in fact, several different cultures). Despite the variations, the Seagestrelanders are all one people to the Northlanders, just as the Southlanders are considered one nation despite the plethora of kingdoms that make up the Southlands.

It is difficult to describe the average Seagestrelander, as there is truly no such thing. The vast majority are smaller in frame and stature than the towering Northlanders, tend toward equally pale complexions, but have darker hair and eyes. They are human, and number few mixed-races among themselves, having no half-elves or half-orcs, and rarely producing a giant- or troll-blooded child.

Seagestrelander Characters
Seagestrelander characters face an uphill battle in the Northlands, for it is generally assumed that any Seagestrelander found outside his home region is a thrall. Most Seagestrelanders should be warriors, barbarians, fighters, or rangers. Clerics and adepts are not uncommon nor are other spellcasters, though any such should be played as priests of the Seagestrelander gods no matter what type of spellcaster they are.

Mechanically, Seagrestrelanders are represented by humans.

Giant-Blooded

The Northlanders hate giants, especially in regions plagued by hordes of these monsters, such as Estenfird or Vastavikland. Yet sometimes a union between a giant and a Northlander occurs (usually a giantess and a human male), and the result is the giant-blooded. Occasionally these abominations are born to two Northlanders, for it is said that the taint of giant blood corrupts for a dozen generations. However the unfortunate thing is conceived, it is usually killed at birth, for most Northlanders will not accept the shame of such an abomination. Still, some are allowed to live and find a place in Northlander society, though always at the fringes and never with full acceptance.

Physical Description: Giant-blooded are huge, often well over 8 feet tall, hairy, brutish in body and mind, and prone to tempers and passions beyond that of other men. Their hair is coarse, as are their features, and birth defects such as cleft lips, missing or extra digits, enlarged foreheads, and other unsightly things are common. They are also not terribly bright as the giant blood seems to dim the intelligence of the human, producing individuals who have trouble with even the most mundane of tasks. Furthermore, the giant- blooded are not patient, giving into impulses and desires, often of a fell nature.

Society: The giant-blooded do not form their own societies, instead living in either human or giant communities.

Relations: Despite all this, having a giant-blooded warrior in your household, although seen as shameful, can be a great boon. These warriors are inhumanly strong and hardy, capable of breaking a shieldwall on their own. Having someone about who can lift oxen is more than merely useful; it can also serve to intimidate rivals. Some jarls keep giant-blooded in their household as a sort of freak show, bringing them out in order to impress guests, and allowing friends to insult or pester a caged or bound giant.
In more kind and merciful communities, great care is taken to integrate the giant-blooded into society. This often takes the form of assigning a person, usually a close relative, to look after the giant-blooded and keep it out of trouble. Riding herd on a rage-prone, not-terribly-bright relative, especially one who can break most men like dry wood, is a thankless job whose only real reward is helping another to simply live. In these situations, it is not unusual for the giant-blooded and his uncorrupted relatives to take to the whale road in search of adventure and the possibility to make a name for themselves.

Alignment and Religion: The giant-blooded tend strongly toward chaos and evil, though like any creature with free will, they can be of any alignment. Even those who have learned to live in Northlander society are still wild and reckless, and thus chaotic in their nature. Few godi, save for those dedicated to Loptr, will include a giant-blooded in their congregation unless so ordered by their deity or jarl, or driven by feelings of kindness or pity.

Adventurers: Giant-blooded adventurers do so for a variety of reasons. It is in their nature to wander and seek conflict, and the life of an aspiring hero permits just that. Those who have been mistreated often seek the means to escape, and taking to a wandering life with a band of like-minded fellows provides just that. The tempers and poor judgment that marks giant-blooded psychology often leads to accidents, something that forces even the most open-minded communities to point to the road out of town. Finally, the bigotry that all giant-blooded experience on a daily basis tends to keep them on the move, constantly in search of a place they truly belong.

Giant-Blooded Racial Traits
+4 Strength, +2 Constitution, –2 Dexterity, –2 Charisma: Giant-blooded are strong and hardy, but ugly and prone to violent mood swings.
Giant Blood: Giant-blooded count as giants and humans for any effect related to race.
Large: Giant-blooded are Large creatures and suffer a –1 size penalty to AC and attack rolls and a –4 size penalty to Stealth checks but gain a +1 size bonus to CMB and CMD. Large creatures occupy a 10-foot space and have a 10-foot reach.
Long Legs: Due to the long strides giant-blooded can take, their base speed is 40 feet.
Low-Light Vision: Giant-blooded can see twice as far as humans in conditions of dim light.
Tough Skin: Giant-blooded have skin more akin to the hide of oxen, granting them a +1 natural armor bonus.
Languages: Giant-blooded speak Nørsk and Giant. Should a giant-blooded have an exceptional Intelligence score, it can choose any language it wants (except secret languages, such as Druidic).

Troll-Blooded

As rare as giant-blooded are, the troll-blooded are even more so. Few interactions between humans and trolls are of any nature other than killing and eating, and thus almost never produce troll-blooded offspring. Still, it does happen, and like giant-blooded, troll blood corrupts for generations, meaning that two humans can produce a troll-blooded child. The fruits of these unions are even more cursed than the giant-blooded, for if there is anything the Northlanders hate more than giants, it’s trolls.

Through mercy or their own evil, some parents allow their troll-blooded offspring to live, though it can be argued that the prejudice and hatred troll-blooded endure in life makes death a greater mercy. Those allowed to survive must face the hatred of their neighbors and an all-consuming drive to eat. Troll-blooded are always hungry, and due to their nature and digestive systems, they need to consume far more meat than anything else. This makes keeping a troll-blooded fed throughout the long winters a daunting task, for he will eat something, and a troll-blooded driven into the depths of hunger will be hard pressed to eat meat that is socially acceptable. True, they can consume carrion, but fresh meat is what a troll-blooded desires the most. Settlements that host troll-blooded over the winter often find that by spring they have a dearth of rats, cats, and dogs, assuming that the livestock hasn’t already been pillaged.

Physical Description: Troll-blooded are feral, savage, creatures, at least in appearance if not in behavior. They are tall, but not much taller than most men, and have a hunched posture. Their skin is greasy and tends toward a greenish tint, their hair is straight and black, and their eyes range from red to blue. Like their troll relatives, the troll-blooded have long limbs and short torsos; in fact, their hands easily reach to their knees when standing. These hands grow long talon-like nails that can rend steel. It is the face that is the most troll-like, having a long, narrow nose, high cheekbones, and a mouth filled with sharp teeth. Despite these inhuman features, most troll-blooded retain some signs of their human heritage, usually in their facial expressions or as a glint of intelligence in their eyes.

Society: Troll-blooded are so rare that they do not form their own societies.

Relations: Everyone hates the troll-blooded: Northlanders, Nûklanders, Seagestrelanders, everyone. Even the giant-blooded do not feel a kinship for these abominations. If not killed at birth, a troll-blooded is often hidden away in order to keep it safe and to keep a family’s shame a secret. When they are discovered and make their way into the larger world, they are often the targets of would-be heroes, local hirths, or a jarl’s huscarls. Those kept by a jarl in his household are often enslaved and treated as thralls whose only use is to be thrown into battle and expended against one’s foes.

Alignment and Religion: Most troll-blooded tend toward chaotic and evil, though individuals may be of any alignment. Even those that are not evil are rarely neutral, much less lawful in outlook. Troll-blooded heroes in the legends of the Northlanders (and there are only two) were chaotic good in alignment. One of the greatest prejudices suffered by the troll-blooded is that no godi will willingly take one into his congregation. Occasionally a troll-blooded who has proven himself might receive the blessings of the gods from a godi, but such a troll-blooded and such a godi are extremely rare. Not even Loptr looks with favor on a troll-blooded, much less the more popular gods such as Donar and Wotan.

Adventurers: Troll-blooded become adventurers largely in order to find an outlet for their drives to violence and eating. Heroes eat well, no matter what race they are, and are afforded at least a modicum of respect (in the case of troll-blooded that means they do not get attacked on sight). Some troll-blooded are taken into the halls of jarls to serve as disposable shieldwall breakers, and when they survive the fury of the spear din are elevated to leaders of bands of desperate men sent against enemy shieldwalls, palisades, and ramparts. Often times, troll-blooded find themselves driven out of their homes by prejudice and take to the wilds, where they either live a lonely existence or fall in with other outcasts, outlaws, or wanderers.

Troll-Blooded Racial Traits
+2 Strength, +4 Constitution, –4 Charisma: Troll-blooded are strong and amazingly hardy, but their origin and their tendency to eat nearly anything makes them unwelcome company (especially at dinner).
Medium: Troll-blooded are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Troll-blooded can see in the dark up to 60 feet.
Ferocity: When a troll-blooded’s hit points fall below 0 and it is not yet dead, it can continue to fight. If it does, it is staggered and loses 1 hit point per round until it is dead (troll-blooded still die when their negative hit points equal their Constitution score).
Claws: Troll-blooded have sharp claws on their hands that allow a natural attack inflicting 1d4 points of damage.
Eat Anything: Troll-blooded can consume any organic substance and are immune to ingested organic poisons.
Fire Sensitivity: Troll-blooded, like their troll relatives, avoid fire. Troll- blooded take an extra point of damage per die of fire damage they suffer.
Long Arms: Troll-blooded have a disproportionate arm-to-body length, and it is not unusual for one to be able to touch its calves while standing fully erect. Giant-blooded have a reach of 10 feet.
Languages: Troll-blooded begin play speaking Nørsk and Giant. Troll-blooded with exceptional Intelligence may learn any language (except those that are secret, such as Druidic).