Giant Runtling Race Package In all the realms, scarce few creatures conjure such fear and awe as the towering giants and their monumental civilizations. Unlike the solitary dragons, it is in the society of giants that many humanoids see aspects of themselves that they can reflect on and understand. It is a curious thing to study a giant as one must be anthroplogist to a culture and also warrior of prven strength to even approach such mighty foes. One thing is certain though in all cultures of the giants, and that is the rule that giants be humongous. This may seem self evident, but few ask what happens when a runt is born to a giant. Oftentimes they are cast out, or perhaps even offered in brokerages of peace or trade with allied races and factions, so long as they do not count themselves to be of giant society. As a rule, all runtlings are nameless among giant society and take only a name from the society into which they are integrated. The giant language as well as the common tongue are known to all giants as well as one additional based on the society in which they were raised. Hill Giant Runtling Hill giants are slobbering, crudish beasts dominated by hunger, violence and dullness. They are monsters of appetite, controlled by whims of those most physical of emotions and drives in their hunger, sexuality and utter aversion to pain and patience. Despite their long lifespan hill giants have the desire for self-gratification not seen in polite society outside of toddlers. They are the only giant race to not brew beer as they simply cannot wait for the fermentation to occur, while their love for the sensation of drunkenness makes them often easily manipulated by war bands and merauders who would see to have a village destroyed merely by sharing a fine local brew with the giants and telling them where they could find more. Vulture's Stomach No sensation is more pleasing to a hill giant than that of a stomach on the edge of bursting. Eating among these beasts is not about flavour or scent or cooking but about the pure physical delights of digestion itself. A seasoned warrior in the lands of hill giants knows that to aim their arrows towards the stomach of the giant is foolhardy, as their guts are as iron brambles within layers of dense fat. Curiously, because these giants have such strong stomachs and such resistant to rot and desease, taste and scent have not been evolutionarily beneficial to their survival. In fact, hill giants take pride in their ability to stomach fetid foodstuffs beyond the muster of their giant bretheren. Beast of Two Mouths To hill giants and their love of eating, the anus is considered just as much a part of the process as the mouth. It is, afer all, the final exit of the food we've eaten. It makes no sense among the giants to talk about only one half of eating as we talk about how a food tastes and smells and not how it feels to eject. But their interest in the anus goes beyond the scatalogical. To hill giants, all bodily emisions contain the coded message of their glutonous god, Grolantor. What more appropriate a vessal for the communication with the God of gluttony than through that portion of the food that has passed through him and in urn been rejected? Hill giants that suffer strong cases of sickness are said to be protent figures from their God. Folk Jester Runtlings rejected from this society of scatalogical gluttons nonetheless retain both their strong bodies and strong urges as well as a spark of Grolantor's reflection within themselves. Integrating into the societies of other races, these runtlings often find the roll of jester fairly natural to them. While generaly lacking in the quick wit to fill such a roll in a court of nobles or among the richest of the guilds, those runtlings who find themselves among the working people of the community are quick to make friends and keep eyes upon them. It is said that a party tended by a hill giant runtling is one that will leave all guests with a good joke or story to share in the future. Scatalogical jokes of course come naturally to these comedians, but their physical resiliance and hatred of boredome above all else make them frequent daredevils and victims of slapstick. Hill Giant Runtling Traits As a Hill Giant Runtling, your character has the following attributes. Ability Score Increase Your Constituion score increases by 2 and your Charisma score increases by 1 Age Runtlings age slightly faster than regular Hill Giants, reaching maturity at roughly age 16 and living to anywhere between 200 and 250 years of age

Allignmnt Hill Giants are socieyally Chaotic Evil and while their lack of patience is often a barrier towards learning virtues and philosophies, some feel an innate pull towards good. All Hill Giant Runtlings though are Chaotic to some degree. Size While nowhere near as large as your bretheren, you stand tall among the common folk, measuring from 6'8" to 9'6" in adulthood. Your size is Medium Speed Your base walking speed is 30 feet Super Stomach Acid You have resistance to Acid damag as well as advantage on saving throws against all diseases. Voracious Hunger You eat through rations and stores of food twice as quickly as other races. Your hunger cannot be sateated by temporary magical effects such as th Goodberry spell. Glutton's Last Meal While you have stores of food or rations on your person, you make death saving throws at advantage as your hunger fights against all other bodily weaknesses. Stone Giant Runtling Few adventurers see the lives Stone Giants live deep within their systems of caves, valleys and earthen labyrinths. Those they encounter are most likely the stone-throwing guards or hunters to this clan of artists and philosophers. To the stone giants, life under the sun is seen as a moment of dreaming, creative freedom, and inspiration. Actions performed outside their citadels of stone are not considered to have dire consequence or even necessarily to reflect reality as they know it. Runtlings are seen by stone giants as lacking in the strength necessary to carve delicately and accurately within the most strong of stones and are thus shunned from this society of artists to the world of dreams. Nonetheless, the inborn desires of a creative people remain strong in the stone giant runtlings. The Carver's Hands God of the Stone Giants, Skoreas Stonebones is said to have the hands that sculpted earth's most beautiful peaks and valleys, who's delicate touch wove inricate rivers and who's heart gave his brothers their ideal home among the earth and rock. To the stone giants, to create art is a divine task not unlike prayer or meditation. Their culture is by no means bereft of any number of reasons to create and express themselves, but to many of these giants it is the ultimate act of grattitude to learn the techniques to create beautiful peices. Artists in all Aspects Stone Giants infuse every activity with artistry, expression and beauty. To live even one moment of your life without expressing some sense of self is to lead a momeent of non-life, of emptiness. Those few outsides who bare witness to the inner layers of stone giant society would describe it as a culture of sluggish, pontificating bores, while to the Stone Giants it is those other cultures that are sluggish and boring. Rich merchants would work tirelessly about all hours of their day managing trade routes and stocks for decades at a time for the sake of a pile of gold thy would leave behind in their death but balk at the thought of putting even half that time to quell the roaring beast of voice within eeach one's soul. Morality of Art VS Non-Art The morality of all giants is in some way alien to other creatures. While they acknowledge the concepts of good and evil, they are not especially strong factors of guidance in determining their actions and accounts. To giants it is whether somethign is Mat or Mawg, or loosely translated from the script of giants, how things should be versus how they should not be. In the stone giants this morality manifests in the ways perhaps most alien to other societies. A fire giant may see that it is Mat to lord over the smaller beings and races with slaver's whip in hands because that is the natural order of things. But the stone giants would say that the one most rightful to bare the whip is he who can express the greatest art from it. Naturally, the delicate structures of fire giant metalwork produced in the slave-operated forges leads to a similarity of viwes among these two cultures but should the slave display better creative insights, then it should be he who leads the forge. While some stone giants may agree that slavery itself is evil, many more would argue that many evil things were created naturally into this world and it is not our role as beings abandoned by the giant Gods to presume ourselves as lords of their forsaken creation but rather to preserve the balance and steer things towards a past paradise once cherrished by these lost sovreigns. Stone Giant Runtling Traits As a Stone Giant Runtling your character has the following attributes

Ability Score Increass Your Constitution score increseases by 1, your Intelligence score increases by 1 and your Wisdom score increases by 1. Age While runtlings typically age faster than giants of their type, the slow and long-lived stone giants are among the exceptions. These runtlings typically live up to ages between 800 and 900 years old. Should they sense their time is near, old or diseased stone giants may spend their last years in a cave or cliff-face as their body slowly turns to stone. Stone giants are not typically considered adults until they have created their first great piece of art. Allignment The slow and pondorous stone giants tend to lean towards the more neutral of allignments and runtlings are no exception. However, with the cruelty with which many are exiled many bear grudges that push them towards Evil, especially in their youth. Size Your body is tall but lanky as these runtlings may stretch between 7'4" and 9'10". Your size is medium. Speed Your base walking speed is 25 feet. Skin of Stone You are immune to the Petrified condition and you have advantage against being Paralyzed. Earth's Armour As you train your body to be as a piece of marble before a sculptor your rocky touch is worked and focused to serve as rudamentary armour. While not wearing armour, you can choose to calculate your AC wih the following formula AC = 12+CON Modifier. You can still benefit from the AC bonus of shields while using this calculation. Hermit's Focus You have advantage on saving throws made to maintain concentration on a spell or effect. Artist's Training Even one ejected from the society of stone giants feels the intense urge to express that comes so naturally to these folk. You gain prficincy in one musical instrument and one artisan's tools of your choice. Fire Giant Runtling While the pontificating stone giants may see artistry and creation as affairs of expression and identity, fire giants see the world in radically different terms. They see these endeavours as ones of dominion and rule. One does not paint in order to put to ink what could not be put to words inside of them. One paints and excells in painting wth the intent that they may fundamentally change our understanding of the canvas. There is a peculiar kinship among the giants of fire and stone as many chieftens of fire giant tribes will consult with stone giants on their ideas of art and craft if only to see those ideas crushed beneath their feet. To the stone giants these are often taken as learning moments which further cements the mutualistic bond beween the two seemingly disparata cultures. In contrast to philosophy and beauty, what fire giants see as their guiding valus are those of dominion and victory. All is warfare before the fire giants, and in their mighty volcano forges lie their key armaments to victory. While few fire giants see the value in diplomatic means, the birth of a runtling to the tribe is often seen as a win-win in times of war as they can sell an outcast they would not accept into the hands of tentative allies quick to have even a rejected giant among their smiths or guards. Battle Waged in Craft A proverb oft quoted by men of millitary goes something like this "Soldiers fight wars, generals lead wars, engineers win wars". In fact this verse can be traced back to an old song that fire giant smiths from mellenia ago would sing as they worked the forges, reminding themselves of their place in battle and the earth-changing role of their labours to push them through the sweat and hardships of the day. While the song itself has mutated into many different versions as tens of thousands of years passed, the sentiment remains with fire giants today. Many runtlings as well will feel a calling towards the arts of engineering, architecture or vehicle maintnence. Trial by Combat No piece of craftwork can truly, in the eyes of the fire giants, be said to be a great piece of craftwork if it is not tested under the weight of battle. A sword must stand strong and sharp as 10 enemy swords before it can be mounted upon the wagon of war. A bridge must bear the marches of platoons and warbands as well as be made available for quick collapse should the enemy see to follow the giants home. Even a song must see musicians play along the lines of combat in order to successfully bolster their brothers in arms before it can be said to be more than a toddler's cries out to the night fr all th god the sound would have upon the giant kin.

Delicate Hands, Blunt Words Even among all other giants, who are a best standoffish, fire giants are lacking in tact and decency. Their rigid system of hierarchy among crafters and warriors has bread a society of arrogance and stratificatin where peple will only tollerate the presence of those they consider below their own skills and talents if they are close family. For this reason many crafting techniques are passed along family lines before a fire giant shows enough skill t work in communal forges and foundries. The exiled runtlings of this race tend to have cruel senses of humour, poor management of their own anger, and delight in crude tongue-lashings against peers that would fail in their tasks. These are by no means universal triats but the exceptions who display none of these are few and far between. Fire Giant Runtling Traits As a Fire Giant Runtling your character has the following attributes: Ability Score Increase Your Constitution score increases by 2 and your Dexterity score increases by 1 Age Fire giants live up to 400 years old though many die young in batle or workplace accidents. Adulthood is typically reached at 60 years of age. Alignment Fire giant runtlings tend to have a strong sense of hierarchy based Law embedded in them and their crueler tendencies push them towards Evil. Size Your body is broad and tall. Adult runtlings range in height between 7'10" and 10'2. Your size is Medium. Speed Your base movement speed is 30 feet. Body of the Forge You have resistance to Fire damage. Craftsman's Touch You have proficiency in the Slight of Hand skill as well as one Artisan's tool of your choice. Powerful Build You count as one size category larger when determining your capacity to lift, drag, push or carry. Frost Giant Runtling Between the giants of frost and fire brews an intense rivalry. Fire giants live in volcanoes of rich craft and intricate construction while most ice giants live in the icy caves or tundra wastelands of the far polar regions. Dense permafrost restricts their access to fine ores and thin sheets of sea ice lead to trecherous voyages. Few animals exist in this terrain that can adequately feed a tribe of frost giants and many young die hungry. In these harsh conditions, frost giants are consumed by envy towards the other giant races. In this envy they will often challenge their most detested foes, the fire giants, to bouts of strength or skill to take prizes such as rations, slaves, metal-craft or stoves. While not as crafty as their cloud giant brothers, a frost giant jarl will always know just how to best provoke the leaders of any nearby fire giant, furhering the animosity between the two. When left without routes of trade or pester, frost giants survive by hunting. From a young age they learn how to ascend the peaks to scramble the eggs of rocs or to dive deep below the frigid ice in search of great sharks. Runtlings are typically banished from the tribe, abandoned in the winter wastes before such skills are formally tought but left with few other options for survival they will often pick up these skills as matter of necessiy before being welcomed to a new home. Every Part of the Kill Waste is seen as the ultimate sin in the society of frost giants. Food and game are so rare to find that the abandoning of resources from a successful hunt is seen as treason against the tribe. Bones from large animals are often used to construct either the shafts of axes or as the portable poles to fold-away tents made of tanned hide. Teeth are presevred and used either in shamanistic rituals or gathered into frozen balls of water and dung to create primative grenade. Intestines are treated in oil solutions to make thread or bow-string. Even blood, which freezes at a lower temperature than water, is preserved for drinking in canteens under conditions where water is at risk of freezing. Runtlings forced to survive on their own for some time before being accepted by a new tribe or family generally adopt these same values. A Humbling Respect Frost giants lack no confidence in their strength and prowess. They take pride in their strength and abilities. But it is perhaps for this very reason that these giants have such respect for nature. After all, any foe that could reduce so strong a combatant as a frst giant to wallowing in a cave sucking bones dry must be a worthy foe indeed. Foolhardy, folley and a reckless abandon for the dangers of nature are the lead causes of deaths among frost giants.

Overcome by Envy While generaly pragmatic, patient and careful, frost giants are quick to abandon such level heads when they make an enemy of someone with greater oppulance or resources. The oppulant family castles of any cloud giant that should find themselves in colder territories are the most frequen targets of these envious raids. But frequent targets may include trade cravans from distant civilizations, the underwatter villages of ritons and mermaids or the forge kingdoms of fire giants should their envy consume their pride as well. Frost Giant Runtling Traits As a Frst Giant Runtling your character has the following attributes: Ability Score Increases Your Strength score increases by 1, your Constitution score increases by 1 and your Wisdom score increases by 1. Age Frost Giant Runtlings curiously live longer than those members of their race that maintain their owering size. Some speculate that their smaller size means they lose less body heat to their surroundings. Whatever the case, these giants typically live fr anywhere between 700 and 800 years, reaching maturity at roughly 40 years of age. Allignment Frost Giant Runtlings typically care for little else beyond their own immediate survival. They often fall along the Chaotic spectrum. Their view of others as either begrudging parasites of the hunter's spoils or as necessary aid to the hunter's labours are what ultimately determines where they fall no the spectrum of Good or Evil. Size Frost Giant Runtlings have horrible, slouching posture and craned necks. If they stood tall they would be between 8'1" and 10'10".

Speed Your base movement speed is 30 feet. You also have a climb speed of 30 feet and a swim speed of 30 feet. Tundra Toughness You have resistance to Cold damage. Hunter's Training You have proficiency in the Survival skill. Powerful Build You count as one size category larger when determining your capacity to lift, drag, push or carry. Cloud Giant Runtling Cloud giants are creatures of oppulance. They live in fabulously maintained castles and vistas that sit magically over the clouds in the sky. In contrast to other giants that live in large collectives and tribes in large volcanoes, mounds or glaciers, cloud giants typically live in small communities of nuclear families, sorrorities or fraternities. Their lives are quasi-nomadic as their oppulant cloud castles are under their capacity to stear and drive against the winds or to anchor even among the heaviest of windstorms. This isn't to say they are lonely as cloud giants are creatures fiercely competitive with regards to social status and hierarchy. While continents away they will still employ the use of divination magic to monitor families of interest. Meetings typically take place when one family decides to hold a party or ceremony of some kind, expanding their cloudy domain by stretching their magic to craft dinning terraces, gardens or dance floors out of the air around them. These events are opporunities for all envited to flaunt their social power by lavishing the host with gifts greater than any oher or to display a pallet for wines, cheeses and delicacies beyond that of the host's resources. To host these parties is not a decision made lightly as it leaves one very vulnerable to losing position and power. But a successful pary may be told by fellow giants for decades or centuries to come. To this society of socially concious showmen a runtling born to the family is a sign of disgrace and all measures are taken to mask their birth and presence. They are often subjected to illusion magic that magically hides their herritage or enchantments that modify their nascant memory. Cloud giant runtlings though, nonetheless, often lead good lives in humanoid cultures due to their brawn, charms and magic. Trickster's Children The God of cloud giants is Memnor, the trickster. Memnor's tales range from cruel pranks to whimsical battles of wit and guile. Among the giant Gods he would most frequently target the bumbling Grolantor in his tales of cuelty or in some way prove the wise Skoreas Stonebones to be a fool in his tales of wit. Some attribute the sharing of these tales to the rich animosity cloud giants hold towards the giants of hill and stone though others believe the animosity is one of pure hierarchy exercise. Some scholars of giant cultures see a haughty culture that refuses to acknowledge the similarities they share to the jesterely nature of the hill giants or the appreciation of the stone giants' art. Many cloud giants consider the constant jokeying for societal power to be the ultimate form of trickery and the chance to display their tutilage under Memnor. Hollow chests of ornate design, items under illusory magic to appear as blessed with magical power, forgeries of legacy armour and weapons. All of these adorn the walls and mantels of cloud giant castles. The target of the trick is not the recipient but rather the audience to see the exchange of gifts. No cloud giant would willingly devalue a gift they've received as it would lower their status just as much as that of th duplicitous giver. However a frgery must still be immaculate as otherwise no audieence member would pass up the chance to raise their own status while lowering that of both giver and receiver.

Caprecious Weather Lords The question of how these giants amass their wealth is one frought with answers. Many establish contact with merchants, churches, mage guildes and museums to lend their expertise in the fields of illusion, trickery, and artifact study. But by far the most common form of employment, such as it can be called, is pure exploiation of villagers and farmers by parking their cloud castles above their crops. From that vantage hey can then extort wealth, food and labour from the villagers by holding their vrey livelyhood hostage. Some cloud giants that fall along the good end of the allignment spectrum may instead offer trade of sunshine and favourable wind paterns for exchange of earthly wealth but even these giants are vicious in the obscene wealth they demand. Gifted Gardeners This control over weather has given cloud giants something of a knack for gardening. In fact beautiful gardens of rare and majesic plants are often the centerpieces of castles or dance halls in cloud giant architecture. Flowers of toxic or magical properies are those especially celebrated, especially the rarest of those species. For something so beautiful to be dangerous or mischevious if poorly handled is seen as another of Memnor's great tricks. Cloud Giant Runtling Traits As a Cloud Giant Runtling your character has the following attributes:

Ability Score Increase Your Charisma increases by 2 and your Constitution increass by 1.

Age Cloud Giant Runtlings live to somwhere between 500 and 600 years, reaching maturity at roughly age 80.

Allignment Cloud Giant Runtlings still feel the pull of the trickster from within heir heritage and are thus always chaotic. Whether they fall to good or evil depends on what attributes of the trickster they take after with a roughly 50/50 split among the race.

Size Cloud Giants are among the largest gant race however their runtling spawn are often influenced by enchantments to reduce their size further, a further method of isolating them from heir birth society. Typical height is between 6'8" and 8'5". Your size is Medium.

Speed Your base movement speed is 30 feet.

Cloud's Resiliance You have resistance to Thunder damage.

Hidden From Herritage Cloud giant parents and lords will mask a runtling from the divinations of other houses to prevent scandle. These magics give you advantage on all saving throws against divination magic or any effect that would view or record you magically.

Innate Spellcasting The magic of the trickster flows hrough you, granting you some degree of magic. At levels 1, 3 and 5 you learn the fllowing spells and can cast each once per long rest without expending a spell slot or using material components. Charisma is your casting stat.

Level 1 Fog Cloud

Level 3 Nystul's Mystic Aura

Level 5 Nondetection Storm Giant Runtling Storm giants are kings of the giants. Theirs is the highest rank among the ordening and their might the most powerful. They are beings of omens in both form and culture as they enact the storm's fury as they have seen in nature's portent. When a runtling is born to this giant race it is treated as a most grave of omen that a great plague will soon come. Runtlings are often then abandoned in the hospitals ans steeples of civilizations under the hope that they may become healers that would undue the withering their birth suggests in storm giant lore. Slaves to Storm's Passions Many storm giants see themselves less as manipulators and masters of weather as more a piece of nature's puzzle in bringing about great surges of power and force. They are divine agents of the natural world called upon by the voices of winds, rains and heats to strike down furious anger as the earth itself see fit declared.