Enchanted Realms Rulebook
Phylum: Giantkin
As its name suggests, one of the main criterion for the phylum giantkin is the physical size of those in it. The other significant factor is an upright structure based on a bipedal form. To be fair, there is a little wiggle room in the interpretation here because some of the giantkin don’t have exactly two legs. However, their skeleton structure is based on a over-sized hominoid generality. However, the key component is the signature of their lifesongs. Giants have ancient ancestral roots from the elemental planes. No one believes they were originally inhabitants there but there are various theories on why they have some of the shared energies of elemental beings. Nonetheless, giants breed amongst their own kind, breath, eat and sleep. They also have pure vigor in their lifesongs, distinctly categorizing them as zoola.
Class: Horgus
The horgus class of giantkin are all related cousins from millennia of uncontrolled breeding with some ancient hereditary energies that do not even exist in Enchanted Realms any longer. In many ways, the horgus are to the giants as orcs are to hominoids; they are essentially “mutt breeds” that have held a consistent population to essentially be their own particular species. Finally, while not a universal trait for giantkin, many of the horgus species have developed a sinister palette and are man-eaters, happily devouring nearly any of the hominoids.
Bulgu
Zoola Giantkin Horgus
Standing nearly nine feet tall, the Bulgu is a fearsome ogre-like being with four eyes, a head like an axe blade, arms like axe handles, and stocky legs like pestles. The beast has a voracious appetite for humanish flesh.
Cyclops
Draugr
Fomhóraigh
Grýla
Hulking Wrath
Ogre
Scrag
Zoola Giantkin Horgus
Scrags, the aquatic form of troll, are shorter than their land-based cousins, reaching heights from six to six-and-a-half feet. Other than this, the scrag is mostly a gilled form of the common troll; however, one is not as strong. A scrag’s colors range from blue-green to olive. Further, a scrag regenerates as a troll does at a rate of 2 points at the start of each turn; however, scrags can only regenerate when fully-immersed in water of its natural element. This is important to note as there are two variants: the fresh-water scrag and the marine scrag.
As the scrag is amphibian, able to breathe above and below the water, a common technique for its attack is to pull air-breathers below the water and drown them. With this method the scrag gains +2 to grappling competitions. However, when performing conventional combat, the scrag will swing its claws with abandon at anything that moved, biting anything close enough. If attacking the seagoing vessels of the land-bound races, one would climb onboard and weaken crew members then take one overboard to drown the victim.
Scrags have a tribal culture, with one chieftain leading a pack or small tribe of scrags -- no more than ten. The strongest and usually the smartest will be the leader, using its increased intelligence to find prey for the lessers in exchange strength in numbers. When raiding vessels or docks, up to four scrags, led by the chieftain, will go out to secure food for the rest. Despite the leader being present, it will rarely join in the attack.
An important detail to remember about trolls is they are genderless. When referring to one, the “she” is commonly used, even though it is inaccurate, as trolls reproduce through a “budding” process. This works in kind with their regenerative abilities and during “mating” season, trolls and scrags often travel alone to encourage combat so that one can be split in two to create a new lifeform.
Unlike the common troll, scrags only try to be struck during their fertile window of time. However, if during this span of time, a scrag is struck with an edged weapon or cleaver that scores a “raw 20” on the attack, its will split into two equal halves, with body points accordingly. If it is not the fertile season for a scrag but still struck with a “natural 20” of the appropriate damage type, it will sever a body part (d6: 1=left arm, 2=right arm, 3=left leg, 4=right leg, 5=head, 6=split at the waist). If out-of-season and being split or decapitated, the scrag will require an action to “pull itself together” then have a cooldown of 3d6 unmodified with a minimum of 10 seconds before it is able to resume its attacks. During this damaged state, the scrag is considered under the stunned restriction. If loosing a limb, then the fallen appendage becomes lifeless and withers. The body part will be regrown over the next two days spent immersed in water.
Due to their regeneration ability, scrags can be difficult to kill, and as they only regenerate when completely submerged in their native water, corrosives and poisons do not slow their regeneration as happens with the common troll. Those methods combined with the scrags internal body alchemy effectively neutralizes those damage types once being submerged. A scrag is one of the few monsters that will operate under the Heroes Die Hard rules.