Anakim

" To anger the anakim is to anger the mountains themselves." -- unknown

A Mountainous People

As imposing as the mountain from which they hail, anakim typically stand head and shoulder over most other races. Often standing over 7 feet tall, their powerful frames marks them as consummate warriors and adventurers.

Anakim skin typically takes on a ranges of earthen tones, though shades of gray are not uncommon. Their hair, often worn long in braids and plaits, is typically auburn, brown and black, though lighter shades such as red and gray also also common. Beards worn by males are often festooned with beads and braids, as is the hair of both sexes.

Stone's Patience

Though consummate adventurers and bon vivant companions, long lives, combined with immense strength, has ingrained a quite forbearance when it comes to interpersonal strife when traveling in other lands. Anakim will often opt to simply "weather the storm" of someone's ire or umbrage, letting them blow themselves out rather than engage in behavior they consider crass and unbecoming a traveler in other realms. Their patience, however, is not without end and those who reach it learn what it means to anger a mountain.

However, when at their mountain home and among companions, anakim will typically take a more direct route of resolution, engaging in competitions of strength to settle disputes.

Tribes Beyond the Mists

Living upon High Rock Mountain, and the Misty Vale it stands in, the tribes of the Anakim have little to fear form outside realms. Each tribe exists in an extremely communal fashion, with each member contributing to the welfare of the tribe as a whole.

Conflict between tribes is typically settled in a ritualistic game of posturing, bluster, occasional pranks, and contests of strength. While tribe of anakim usually try and settle their disputes with out needing the end the live of their kin, mortal engagements are not unheard of if a slight or need is great enough. Duels to the are reserved for only the greatest offense, or for when a personal feud has begun to impact a tribe as a whole. All out war between tribes occurs rarely and is always noteworthy in the annuls of the anakim.

Burning Wanderlust

The same security offered by the Misty Vale also breeds and insatiable desire to see what lies beyond, especially among the younger members of the tribes. When an anakim seek to travel beyond the vale, they first acquire a charms from one of their tribes shamans which allows them to travel safely through mists that give the Misty Vale it's name.

While the tribes residing within the Vale have little use for precious metals or gems beyond their use in crafting jewelry and tools, anakim understand the need for currency in the outside realms. It is the, however, the journey itself that drives the adventurers from High Rock Mountain. Seeing new vistas, meeting new peoples and hunting new beasts is what quenches the inner fire of the anakim.

Racial Traits

Your giant heritage manifests in a variety of traits you share with other anakim.

Ability Score Increase. Your Strength score increases by 2, and your Constitution increases by 2.

Age. As humanoids descended from giants, anakim have long lifespans. An anakim reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As a people who value freedom, and having an inborn wanderlust, anakim are typically chaotic neutral.

Size. Anakim are between 7 and 8 feet tall and weigh between 310 and 480 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet, and you have a climbing speed of 30 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mighty Thews. Anakim double the range of thrown weapons and are considered proficient with improvised thrown weapons.

Remarkable Outdoorsman. You gain proficiency in the Athletics and Survival skills. Additionally, you may make running long and high jumps after moving only 5 feet.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Common and Giant.