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Trolls

Towering over even the Obsidimen, whom they call rock brothers, trolls stand at about eight and a half feet, with an average weight of 500 pounds or more. They originate on Mindosza’s mountain ranges, before joining the Fensalir to live under the mountains. After the Convergence, they have kept ties with the fensalir, particularly the Goblin (after taking quite a while to resist the urge to just kill these troublemakers). However, together with the Goblins, the Trolls have settled and reclaimed large parts of the northern Marrow , where they live in clannish societies, making a living from raids or prospecting true elements in the dead sea. Many Trolls feature protruding lower canines like orks, but their most exceptional feature is the pair of horns that grow from their skulls. The most important aspect of a troll’s life is honour, which a troll extends to his family and clan–and, in case of city-dwelling trolls, to neighbours and their realm, although to a lesser degree.   Strong and tough, trolls live into their fifties on average, though some trolls have lived into their seventies. Skin colors range from olive to mahogany-brown. Troll skin has a rough texture, increased by the ridges, spines, or plating resulting from deposits of trolthelia, a substance similar to the material that forms a rhinoceros’ horn. Body hair is sparse except on the chest, and head hair grows considerably thicker and longer than human hair. Lower canines protrude from the mouths of a slight majority of trolls. The nose is broader than the human nose.   Trolls are fiercely loyal to their families or clans. The clans of the Northern Marrow, which have organized themselves into moots – alliances of clans – are the largest troll population in Mindosza, feared for their raids but admired for their skills at building airships and crafting crystal items.
Troll clans often war among themselves when other enemies are lacking. Trolls prefer to live in caves, ice caverns, or other natural geographic features. They find dwarf or elven settlements more comfortable than human or ork communities, and have been known to camp around obsidimen connected to a Liferock. Trolls find the serenity of the obsidimen calming and deeply moving. Their regard for the obsidimen often prompts trolls to choose sites near Liferocks for trollmoots.   Troll culture places great value on honour, dividing it into three concepts: katorr, kat’ral, and katera. These terms can be roughly translated as personal, clan, and ancestry honour. Each troll defines and values these concepts in different ways, but nearly all trolls place some value on honour, and will fiercely defend it if they believe it has been slighted.
 
 
You might • Have a strong sense of honour, personally, for your clan or of your ancestry (katorr, kat’ral, katera) • Follow the ideals of Lorm, taking from others to provide for you own • be local to your kin, willing to take any fight to protect their honour   Others probably • see you as a towering, threatening presence, assuming you to be violent or dumb (or both) • assume you are a “skyraider”, part of an airship crew marauding the land • recognize your deep seated reverence for the earth and mountains   Sample Names At'chak, Bronom, Charik, Drunell, Ewanka, Fondrak, Grogag, Horstik, Indrill, Jorak, Krestchok, Lundrog, Mirkon, Norg, Ortochik, Prank, Quertrot, Randroch, Squirka, Trawok, Utchron, Vrenchak, Werkog, Xirgoch, Ytron, Zweran
Mechanics HP:10   Size: medium   Speed: 25 feet   Ability Boosts Strength Charisma Free   Ability Flaws Wisdom   Languages: Common. Additional languages equal to your Intelligence modifier (if it's positive).   Senses: Low-Light Vision

Heritages

Of the Swiftwind A major moot in the furthest reaches of the northern marrow, close to the dead sea. Many Goblins have been incorporated to the clan and the Swiftwind are renowned for having the most talented scavengers and shipbuilders. The Swiftwind trollmoot made its home in the western portion of the Fensalir Region of the Marrow, before being raided and almost razed by the Bloodlore, as of 11AC they are nomadic and in search of a new clan home. Thanks to their marvellous ship builders they have fared well so far. You become trained in crafting (or another skill if you already trained) and gain the specialty crafting feat with the Shipbuilding specialty as well as one additional specialty of your choosing. Spending much time on an airship, you have safe footing, gaining a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to Shove or Trip you.   Of the Thundersky The Thundersky moot is the most centrally located trollmoot of the Marble Wall and controls Fort Svadra and the trade route to Skastheim. Thunderskies are well known as the “loftiest” of all of the trollmoots, because they literally dwell at the greatest altitudes. This extreme isolation and unmatched vantage point has forged the Thunderskies into fierce and fearless raiders, as well as accomplished miners of True air. They suffer uneasy relations with the Bloodlore and Blackfang moots, engaging in skirmishes and conflicts with those two moots as well as with the Ironmongers. The Thundersky moot tends to raid the other trollmoots as much as it raids in areas beyond the Marrow, but disdains raiding targets in the lowlands as unworthy of its skills. Thundersky expertise in the daring ship-to-ship aerial raids gained them the greatest share of accounts of the legendary prowess of the sky raiders. You have gained incredible resilience against cold environments, granting you cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). You also gain the Wind Catcher Feat.   Of the Bloodlore The most savage trollmoot in the Marrow, the Bloodlore moot boasts a long history of conflict. The Bloodlores raid indiscriminately into the surrounding territories and make war against all the other moots of the peaks, refusing to cultivate any serious allies among the other trollmoots and have driven the Swiftwind away from their lands. They particularly hate the Stoneclaws, whom the Bloodlores consider weak and unworthy of even being considered trolls, and the V'strimon, whom the moot views as blood enemies since the Battle of Sky Point. The Bloodlore moot is also beset with internal conflicts that have kept its clans from fulfilling their desire to take the Northern Peaks for themselves. If the Bloodlore moot were sufficiently united, it would become a fearsome fighting force that might be capable of achieving its goals of conquest. Having spent your life fighting and raiding, you have grown tough and intimidating. You become trained in Intimidation, and you gain the Intimidating Glare skill feat. You start with 12hp from your ancestry.   Of the Stoneclaws The most likely potential allies of V'strimon, the Stoneclaws moot has adopted many V'strimon ways, customs, and manners, including clothing patterned on T'skrang styles. Other trollmoots consider the Stoneclaws weak for their desire to be "like the Lizards", and raid and attack the Stoneclaws more often than any other trollmoot. The Stoneclaws maintain a particularly bitter blood feud with the Bloodlore moot. The Bloodlores believe the Stoneclaws dishonor all trolls by adopting lowland ways, while the Stoneclaws consider the Bloodlores savages unable to see a greater future for all trolls. As a result, you have spent much time in the cities or a settlement in the lowlands and foothills of the Marrow. You have little desire to spend your life raiding villages and instead are more versed in social situations with other ancestries. Using your imposing figure, you gain the Group Impression feat. Also, you become trained in diplomacy. When you Make an Impression you gain a +2 circumstance bonus.  

Feats

(1) Wind Catcher (reaction) (trigger: You are falling (reaction), else 1 action) You gain the effects of Feather Fall, as well as control of your direction during descent. You can use Wind Catcher on your turn while on the ground, immediately leaping up 10 feet, falling down with the effect of Wind Catcher.   (1) Skyraiding You're trained in the Intimidation skill, and the Sailing Lore skill. You gain the Group Coercion skill feat. You gain a +1 Cicumstance modifier when performing any (air)sailing related task, such as piloting, captaining or navigating.   (1) Battle Shout You gain the "Battle Shout!" (auditory, concentrate, emotion, linguistic, mental) Action. You order your shipmates or comrades to fight without mercy. You and all allied creatures within a 15 feet burst gain a +1 circumstance bonus to attack rolls and damage rolls until the start of your next turn.   (1) Troll Weapon Familiarity In combat, you favor the brutal weapons that are traditional for your Troll ancestors. You are trained with the troll khopesh and giant troll khopesh. In addition, you gain access to all uncommon troll weapons. For you, martial troll weapons are simple weapons, and advanced troll weapons are martial weapons.   (1) Horns You have particularly pronounced horns, making your head-butts very threatening. You gain a Horns unarmed attack that deals 1d6 piercing damage. Your Horns are in the brawling group and have the finesse and unarmed traits. Special You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures such as breaking or filing your horns, for instance when losing your honour and being exiled.
(5) Swift Kick See Attack of Opportunity, but only an unarmed attack, tripping the target on a critical success.   (5) Battle Bellow You gain the Battle Bellow Action. Your fierce bellow affects your enemies in a 15ft burst, roll an intimidation check against the will DC of nearby enemies: Critical success: They're Flat Footed 2 Success: They're Flat Footed 1 Fail: No Effect All affected enemies are immune for 1 Hour, no matter the rate of success on their safe.     (5) Martial Experience You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. At 11th level, you become trained in all weapons.   (5) Troll Weapon Carnage You are brutally efficient with the weapons of your Troll ancestors. Whenever you critically hit using a Khopesh, a greataxe, or a Troll weapon, you apply the weapon’s critical specialization effect.   (9) Towering size You have learned to leverage your size well in combat, you gain +5 reach with simple weapons.   (9) Hard to grasp Your size makes the most experienced opponent unsure in close ranged combat, allowing you to quickly evade effects that restrain you. Attempt a check to Escape. If you succeed, you can Stride, Step, or make a Strike with a melee unarmed attack targeting the creature you Escaped from. If you fail, you instead attempt to Escape a second time.   You increase your multiple attack penalty as appropriate for the actions you took, but only after completing both actions.   (9) Death's Drums Your life has been spent challenging death itself, and proximity to that implacable foe only makes your heart beat harder. When you are taking persistent damage or your wounded value is 1 or greater, you gain a +2 circumstance bonus to Fortitude saving throws.   (13) Crushing Blow (requirement: Wind Catcher)
The Attacks in the same turn of using Wind Catcher gain the forceful trait.   (13) Oppressive size (requires Towering Size) You have perfected leveraging your size well in combat, you gain +5 reach with martial weapons.   (13) Troll Weapon Expertise Your Troll affinity blends with your class training, granting you great skill with Troll weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the the greataxe and all Troll weapons in which you are trained.   (17) Momentum Attack (requirement: Wind Catcher) Attacks made in the same turn of you using the Wind Catcher action (or following the reaction) do not impose Multiple Attack Penalties.
Related Ethnicities

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