I’m so glad Pathfinder got rid of the ears.
Wood giants (sometimes called voadkyn) in the world’s oldest
role-playing game had weird ears set super high on their
heads for no reason whatsoever that I could tell. Pathfinder’s wood giants still have elfin ears, but at least
they don’t resemble Franken Berry anymore.
Wood giants seem like both a natural extension of the giant
family (“Hill…taiga…marsh…well of course
there would be wood giants!”) and a little unnecessary (“Pointy-eared dudes in
nature? So they’re…giant
elves?). Mostly they just seem a
little strange. They lack both the
physiognomies and the ferocity of the Norse-inspired giants, instead feeling
more like something out of Native American, Russian, Japanese, or African
folklore. And with their chaotic
good natures, plant-related spell-like abilities, and animal friendships, they
seem practically fey. To elves,
they would likely be the Elder Brothers in the woods; to fey, they might be the
Big Big Folk; to sasquatches, they might be the Trusted Tree People; to
treants, they might be “tolerable.”
That’s if you play them as written, of course. But what if they weren’t so
benevolent? Wood giant clans are
just as likely to feature witches and dire wolves as they are druids and giant eagles. A little tweak of the alignment to
chaotic neutral (or chaotic evil) and wood giants could be terrifying
opponents—able to pass without trace,
speak to and charm animals, take on tree
shapes, and grow even larger at the moment of battle. In other words, when wood giants go
bad, the whole wood goes bad with them…
Seafaring explorers
are tasked by the jarl to explore his holdings in the New World. Used to the rapacious hill, frost, and fire giants of
their home fjords, the adventurers will probably see any wood giants they
encounter as enemies. But if they
take up arms against the giants, they will find the forest itself turns against
them.
Adventurers seek the
aid of wood giants during a harsh winter. To earn their trust, the adventurers must spend a week in
the giants’ company, living as they do—which means keeping up during their
travels (despite the giants’ 40 ft. movement rate), tending their dire wolves
and giant eagles without injury, and sleeping exposed to the elements…even
during a blizzard. The giants will
not let them die, but if they fail two of the tests they are deemed too weak to
be worth the clan’s trouble.
The wood giants of
the Elk March have grown dark and dangerous in their isolation. Their rangers treat humans as their
favored enemies. Their witches make
crude waxen images out of giant wasp wax and favor patrons of the elements,
strength, transformation, and trickery.
Many Elk March wood giants keep moss trolls as slaves. And they allow no
one to enter their forests…
—Pathfinder Bestiary 2
132
If you’re missing the wolverine, we covered it way back here.
No comments:
Post a Comment