Post by Yngvord Aurvanding on Sept 18, 2013 7:31:55 GMT
The Placing of the Ismark
Background
Islings—the race of giant-kin, as well as the Frost Giants, humans, and other folk counted among their clans—are the inhabitants of a mountainous reach of the north, known as the Ismark. For millennia the unfolding history of the world has centered upon lands far away, among ancient kingdoms and emerging nations struggling for life and vying for influence. The north remained unknown to all but wild folk and lost explorers, but from these the Islings came into being, half-giants wandering the untamed heights, slowly coming into contact, steadily adding layer after layer to a new society. Clans became ancient, full of memory, if not history—for the history of the Ismark begins at the gathering of the clans, when they chose a land in which to build a life.
Centuries later, wanderers had become harvesters, hunters, builders and adventurers. Now they have forged the beginning of a true nation, and the time has come for Islings to take their place among the peoples of the world.
------------------------
Creating an Isling Character
Islings as a race inhabit the middle-ground between their Human and Frost-Giant ancestors, cherishing as core values the strength of giants and the wisdom of humans. They are communally-minded; blood ties are strong--one's family, clan, and race as a whole. All are bound together and stand on equal footing. At the same time, Islings place great trust and value upon each person's individual strength--strength of body, mind, and character.
Islings believe in common sense, in trust, and in hard work, both individually and communally.
Physical Description
Islings are tall and powerfully built, with males slightly taller and heavier than females. Their size makes them imposing but slow to react. Their skin ranges from fleshy white to bluish tan, with hair colors of similar hue but usually darker. Their eyes typically range from hazel to ice-blue, though more nearly white or black are sometimes seen. Islings' clothing habits vary greatly from person to person, wearing more or less depending as much on personal needs as on weather conditions or even simple preference. This diversity carries through into combat; one Isling might prefer to wear basic scale or hide while another might be just as comfortable in heavy armor.
Society
Most Islings inhabit the northern territory known as the Ismark. Long ago, humans wandering among the mountains intermingled with the Frost Giants of that land, giving rise to a hardy folk at ease among the heights and frozen tundra of the region. Stronger than mere humans, wiser than mere giants, the new people congregated in between the two worlds of mountain and plain, where they began to lead agrarian lives seasoned with adventure.
In time they forged a culture of hearth and frost-forged steel, and the Islings took their place among the wider world. Though Islings as a people are settled and tend to keep to themselves, their deeds are a shade grander than the humans who surround them, and tales of the Ismark are hearty enough to be told in lands far away.
Islings are a people defined by family, community, and the unity of the whole. Their leadership takes the form of councils, the members of which must best perform a series of traditional trials measuring both strength and wisdom. Once a year, candidates compete to win a place on their province council; those councilors may then compete in an even more rigorous set of trials for a seat on the high council. Vacancies on the provincial councils are filled by the next highest performer; vacancies on the high council are filled from a fresh hold of the high trials. Islings mainly group themselves by clans within their nation, with council leadership on both national and family level. Day-to-day life typically consists of farming, hunting, weaving, smithing, and building, as well as familial and social gatherings.
Relations
Islings are closest with Humans and Giants. Elves to them seem to fragile to be very comfortable around, though the closeness to nature is something they can appreciate. They connect somewhat with the hardiness and solidity of dwarves, but aren't quite sure how to overcome the size gap. Other races whose origins and affinities relate to the mountains and highlands, to regions of cold and ice, or to wisdom, ancestry, and the elder kin, all would tend by association to be shown initial favor or, at the least, a more ready interest. Folk of most other races outside the Islings' affinities are treated on a more individual basis, though some races naturally rub against their ideals. The careless and fragile nature of races such as halflings and gnomes, for example, is seen with a mix of pity, annoyance, and concern. Races or societies who oppose life or promote foolishness or live under too much stricture are disliked and avoided.
Alignment and Religion
Islings believe in the wisdom of common sense and in the goodwill of others, especially their own family and people. They have little use for rote laws and ordinances, but neither do they allow savagery or evil among their communities. The Ismark as a nation can seem unambitious, as it has always been content merely to grow and live and savor peace and hard work. There are enough dangers in the world without rubbing other nations the wrong way. But though the Ismark may appear to be neutral ground, one should not think its people blind, and against ill will their hands are as strong as their walls are high.
Worshiping gods relating to wisdom, nature, winter, and the hunt, Islings are devout but very naturalistic. Most Islings tend to be neutral good, disliking confinement but wise enough also to avoid the dangers of the opposite extreme. They are easily roused to combat selfishness or destruction.
Adventurers
Recent generations have seen a rise in population, expansion, and fortification, as the Ismark and its people develop further. The ideas of castles, cities, even port towns become more and more commonplace, and with them a greater sense of culture and society, community, religion, and higher learning. Their reality, however, is still very much attached to their agricultural roots, and the threat of too much change, too fast, begins to cause some tension between differing factions and clans.
Most Islings are driven into adventuring by wanderlust--a distinctly human part of their nature. Some are driven by a simple wish to see the world around them; some range far afield on the hunt or on scouting missions; still others are driven by religious conviction. Nearly all have some purpose relating to their people or clan, though some expand this perspective to fight for the good of all. Very few adventure to make money; greed is typically too selfish a concept to most Islings.
Male Names
Aramir, Brinjold, Dolgrún, Eldmark, Faerún, Grimbolg, Isambar, Jarlok, Mundral, Ornok, Soren, Yngvord
Female Names
Auna, Beora, Frelja, Hild, Hvella, Isandra, Kayri, Mistgild, Orlana, Sonja, Tanith, Yvanna
Table: Random Starting Ages
Adulthood | Intuitive | Self-Taught | Trained |
30 years | +2d6 years (32-42) | +3d6 years (33-48) | +4d6 years (34-54) |
Table: Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
Male | 6 ft. 4 in. | +2d6 in. (6'6" - 7'4") | 200 lbs. | +(1d6x10) lbs. (210 - 260) |
Female | 6 ft. 1 in. | +2d6 in. (6'3" - 7'1") | 170 lbs. | +(1d6x10) lbs. (180 - 230) |
Racial Traits
- +2 Strength, +2 Wisdom, -2 Dexterity: Islings are tough and intuitive, and move steadily and surely.
- Giant Blood: Islings count as both Human and Humanoid (giant) for any effect related to race.
- Medium: Islings are Medium creatures and have no bonuses or penalties due to their size.
- Giant Steps: Islings can move their normal speed through naturally difficult mountainous or cold terrains.
- Giant's Might: Gain the effects of Lead Blades once per day (or Giant's Draw: Gravity Bow once per day). Islings wield great force in battle.
- Giant's Shape: Gain the effects of Enlarge Person once per day. Islings can tap into their Giant ancestry to assume a similar form.
- Endurance: Gain the Endurance feat. Islings share a fundamental connection to nature and can draw on its power.
- Toughness: Gain the Toughness feat. Islings' bodies can withstand somewhat more than those of softer creatures.
- Weapon Familiarity: Islings began as an agrarian society, using hammers, axes and sickles in battle before developing their own weapons. Gain proficiency with Longhammers (d12 x3, reach) and Fauchards (d10 18/20 x2, reach, trip).
- Languages: Islings begin play speaking Common and Giant. Islings with high Intelligence scores can choose to learn any of the following languages: Aquan, Auran, Celestial, Draconic, Dwarven, Elven, and Terran.
Favored class bonuses: Same as Humans.
Alternative Racial Traits
- Giant's Draw: The ranged alternative to the Giant's Might ability.
- Fight as One: Used to operating in close-knit families, clans and communities, many Islings carry this philosophy to the battlefield. Up to two Islings can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Replaces the Giant's Shape ability.
- Firm Foundation: For many Islings, their connection to nature manifests as a more innately grounded stance. Gain a +4 racial bonus to CMD when resisting bull rush or trip attempts while standing on the ground. In addition, their bonds of trust between their kin strengthen their resolve at all times. Gain a +2 racial bonus on saving throws against fear and despair effects, and, once per day, after a natural roll of 1 on a d20 roll, may reroll and use the second result. Replaces all spell-like abilities.
- Frost in the Blood: For some Islings, their connection to nature manifests as a greater inborn fortitude, rather than a channel for external energy. Gain a racial bonus on saving throws against poison effects equal to Hit Dice. Replaces all spell-like abilities.
- Giant's Hide: Gain +1 natural armor. Some Islings' bodies can withstand harm better even than their own brethren. Replaces the Toughness feat.
- Multitalented: Choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. Islings thrive using both sides of their heritage. Replaces the Endurance feat.
- Bond to the Land: More in tune with their human side, some Islings develop a symbiotic attachment to their home environment. Gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed. Replaces Giant Steps.
- Climb: Descended from mountain-dwelling Frost Giants, many Islings are natural climbers. Gain a climb speed of 20 feet and the +8 racial bonus on Climb checks that a climb speed normally grants. Replaces Giant Steps.
- Heart of the Heights: Some Islings feel more at home among the high mountains, inheriting immunity to altitude sickness from their giant kin. Do not lose Dex bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. Replaces Weapon Familiarity.
------------------------
Influential Figures
High Councilors of the Ismark
~ [NPC]
~ [NPC]
~ [NPC]
~ [empty slot]
~ [empty slot]
~ [empty slot]
Isling Liasons to the High Magistrate of Calidor
~ Yngvord Aurvanding, liason of the eastern provinces of the Ismark [PC]
~ Dolgrún Aurvanding, liason of the western provinces of the Ismark [PC]
Isling Members of the Senate of Calidor
~ [empty slot]
~ [empty slot]
Esteemed Elders of the Ismark
~ [empty slot]
~ [empty slot]
Renowned Heroes of the Ismark
~ [empty slot]
~ [empty slot]
Influential Clans of the Ismark
~ The Aurvandings
Clan Medallion:
~ [empty slot]
~ [empty slot]
~ [empty slot]
~ [empty slot]