half-giant

Overview

Half-giants are towering humanoids born of ancient magick - crossbreeds of humans and giants, likely created as soldiers or laborers in forgotten wars. Standing over ten feet tall with exaggerated human features and immense bulk, they possess staggering strength and endurance. Yet their minds are famously slow. Half-giants are not childlike or naive, but genuinely dim-witted, unable to grasp abstract ideas like justice or subtlety. They rely on intense focus to complete simple tasks, and their thinking is rigid - once they commit to a path, they rarely change course, no matter how absurd it becomes.

 

With no culture of their own, half-giants instinctively adopt the customs, speech, and values of those around them. This mimicry is not deception, but identity: they become what they see. Loyal to a fault and easily influenced, a half-giant may be a noble's devoted protector one day and a raider's brutal enforcer the next. They mean well more often than not, and their towering presence can be disarming when paired with a gentle spirit - but who they are depends entirely on who they're with.

Age

  • Maturity: ~36 years
    Average Lifespan: ~140-160 years
    Death by Old Age: Begins ~153+ years

Height

  • Range: 125 to 155 inches (10.5 to 12.9 feet)

Weight

  • 75-90 ten-stone (1650-1980 lbs)

Attributes

  • Strength: 1d15+35
    Agility: 3d4+0
    Wisdom: 3d3+1
    Endurance: 1d8+14 

Appearance

  • Skin: Varies widely; common tones include red, slate, grey, bronze, and ruddy tan

  • Hair: Sparse to thick; usually coarse and unkempt, colors range from black to reddish-brown

  • Eyes: Typically small compared to head size; earthy or dark hues dominate

  • Features: Broad, thick-boned, and bulky; exaggerated proportions, heavy limbs, huge hands

Inherent Abilities

  • None

Roleplaying

Half-giants are not silly or babyish - they are slow. Their minds process the world in simple, concrete terms: "This is good," "This is mine," "You are nice." Concepts like betrayal, loyalty, sacrifice, or religion are often beyond them unless learned through very specific and repeated actions.

 

They don't ponder their emotions or worry about purpose. If they're warm, fed, and given a direction, they're content. They don't manipulate - they don’t understand manipulation.

 

A half-giant says what they think, does what they believe is expected, and clings to habits with stubborn intensity. They may continue drinking ale for hours, simply because that's what they saw someone else do.

 

When confused or panicked, their mental systems break down: speech slurs, decisions become erratic, and they revert to the last thing that made sense.

 

They are extremely suggestible. If they've bonded to a templar, they will imitate nobles. If they fall in with raiders, they'll become a raider. A half-giant's "identity" is a skin they wear for others, which they discard as easily as they adopt a new one. Some see this as loyalty. Others see it as dangerous unpredictability.

 

Roleplaying a half-giant should focus on consistency and observation. They don't understand abstract morality - but they'll fiercely enforce the rules of whatever group they've joined. They don't speak in broken "Me Tarzan" talk, but they may speak slowly, with narrowed vocabulary, slipping up on complex grammar.

 

Above all, they are living mirrors: reflecting the values of their surroundings with innocent sincerity, terrifying strength, and tragic simplicity.