Homebrew Pygmy Giant Species Details
While adventuring upon the highest mountain peaks, where the air is thin, the winds howl deafeningly and the snows drift deeply; or deep in the unexplored canyons, places were the wind whistles and floods come unexpectedly; or maybe in the forgotten wooded steadings ever enshrouded in mists you may find the mysterious Pygmy Giants. It has only been in recent years that these varied peoples have reentered common society, and even then only a handful of humans, elves or dwarfs believe they even exist. These creatures tower over the lesser races at seven to eight feet tall, but are generally welcoming of strangers of any race, except the dragon serving kobolds, and the dragonborn and will even treat the smallest gnome as a treasured guest.
Giant Blood
Even though their temperaments are markedly different, outsiders who visit the tribal villages are warned to never overlook to fact that the blood of the giants runs through these peoples. Six variants still exist and even though they are all the same size and build even the unseasoned adventurer will immediately recognize the tell tell signs of each one.
- Cloud Blooded: White skinned with grey to black hair. Beards, as well as the top of their head are tightly curled hiding the true length. Eyes are usually colored pale grey and from a distance they almost appear blind
- Fire Blooded: Dark skin marked by faint red lines similar to dying coals. Their hair and eyes come in a variety of shades of red to black. Fire blooded pygmies often keep closely trimmed beards.
- Frost Blooded: Blue skinned with white veins. Eyes are blue to the occasional hazel. Hair and beards are left free and long and will be white to grey.
- Hill / Forest Blooded: Brown to pale green skin tones with hair of a similar color but much darker their eyes are every color normal to humans. Beards are only common among the greener varieties.
- Stone Blooded: Gray colored skin that can be mistaken for naked mountain stone. Hair and beards have been observed in every color and style as stone blooded pygmies are willing to see themselves as works or art similar to human sculptures.
- Storm Blooded: Pale purple to grey skinned with emerald eyes and black hair these pygmies are almost an oddity but they like their full sized kin are often the most powerful and fickle of the pygmy varieties.
Cursed Existence
Pygmy Giant origins are obscured by time but if the oral histories are to be believed there are two ways that full sized giants eventually became the significantly smaller pygmies.
First was by the blending of the “pure” bloodlines with that of lesser races normally orc, bugbear or hobgoblin though in recent years humans have been seen becoming part of the mixed tribes. Those who claim the origins of “corrupted” blood often band together regardless of variety in wooded steadings where they can get supplies from the outside world but also stay hidden and apart.
Second there are tells of the servants of dragons cursing entire tribes to shrink, presumably to make them easier to hunt and kill. These tribes are usually found in the canyons or mountains and are less likely to allow interracial relationships. Though they are usually still welcoming to outsiders to visit and are often seen entering common society for years at a time as part of trials of valor and personal worth.
Regardless of origin all pygmies are exiled and cursed by the full sized giants and are often killed on sight by even the most benevolent of Storm Giants. This abandonment has caused most of the pygmy tribes to abandon much of giant culture and adopt elements from the lesser races. As a result every tribe, even those of the same variety, may have its own traditions and nuances.
To the outside observer the only difference between the two origins is weather or not a tribe is mixed or not. As all the tribes place a premium on individual ability and personal accountability. While many mistake all tribes as having the same culture the truth is that beyond these ideals and those of filial loyalty, and honor (survival of the tribe is dependent on the success of each individual) each tribe is unique, even within the same variety, and proud of that uniqueness.
Proven Worth
Among the pygmy giants it is expected that in every stage of life each individual prove their worth to the community with the trials later in life becoming more critical. Failure is never acceptable, and those who do are usually banished from the tribe until they can subsequently prove their worth via accomplishments in the wider world.
The nature of these trials are different for the various age groups with events being held to allow the younger members of the tribe to showcase physical aptitude, combat skills, leadership ability, even mystical attunement. Outsiders may confuse these showcases as festivals, and indeed for the older members there is a spirit of festivity. But for the youth and those coming of age there is an intensity, for their place is often dependent on their performance.
Those who seek to join with the chiefs or elders council usually leave the tribe with the charge to bring back proof that they are capable of insuring the survival of the tribe. The nature of the proof is usually dependent not only on the role they hope to fill, but also the previous accomplishments of the individual and their family. In rare cases the current council will provide a specific challenge.
Survival of the Fittest
Among Pygmies, any individual regardless of age who can’t contribute to the tribe is exiled. There is little pity for weakness, but mercy is common in cases of injury and illness.
Disabilities are rarely tolerated except for the aged as the wisdom granted by their experience, is valued among the elders. Younger pygmies are expected to contribute and not be a drain on the resources of the community with those that become unable to disappearing either commending their fate to the gods or to join the society of the common races.
Most pygmies would rather die in battle or while supporting their people then waste away in a sick bed. As such it is not uncommon for them to be constantly competing in some way. This is done to further prove themselves as capable of being leaders and trusted warriors. this is essepcially true among those who bear some disability.
It is not uncommon for the younger elders continue in the armies and other responsibilities. It many cases there are many elders labeled as “in absentee” meaning they are adventuring in the wide world bringing fame and glory to the tribe. These adventurers are admonished to return every year, but in many cases only their reputation return with any frequency.
Pygmy Giant Names
Every pygmy giant has three names: a given name, assigned by the newborn’s mother and father; an earned name, awarded by the tribal chief; and a family or clan name. A given name is up to three syllables long and is usually guttural. Family or clan names are longer, five or more syllables, and for those that speak giant tell a story about the family's accomplishments. It is not uncommon for the family elders to add to this name when a particularly notable deed is accomplished.
Given names are rarely linked to gender, instead they usually reflect the honor of the parents at the time of the naming with true meaning hidden by the parents.
The awarded name is a description of a significant deed, success or failure, that can change on the whim of a chieftain or elders council. It is not uncommon for outsiders to be awarded names as well, when this happens it is always considered best course to use this name in the presence of other pygmy giants
All three names will be used in formal settings, and when first introductions are made, in the order of given name, awarded, and clan name. In informal settings the awarded name is most proper. (When name magic is present the Given name should be used for a True name)
The following suggestions come from the suggestions given as part of the Official Goliath race.
Birth Names: Aukan, Eglath, Gae-Al, Gauthak, Ilikan, Keothi, Kuori, Lo-Kag, Manneo, Maveith, Nalla, Orilo, Paavu, Pethani, Thalai, Thotham, Uthal, Vaunea, Vimak
Nicknames: Bearkiller, Dawncaller, Fearless, Flintfinder, Horncarver, Keeneye, Lonehunter, Longleaper, Rootsmasher, Skywatcher, Steadyhand, Threadtwister, Twice-Orphaned, Twistedlimb, Wordpainter
Clan Names: Anakalathai, Elanithino, Gathakanathi, Kalagiano, Katho-Olavi, Kolae-Gileana, Ogolakanu, Thuliaga, Thunukalathi, Vaimei-Laga
Pygmy Giant Traits
Pygmy Giants share the following traits regardless of blood type.Ability Score Increase
Your Strength score increases by 2, and your Constitution score increases by 1.
Age
Pygmy Giants age comparable to humans, but live two to three times as long. They enter adulthood in their late teens reaching full maturity about 40-50 years old, and become elders near middle of their second century (150-200 years old); usually living just less then 300 years.
Alignment
Pygmy Giants tribes have a dependence on each member fulfilling their roles and as such tends toward lawful alignments.
The values of their society also encourages neutrality.
Size
Pygmy Giants are between 7 and 8 feet tall and will usually weigh between 280 and 340 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Giant Blood
The giant blood in your veins grants you resistances to physical and magical damage.
Eldrich Aura
You are able to focus your giant blood to absorb magical damage.
After you have become the target of a magical attack you may use your reaction to change your mystical resistance into immunity until the start of your next turn. In addition, whenever you are subject to this type of damage roll 1d8 and add your constitution modifier. Add this to your current HP without exceeding your maximum. You must complete a long or short rest before you may use this ability again.
At level 10 this aura may be used a second time between rests, and your heal 1d12 instead of 1d8.
Natural Athlete
You have proficiency in the Athletics skill.
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Mountain Heritage
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.
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