Tuesday, September 29, 2026

Krond Heights and Goblin Deeps part 7: Lords of the Heights, Her, and the Dragon

 

Lords of the Heights

There are six giant kings in the Krond Heights, and almost two thousand giants. They live in bands of twenty or thirty individuals, men and women, in many ways the stereotype of nobility; responsible for little save their own pleasure, they lounge in indolence between bouts of hunting or making sport of war. Their needs taken care of by their lessers, they entertain themselves, with no superiors save their chiefs, their kings, and Her.

 

The essential unit of organization for giants is the individual; every giant and giantess is free to determine their own lives and allegiance. If a giant does not like his chief, he can freely leave and seek another, or try to convince others to join him. Does he want to usurp his king? He will need enough force to overcome his king’s loyal followers, but he can try to do that. While the roles of women are slightly constrained (there are no female chiefs, no queens), they have no obligation to stay with a chief they find unworthy, a king they find inadequate. This striking out on one’s own may be difficult, and it may involve some hardship, but no giant will stop them; they are sufficient unto themselves.

 

Why give allegiance to chiefs or kings? Because the concentration of giants allows ease. One giant may keep a handful of slaves; three giants can keep a stable, and twenty giants can keep a region under control. Why toil for your bread and beer if someone else can do it for you? The hunt is enjoyable, shepherding is drudgery, so leave it to the drudges. Giants are the pinnacle of creation, the mightiest of mortals, who once touched the divine and threatened to bring it low. It is right that other creatures serve them; it is just that they rule over all. If a giant bends his knee to a chief, if a giantess heeds the words of a king, they do so because they choose, and that elevates the chief, ennobles the king, for he is chosen by the mightiest to lead them in glory. And so, each king is leader of some three hundred giants, each of whom subscribes to his leadership voluntarily.

 

Most giants will be at leisure for most of the month, taking only a few days off from lounging to hunt or manage their lessers. They may practice weapons, drink, play music, or tell stories, but their goal is to enjoy themselves. Chiefs have a few more responsibilities, generally involving staying on top of what needs doing, and directing other giants to do it. They rule by dint of strength, charisma, and the cunning to make sure that the highest ranked giants get the choicest “assignments”, and the lowest ranked have the most scut-work. Does someone have to supervise the stacking of firewood? Give it to Snorri the Young. Want someone to lead a raid into a human village? Give it to Bor the Bold.

 

Rank within a chiefdom is an ephemeral thing; unlike goblins, it is not assigned based solely on who can beat up who, but on whose Fame and Honor eclipses whose. A mighty poet might rank higher than an unlucky but powerful warrior, or an untried wizard. Of course, Fame and Honor can be gained by dragging others down; defeat a poet in a duel and your fame might go up, though he may savage your honor with a satire. Men and women do not have separate hierarchies, and it is an unwise adventurer who assumes a frost giantess is less able combatant than her brothers, and a giantess who feels slighted by a male giant is well within her rights to challenge him to a duel, savage him with poetry, or otherwise prove her superiority, though she must, likewise, fear the challenges of giantish men.

 

The chief god of the Hoar Frost is the Emperor of Scorn, because they know they are the greatest beings in creation, and their scorn is heaped upon mortal and god alike. The giants were so great that the gods were forced to cast them down or lose their own seats; other mortals quake before the coming of the Hoar Frost, and cannot withstand the cold that is the nature of the world. Many of the lower ranks also worship with the Way of the Berserk, while it is regarded as more “noble” for chiefs and kings to prefer the Temple of Armed Conflict.

 

The giants themselves do not engage in trade; some diplomacy between kingdoms, of course, but no bartering of gold for goods. Their lessers may engage in trade, providing goods in exchange across kingdom boundaries, but the giants themselves do not concern themselves with such. Such trade links are tenuous, and tend to be more for convenience than need; it may be easier to acquire something from a nearby village loyal to another lord than to seek it out from deeper in one’s own kingdom, but those links may be severed if hostilities erupt. Hostilities erupt relatively infrequently, however. Conflicts between individual giants, even individual chiefs, are more often settled with a brawl than with battle. Far more common is a raid by one chief’s followers on the villages of another chief, and retaliatory raids against the villages of the first chief (or an unrelated third). The giants direct these partially for the scant plunder they receive, but mostly to keep their orcs and ogres busy; bored barbarians break things.

 

North of the Omdal river, near the goblin city of Tin, is the domain of King Skjor. Skjor’s domain is cold, but its western slopes are verdant in the brief summer, and it, combined with the relative protection of the low valley, has made Skjor very rich. Skjor is one of the few giants to keep wyvern pets, of whom he is extraordinarily fond and proud, though he has little to actually do with their care. Years ago, he captured an apprentice of the Wyvern Widow, hag of the Shashyf Hills, and uses a magical collar to keep her in thrall. She raises and trains the wyverns to his specifications, and determines, with some prodding from Skjor, which eggs he may eat or share. Skjor allows her to brew her stew, as he wishes to keep her alive indefinitely, but he parcels it out sparingly; she is mad with desire for the stew, and he withholds it until she begins to fade. Skjor regularly uses his wyverns to hunt in the goblin lands, which causes retaliatory raids from the goblins. He’s widely hated by his own subjects, and his population has dwindled because of this, but there is a cadre of loyal giants (his own children, largely) who stay with him. Combined with his control of Krenge’s apprentice, he is difficult to effectively challenge for the kingship.

 

Adjacent to the Shashyf Hills is the realm of King Brunnar. Brunnar’s chieftains are restless; many have moved from Skjor’s realm, resulting in conflict for resources. While Brunnar wants to expand north, most giants are unwilling to do the work necessary to make that happen; instead, they, too, raid the goblins in the Shashyf Hills, and lord over the hill giants. Brunnar himself contributes to this with overwhelming laziness; he’d like to extend to the north, but he can’t be bothered to make the decisions necessary to make it happen, nor can he stir himself to reign in his chiefs. As such, many resources are destroyed by warring chieftains, driven by the fear that their opponents will secure them. For their part, the goblins in the Shashyfs are less inclined towards raids than towards preventing them; they murder giant scouts, plant false information, and, on occasion, cripple giant chiefs, weakening them enough for other chiefs to take over. Were Brunnar not isolated from the rest of the giants by the Ladies of Salt, and bolstered by giants who hate Skjor, he might have been deposed long ago; as it is, those who thrive on chaos within the giantish ranks find his realm a refuge, and their departure a bit of a relief for other giants.

 

Balgrim has a large, rich, territory in the central Krond Heights, encompassing the glaciers and the rivers that feed lake Vrasten. While his eastern-facing, central territory is less verdant than that of Skjor, it covers a huge variety of territory, has great mineral wealth, and good pasturage for llamas and alpacas. It is also rich hunting ground, with yetis, gargoyles, and wyverns (Balgrim does not have a mated pair, but he does have a pair of young males). But, however, he lies between Her and the Ladies of Salt. He cannot expand, as the forces on his eastern and western borders are too powerful for even a band of giants to resist. Balgrim, for his part, is content with this; a younger giant might try to push the boundaries, but Balgrim has decided that the land is rich, his time is long, and there are more important things to worry about than the bogeymen at his borders. To keep the peace, he limits raids onto goblin territory, reasoning that there are plenty of other things to hunt, and goblins aren’t much sport. “I stepped on a village of creatures that barely clear my ankle” is not courage, and wins you no fame with Balgrim.

 

Above the Odril Hills is the realm of Eorlund, a somewhat unusual giant. “Eorlund” was the giantess, Brenna, who ventured to the Ladies of Salt and acquired a magic beard through them. It bonded with her, and she became Eorlund; a giant, but “cursed”, to the giantish mind, to have no sons. This was nearly three hundred years ago; now king, father, and grandfather, Eorlund has begun to consider which of his daughters might wish the beard upon his death. As such, he constantly challenges his many daughters, demanding great deeds of them. Their mothers and husbands jockey for position, for there is a rumor that Eorlund will bestow a great treasure upon whichever daughter he names his heir.

Ogmund is king above the Sanakir hills, south and east of the Ladies of Salt. Ogmund desires an empire, to rule the lowlands, but has chosen the uncharacteristic method of trying to entice the hill giant into an alliance as his shock troops. This is going as poorly as one can imagine; while they are glad to trade slaves for metal weapons, they feel no obligation to Ogmund for these trades, and will go back to using wood, stone, and hide as soon as the metal corrodes to uselessness. Tired of this pining and plotting, his brother, Bali, has begun a rebellion, rallying perhaps a quarter of the giants to his side. Bali has less support than might be expected because he is considered malformed; a mere 10 feet tall, with a moderate limp, no left hand, and no left eye, he is ferociously intelligent, and a capable warrior and wizard. His smaller height was his destiny from birth; his disabilities are the result of their father attempting to rid himself of a less-than-perfect son by feeding him to a giant amoeba. A great flash of light from Bali’s nascent magical powers destroyed the amoeba, but not before Bali lost his left hand, left eye, part of his left foot, and suffered a great deal of scarring.

 
P’Bapar Pass, between Cosdol and P’Bapar, is the realm of Tormund the Last. Like Eorlund, Tormund is an older giant, likely in his last decades, but whereas Eorlund has a surplus of heirs, Tormund has none. His children and grandchildren have, over the last century, died in a variety of accidents, wars, and raids-gone-wrong. Only one son survives, and he went mad when his wife and children were devoured by the king’s own wyverns in a hunting accident. Even his crown is missing, stolen in the night by forces unknown. While his territory is vast, and access to P’Bapar Pass makes it rich for raiding, Tormund himself is regarded as cursed. He is still acknowledged as king, and his people follow orders, but he is barred from the steadings of his kingdom. No one is trying to seize his position because they are unsure if the curse resides on Tormund himself, or the office.

 

Her

 

The Hoar Frost kings are varied; their geographies influence their needs, and thus their choices. One factor, however, weighs heavily on all their minds: The presence of Her, of She without a Name. An Elder Troll, She is an ancient cousin of the giants. To understand their relationship, one must understand a little of the deep history. When the titans fell, and those who had not directly opposed the gods became the first giants, each cast about for some substitute for the great powers they once wielded. Many turned to elemental spirits, similarly outcast, and became the progenitors of the giantish races. Some, however, turned to the land itself, drinking deep of Tellene’s own power, and became the first trolls, the Elder Trolls. When the War of the Gods erupted, some of those Elder Trolls were corrupted by the lost god of Chaos and Evil, becoming Demonic Trolls; the Elder Trolls remained pure, free of that corrupting divine influence. Today, only six Elder Trolls remain, and only one is female. She is known by the giants of the Krond Heights only as Her, and Her domain is a peak in the Western Krond Heights, and the deeps below it.

 

She is relatively young, being only a thousand years old. She slew her mother some six hundred years ago, and the brief loosening of trollish grip on the Krond Heights resulted in a great war between the giants, followed by Her own reminding of the giants of Whose range they inhabited. As the sole remaining female Elder Troll, she is sought after by the others of her race, but they keep a distance, for a conflict between Elder Trolls will be a terrible thing, and the immortals have time to wait. It is known that She talks often with the Ladies of Salt, and seems to have an affinity for other hags. She brooks no intruder to Her realm, and it is said that to learn Her true name is to forever let Her know your location, and to speak Her name without leave is to call Her to your side in a wrath. How much of this is true is unknown, but when She regained the power that slipped from Her mother’s grasp with her death, She slaughtered one giant in every ten, placing their heads in the beds of their chiefs without making a sound… or leaving any more of a corpse.

 

Her servitors are mostly trolls; they are poor servants, and She treats them more as guard dogs, carefully ensuring their loyalty by feeding them, and maintaining Her dominance with frequent beatings. Her mountainsides are home to many capritaurs, partially because She has a great hatred of gargoyles, and destroys any that sully Her mountain. She is far enough from the Goblin Kingdom that they know of Her domain, but seldom interact with it; from the giants, She takes irregular tribute, simply removing what She sees as Her due. The giants are tremendously afraid of Her, and a few giantess shamans claim to have been trained by Her, enhancing their prestige… though what truth there is to these claims is also unknown.

 

The Dragon and Her Terrace

Chezzedreth, the great white dragon, is said to reside at the Terrace of Infinity. This is, of course, somewhat inaccurate; no dragon, especially one of her age and power, would have only a single residence, and certainly not one so exposed. However, it is known that she will frequently alight there, when she is active, and has shown great interest in any goings-on there. She does not forbid its use, but it is known that using the Terrace is on her sufferance.

 

Like Her, Chezzedreth is unique; to the knowledge of all, she is the only female dragon on Tellene. However, on the occasions when she has been addressed in a formal manner, she has requested the title of “Her Greatness, Chezzedreth, of the Terrace of Infinity and Krond Heights”. Unlike Her, she receives no special attention from the male dragons; she is Dragon, and other dragons react to her as such, not based on any demihuman conception of sex or gender.

 

Most recently, Chezzedreth was active in the Odrill Hills, beginning about ten years ago (553 IR). For six years, she ravaged the hobgoblins of the hills, before returning at least to the Terrace of Infinity. She has not been seen since 559 IR.

 

The Terrace of Infinity is one of the highest points in Tellene, bitterly cold even in summer, with air so thin that most mortals cannot breathe without magical assistance (Chezzedreth, of course, has no problem). It is a spire, reaching more than a mile above the mountain from which it extends, with a staircase circling it to the top. The stairs themselves dwarf most mortal’s strides; each is two feet high, and four feet across. Those who have reached its height describe a plateau of pitch-black basalt, inscribed with arcane circles and sigils. Those with Master Level Arcane and Divine Lore who study the symbols claim that there is deep knowledge in ancient languages transcribed there. Many have made maps of those sigils; no two maps agree, even if made at the same time.

 

It is said that from here, the Gods surveyed the world the Creator had made, and that from here the Titans challenged those same gods. Those who have magical assistance to their vision claim at they can see the K’Asa Mountains, across the breadth of the Sovereign Lands, from this vantage. Chezzedreth will visit this peak often, when she is active, and survey the world below. Then she will disappear, only to reappear in a dragon’s time, from some other place in the Krond Heights.

 

The Terrace of Infinity is not far, as the dragon flies, from the mountain of Her, nor from the powerful Ladies of Salt. It is unknown what the relationship between Chezzedreth and these two other power loci may be. Chezzedreth has not openly warred with either, and has not been seen near Lake Vrasten. For Her part, She is aware of Chezzedreth (how could She not be?), but if they communicate, collaborate, or are constestate is unknown.

***

 Next Week: The Orc of the Krond Heights and the mysterious Ladies of Salt 

Thursday, September 24, 2026

Easy Droid Creation [Star Wars d6]

 A brief note, a system I came up with for easily designing droids in Star Wars d6:

 Invert character creation.

Normal characters have 18D in Attributes and 7D in skills, with no more than two dice added to a given skill; Droids have 7D in Attributes, and 18D in skills, but we'll increase their skill maximum to 4 dice. This means they'll be kind of OK at one thing, but can really drill down in a couple core functions.

 For example, a protocol droid would be

1D Dex

2D Knowledge
Alien Species +3D
Bureaucracy +2D
Cultures +3D
Languages +4D
Planetary Systems +1D

1D Mechanical

1D Perception
+3D Persuasion

1D Strength

1D Technical
+2D Computer Programming ("My first job was programming binary load-lifters")

He's outstanding at Languages (he's familiar in over six million forms of communication, after all), but he knows alien species and the cultures, his time as Padme and Leia's protocol droid has made them familiar with Bureaucracy, as well as Persuasion (he's gotten better at telling stories).

 ***

An Astromech might be

1D Dexterity

1D Knowledge

1D Mechanical
+4D Astrogation
+2D Sensors
+1D Space Transports
+1D Starfighter Piloting

1D Perception

1D Strength

2D Technical 
+2D Droid Repair
+4D Space Transports Repair
+4D Starfighter Repair

***

 On top of this, you'd add equipment, which would mostly be internal tools. 

Tuesday, September 22, 2026

Krond Heights and Goblin Deeps part 6: Halflings, with Bugans at a Glance

 Halflings

The halflings of the Krond Heights followed human explorers from Brandobia and Eastern Brandobia into the mountains, settling in the congenial river bottoms while their tall companions took the sunnier middle heights. Brandobian society has always looked down upon non-humans, and the halfling hope was to find homes that would allow them to start anew. They did so, but not in a way that was expected.

In the mountains, the kingdom of Kruk-ma-Kali began long before it’s “official” inception in 22 IR; the goblins took the abandoned K’Ran’dan city of Gold in 15 IR, and began expanding into its nearby valleys soon after that. They quickly subjugated the halfling communities, and were on the verge of destroying them when certain halflings came to the goblin chiefs with a proposal: Leave us our settlements in peace, and we will provide you food and fealty. The goblins, loathe to do the hard agricultural labor, saw the advantage of having a client-race, and agreed. The result is that halflings are mostly unmolested, and have even thrived as a useful client of the goblins.

 

***

Harfoot Halflings

The standard halfling of the Krond Heights is a Harfoot, or Stout, halfling. As such, they do not have the ability to Hide in Natural Surroundings, and instead have a free mastery die in Blacksmithing. Because of the heavy tribute due to the goblins, halfling and bugan BMI in the Krond Heights is rolled on a d12p (maximum 20), not a d20.

***

 

A few rules govern the halfling and goblin interactions. Fear of execution, and a general lack of fun (most of the halflings don’t fight back), are the levers that keep goblins in line. Any crime against a halfling that is judged against the goblin results in the goblin’s execution. Goblins may still strike halflings at will, but any severe injury or maiming (much less killing) may be reported by a halfling to their overseer, or to the superiors of the goblin in question. If the goblin is found guilty (as they sometimes are, especially if there are several witnesses, or if the goblin is politically inconvenient), then the goblin is simply killed. This applies to halfling women, as well, and rape by a goblin tends to get the halflings up in arms. While it is technically illegal for halflings to kill goblins outside of formal challenges, more than one goblin has been lynched by an angry mob, with few repercussions on the mob. Goblins are allowed largely unrestricted petty theft, though major thefts may, again, be reported and result in the goblin’s execution.

Halflings who strike a goblin are considered to have challenged the goblin, even if the strike is in retaliation for something. Halflings who don’t want to challenge goblins must endure their beatings without retaliating. Such informal challenges are relatively common among goblins, and can result in a beating, provided no weapon is drawn. If the halfling wins, he is often challenged by another goblin as soon as they are able (a number of days equal to the halfling’s fingers is standard), and again, repeatedly, until the halfling is beaten or, more rarely, until the local goblins don’t dare stand against him. Some rare halflings enter the goblin ranks this way, and there are even small cadres of halflings who function within goblin society, with halfling sergeants answering to goblin captains.

Halflings are also limited in the weapons they are allowed to keep, more strictly than the humans are by the giants. They are allowed no armor, though padded jackets and the like are not considered armor. They may have knives, daggers, clubs, staves, and slings. They also have a number of agricultural tools which may be pressed into service as a weapon, such as flails, mauls, axes, and scythes. There are even some pole-arms, such as bills, fauchards, and guisarmes, though these are not handy for halflings, being too large.

 

***

Halfling Sized Weapons and Tools

Halflings make use of a number of tool-like weapons that are sized for their diminutive frames. When a Large weapon is resized for halflings, reduce its effective reach by 1 foot per 5 feet of length (in addition to the halfling’s own penalty), reduce the damage die size by 1, increase the speed by 2, and remove the +3 to damage. Thus, a halfling using a medium-sized scythe would see it do 2d4p damage, with a reach of only 2 ½ feet; -1 foot for a halfling sized weapon, and -1 foot for being in the hands of a halfling. A halfling-sized long spear would do 2d4p damage, with a 9 foot reach; the spear’s normal 13 foot is reduced by 3 for being halfling-sized, with another 1 foot penalty in the hands of a halfling). In no case can the reach of a weapon exceed three times the height of the wielder; a halfling using a 10 foot spear needs to be at least 3’4”.

***

 

Like the humans up the mountains, the halflings grow grains, vegetables, and raise herd animals. In the Omdal river valley near the city of Tin, these animals are most often sheep, with some llamas and goats; near Gold and the other lands that drain to Lake Vrasten, these are almost exclusively llamas, though some goats are also kept. Grains near Tin are wheat, barley, and rye; near Gold, they grow far more rice. The vast majority of this food is taken by the goblins, with the halflings receiving only slightly more than subsistence levels of food, which they stretch as far as they can.

The official religion of the halflings is that of the Shackler; they are reminded that they are slaves of the goblins, granted extraordinary freedom by the beneficence of their masters. The Shackler’s priests inform them, again and again, that they can be wiped out at their master’s whim, and that only their continued usefulness makes them worthy of slavery, not death. Attendance at four services to the Shackler each year is mandatory, though, aside from the summer solstice, there is flexibility on which services a halfling attends. All must attend the summer solstice festival, and the individual beaten is always some criminal from the year before, or a priest or anointed follower of another religion. Being anointed to the Shackler affords a halfling a degree of protection from goblin predation, though it results in social opprobrium from most halflings. “A very useful halfling” is a common phrase to describe such a one, and variations in tone can make that a statement of true approval or deepest scorn.

More respectable halflings follow The Home Foundation, the House of Life’s Fire, Church of Everlasting Hope, or The Founder’s Creation. Becoming anointed to one of these is dangerous, as the priests of the Shackler may use them in the summer solstice ritual, but they align more closely with the average halfling’s values. There have been attempts in the past by the Face of the Free to begin a cult in the valleys, but they have been stymied by the average halfling’s willingness to “not upset the apple cart because of a few bad apples”, and the goblins’ willingness to slaughter villages who shelter dissidents.

---

Bugans at a Glance

 

Ability adjustments

-3 Strength

-1 Wisdom

+2 Dexterity

+1 Constitution

-2 Looks

-1 Charisma

 

Bugan Pros:

One free purchase of Hiding, Sneaking, and Listening

Harder to hit: +4 to defense

Hiding in Natural Surroundings (in the Krond Heights, they have Blacksmithing, instead)

Low Light Vision

+10% to Observation when scent is involved.

 

Bugan Cons:

Size small for HP and Knock-backs.

Short stature means they move at ½ the speed of humans.

-1 foot reach with weapons

Native Goblin Language (must purchase others).

 

Preferential Talent Access:

May purchase the following talents at 50% BP cost:

*Blind-fighting, Pain Tolerant, Poison Resistant, Tough as Nails, Crack Shot, Greased Lightning (for slings only)

 

Fighter 30

Ranger 35

Barbarian 40

Thief 25

Rogue 50

Assassin 45

Mage 75

Fighter/Mage 55

Fighter/Thief 25

Mage/Thief 50

Cleric 40

 

Bugans are halflings with significant goblin blood, but raised in the halfling and bugan communities of the Krond Heights river valleys. Though their reactions are a touch slower than a standard halfling, they have better (and bigger) ears and noses, and large eyes that drink up light on dark nights. In their own communities, bugans have relatively few social problems, and are treated as any other halfling might be; outside of the Krond Heights, bugans whose goblin blood is revealed find most races react to them more negatively.


---


Short entry this week, because next week will be about the Hoar Frost Giants and, if I think there's room, Her.

Tuesday, September 15, 2026

Krond Heights and Goblin Deeps, part 5: History of the Krond Heights, and Humans

 History

According to the Hoar Frost Giants, they have ruled the Krond Heights since the War of the Gods, nay, since the Fall of the Titans! Their might cowed the land, and none dare stand before them! The dwarves, who were here before, they fell because they sought to unseat the giants from their rightful place! The goblins creep beneath their feet, and the men, whom the gods favored, now kneel to the mighty kings of the Hoar Frost!

The facts are not quite so clear as that, but there is truth in what they say. The giants of the Krond Heights have never been seriously challenged for supremacy. Their politics and internal wars aside, they have long lived on the mountain peaks, with only one clear challenger, and She is content to let them play their games so long as it does not interfere with Her contemplations. When the K’Ran’dan dwarves held sway underground, some thousand years ago, they did not challenge the giants seriously, only win temporary victories that were wiped away as the giants shifted against them. The Helvetians who once lived in the hills did not challenge the giants, but brooked no interference with their lives. With the fall of K’Ran’da came the gargoyles, who moved into the Helvetian ruins, but they lacked the might and organization to seriously challenge giantish control.

Those who served the giants shifted as time went on, as well. Ogres have remained largely constant, but orcs are relative newcomers. Prior to the dissolution of the empire of Kruk-ma-Kali, hobgoblins were common in the mountains, spilling out through the Odrill Hills to harry Brandobia. After that, most of their population shifted south, to Norga-Krangrel. The human inhabitants were primarily small, isolated groups of Dejy, western relatives of the lowland Bylenjy, until approximately 60 B.I.R. (Before Imperial Reckoning, the Kalamaran Standard; Year of the King 421 by the Brandobian standard).

Trade between Brandobia and the nascent Eastern Brandobia had expanded to the point where the Krond Heights were being heavily explored for settlement and resources, both by human and halfling explorers. This put pressure on the hobgoblins, who began to gather in numbers, avoiding the poor settlers and natives, in preparation for war with Eastern Brandobia.The giants, who had been weakened by a recent ill-advised adventure (wherein several clans competed and failed to kill a dragon), allowed the smaller races two giantish generations, nearly eighty years, to establish themselves. Giantish recovery and demand for tribute coincided with the rise of the empire of Kruk-ma-Kali, meaning there were no troops available to defend the settlers’ descendants; Eastern Brandobia was in turmoil, and Brandobia herself had no blood to spend on a few hundred scattered settlers contending with giants. Faced with the rapaciousness of the goblins and the violent whimsy of the giants, the humans submitted to the giants, while the halflings fell under goblin rule. When Kruk-ma-Kali’s empire fell thirteen years later, the hobgoblins moved south, away from the Krond Heights and towards their current range in Norga-Krangrel.

The Brandobian settlers of the Krond Heights integrated with the Dejy natives, and were absorbed into their lives and cultures; while Brandobian words and grammar survive, muddled, in the language, and Brandobian skills in the culture, much of the lives of the humans proceeds at a Dejy pace, regulated by the seasonal migration of alpaca, llama, and avledor. From the east, north, and below came orcs, filling much of the vacuum left by the hobgoblins; the modern orc of the Krond Heights is a mix of sn’orc blood from the north, gray orc blood from the Netherdeep, and common orc stock from the Sanakir and Shashyf Hills. The orcs quickly fell into the service of the giants, after contending briefly with the capritaurs and gargoyles.

 

Human Highlands, Halfling River Bottoms

 

Humans

The humans of the Krond Heights are the mixed descendants of Brandobian explorers and Dejy natives of a stock closely related to the Bylenjy of the Shadesh West. They speak a difficult language, mixing Brandobian and Dejy vocabulary and grammar in ways that will cause masters of either language to cringe. In many respects, their culture and technology resemble the Dejy of a thousand years ago, before the coming of the Brandobians; their stone or wattle and daub houses look the same, they raise the same mix of llamas, alpacas, and avledors, and their clothes are even the same. But a few new grains have been brought in, and they have kept the Brandobian skill of smithing with heat and iron, not the cold copper working of the Dejy.

Most human villages will have several families, but less than one hundred people. The different families will work different crops at different altitudes, then combine and share with the families responsible for herding and those who work the fruit orchards and vegetable gardens. Trade between villages with a single overlord is encouraged, allowing certain specialists to be more widely scattered; not every cluster of houses needs its own smith or potter, and mages are thinly scattered. Trade also encourages familial bonds between villages, so there is usually a cousin or an aunt or a second cousin three times removed who married your brother’s wife’s cousin.

 

***

New Proficiency: Yodeling (2/4 BP)

Yodeling is a technique of using varying pitched calls to make oneself heard over extremely long distances. For 2 BP, one can understand yodeled information, provided one speaks the language being used. For 4 BP, one can also communicate by yodel.

By making a Musician (Singing) check, a skilled yodeler can be heard for one mile per mastery level, under ideal conditions (relatively clear, with rock faces and other objects to reflect the sound). Communication by yodel is a slow process, typically taking ten times as long as a normal conversation, and save by speaking in code, there is no way to conceal the information conveyed.

Prerequisite: None for 2 BP version; Musician (Singing) at novice or better mastery for 4 BP version.

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Relatively few “free” human villages exist; almost all owe fealty to a nearby giant. Depending on the giant, what this means can vary greatly; some giants merely take a portion of the harvest, others insist that the humans explicitly support a certain clan of ogres or tribe of orcs, and some install overseers to rule over the village and ensure the giant gets their fair cut. Ostensibly, the giants protect their human thralls from the goblins, orcs, and other humanoids, but this is largely notional; owing fealty to one giant makes a village a target of another, and there is little a giant lord will do to protect his thralls from an orc or ogre who abuses them. The closest to comfort that a giant will offer is that if a village is raided, he will avenge the insult to his property; hoar frost giants give new meaning to “cold comfort”.

Humans of the highlands are not allowed swords, long bows, crossbows, or any spear over about 6’ in length; longer spears may be allowed, until a giant, or, more likely, one of its shorter servants, chooses to take offense. Humans are likewise not allowed shields or metal armors. Padded and leather armors are fairly common, however, and the humans are fond of brigandine, using pieces of metal (often copper, sometimes iron) sandwiched between two layers of leather. To giant eyes, it’s not metal armor, but it gives a bit more protection than studded leather (roughly equivalent to ring mail; if made with copper instead of iron, reduce its DR by 1 and weight by 5 pounds). By law in most giant territories, human mages must be apprenticed to giantish masters, and earn any further training from them. A mage might self-train from time to time without issue, but advancing too far without returning to their master will arouse suspicion.

 

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Sidebar: Humans and Giants

Humans (and orcs) serving giants are in an odd position; there are many things they can do better than giants, simply because their scale is so much finer than that of the giants, and there are many things they cannot do well because giantish scales are so much grander. A human making a giant’s bed must contend with twenty foot blankets. Mending clothing is not work for a seamstress, but a leatherworker, as thread will never hold together their massive clothes. Humans are valued for detail work, human smiths for their ability to make weapons suitable for orcs and ogres, and human mages for their alchemical precision, as well as their ability to be coerced into work the giants don’t want to do, regardless of their suitability.

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A peculiar mode of transport is often used in the winter and wherever there is snowpack. While some use the snowshoes common to the Shadesh West, also common among the mountain villages are skis. One ski (often the right, for a right-handed person) will be large and relatively wide; perhaps five or six feet long, and half again as wide as the boot. The other ski is shorter, only one or two feet longer than the foot it is attached to. Often, when travelling uphill, this shorter ski will be wrapped in leather or fur, to provide traction, while a long pole will be used to provide balance and additional leverage. On the downhill, the skier will put their weight on the longer ski, leaning back and using the long pole as a rudder, and the shorter ski for balance.

 

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Sidebar: Skiing

The people of the Krond Heights use asymmetrical skis, which work well with the rugged, rocky, terrain. In skis, any snow-covered terrain that is less than Open becomes one category easier. Additionally, skis allow jogging, running, or sprinting speeds to be maintained indefinitely on a downhill.

There are difficulties, however. Fighting while in skis provides an additional 2 point penalty to attack and defense, in addition to the penalties caused by any protective clothing that might be worn; removing the larger ski is usually fairly easy, taking only 10 seconds or so, but the smaller ski is often tied more tightly, requiring 15-20 seconds to remove, plus any time one must take to remove gloves or mittens. Bindings of either ski can be cut, requiring only 3 seconds per ski. Skis are also relatively heavy; the longer ski can be another ten pounds of weight, the shorter another five or six, and the pole is at least four, which can add considerably to encumbrance and thus to fatigue.

Downhill skiing is also difficult to manage balance. At 10 feet/second or less, proficient skiers do not need a Feat of Agility. At 15 feet/second or more, a Feat of Agility v. d20p is necessary to maintain balance; this is checked when accelerating to that speed, or every few minutes, as determined by the GM. Every 10 feet per second above 10, the d20p adds +1 (so, +1 at 20, +2 at 30, etc.) Failure on the Feat of Agility either increases speed by an additional 5 feet per second, requiring another Feat of Agility (at a possibly greater difficulty), or the skier can choose to fall, taking damage as if they had fallen a distance equal to their current speed in feet per second. If the Feat of Agility failed by fewer than 10 points, the fall is considered an anticipated one, and so effective speed is considered 10 feet per second slower (thus reducing fall damage). Remember to adjust falling damage for the landing surface! Non-proficient skiers must check at any speed above 5 feet per second, and the opposing d20p increases by 1 per 5 feet per second above 5 (so, +1 at 10, +2 at 15, +3 at 20, etc.). Symmetrical skis (not used in the Krond Heights, but used elsewhere) add 2 points to the Feat of Agility roll, but require the failure to be within 5 points to have an anticipated fall; not having a ski pole (or two poles, for symmetrical skiers) provides a -4 penalty to the roll.

Proficiency with skis is 2 BP. Not all natives of the Krond Heights are proficient with skis, but those who pursue it require only 1 BP. A talent for skiing, Adept Skier, confers a +2 to Feat of Agility checks resulting from skiing. The first purchase of Adept Skier is 5 BP; every subsequent purchase is 3 BP more expensive than the last. Giants, in particular, are avid skiers.

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Influence from the giants has made the humans embrace a rather odd version of the Emperor of Scorn as their chief deity; to the humans of the highlands, the giants are their natural superiors. They hate the halflings who abase themselves before the goblins. They hate the orcs and ogres who lord over them, but most do not resent the giants. The giants, after all, are their betters. They are stronger, wiser, live longer, and are more resilient. They are master smiths, and a human can only hope to be apprenticed to them. The giants have a strong musical tradition, much moreso than the wailing that human music produces. The Emperor of Scorn anointed the giants as his favorite; the humans are lucky to serve so illustrious of masters.

Or, at least, so goes the official line in the giant-held villages. Priests of lesser deities -- the Home Foundation and the Church of Life’s Fire have long-lost congregations in the Krond Heights -- hold to their own sacred concepts, and whisper their truths to their congregants, and a balance between the racial superiority doctrine of the Emperor, and the love of home, hearth, and field of his opponents, is the reality on the ground. It leads to an open disdain of halflings and those humans who live under the sway of goblins. Half-orc infants are exposed. Orcs and ogres are lesser than humans, but valued by the giants for their brute strength; they cannot match what humans can do, who, likewise, cannot match what giants can accomplish.

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Next week, we do the halflings! And maybe toss in the goblin-halfling hybrids, the bugans!