DRIMMEN
“Drimmen, the bridge between the common folk and giants, are rarely seen amongst normal folk due to a common preference of living in seclusion, but thanks to explorers, traders, and the ever growing expansion of nations, communities of Drimmen have started to frequent cities.
These days, Drimmen are somewhat more welcoming to outsiders, but remain wary of them until they have proven themselves. Once proven, however, their temperament changes dramatically, often throwing feasts to share their bounties as though welcoming a prodigal family member home.
Drimmen can be distinguished by the geometric shaped birthmarks on their bodies. These are often on their faces, head, arms, or legs. These marks can vary in a wide array of colors, though it’s not always clear what they signify. They commonly wear elaborate furs when they are amongst their communities, but you can find them also wearing common clothes when they visit our cities, preferring not to call more attention to themselves than necessary.”
~ Excerpt from ”On the Denizens of the World”, Archivist Partalis Nominien
The heartiest of the common folk, the Drimmen are a breed descended from the ancient Drim. The Drim were known commonly as the Old Giants; separate, yet similar to the current day Giants. Most Drimmen can, even if indirectly, trace their bloodline back to three major Drim bloodlines: Drim-Jaer, Drim-Rahl, and Drim-Vahg. Drimmen are commonly well-known for the thick bands of runes that shift over their bodies, denoting their ancestral line. While they are hardy creatures, they tend to scar easily, and those scars tend to be very visible, a trait they often boast with pride, carrying the tales of battles upon their skin as if a record of prowess.
The Jaer are those born of the Drim-Jaer; The Giants of vast glacial passes and frozen mountains. They tend to be contemplative: a trait shared with the Jaer themselves, pondering options for a considerable time before a decision is made. They are not unintelligent, quite to the contrary, many Jaer make for excellent scholars. It is perhaps better to say that when a Jaer speaks or acts, it’s often done after careful consideration and judgment. The Jaer do not take bold action lightly, but when they do act, they commit to those actions and see them to the end. The Jaer are often easily identifiable by rocky protrusions, ridges, or cliffs that adorn their bodies, like scales or horns. Some share the same trait with their eyes, having an eerie, blank stone stare.
Any battleshaper worth their salt has heard the expression “Who brought the Rahl?”, which equates roughly to “What the hell happened?”. The Drimmen Rahl, the source of this expression, earned such a title for their fiery, explosive passion, and bursts of energy and strength. While the Jaer are the embodiment of “consider the possibilities,”the Rahl are the embodiment of “live fast, die young.” The Rahl are born with an instinctual passion for a great many things, though those passions range from something as simple as their craftwork, to something as complex as “The Iron taste of blood on your lips after battle.”
Rahl are often quite easy to spot in a crowd, not by seeing, but by hearing. They are the loudest and most boisterous, and tend to have strong voices that carry easily. Otherwise, they can often be told apart from their brothers and sisters by a trait known as the Arm of Brogdar. The Arm of Brogdar is, for lack of a better word, a stone arm. This stone arm is often disproportionate, resembling a strange, stone cast, or as if the limb had simply been transplanted onto them. Rahl tends to have difficulties wielding weapons or shields with this strange arm.
One might think these creature's ancestors were shaped from the muck and detritus of the swamp itself, however the Vahg have simply adapted to the environs around them, frequently passing unnoticed in swamps and bogs despite the often giant hoards piled upon their backs and bags. Known for surprising strength and stamina, the defining trait of the Vogh is perseverance.
Most Vahg excel in outdoor environments, where a mentality of preparedness dominates their thoughts. It’s speculated that this has caused most Vahg to have an instinctual apprehension of leaving anything of theirs behind: for them, it’s simply easier to pack everything that’s theirs onto their strong backs and hit the road with it.
Ancestor’s Mask (2): [Repped] Runes and conduit lines often converge on the face of Drimmen, and form intricate face markings. These marks should be visible and obvious, and may shift over time.
Ancestor’s Conduit (2): [Repped] Multiple thick bands of geometric lines run across the Drimmen’s arms, body, or legs. They are typically straight, but may be jagged or curved. A Drimmen character taking this challenge must represent at least 4 of these lines on skin that would be exposed and visible when the character is in warm weather. Multiple lines may be joined end to end, But generally must be an inch thick and 4 - 5 inches long. These lines may shift over time.
Tusks (2): [Repped, Teeth] Drimmen occasionally have jagged tusks. The Drimmen must represent two tusks coming out of their mouth or lower jaw with appropriate prosthetics.
Intimidating Features (2): Drimmen tend to be imposing in physique making it hard for most to calm others. This character has Disquieting Aura Flaw from the Character Options Chapter as a Breed Challenge.
Ritual Scars (3): [Repped] The scar tissue on Drimmen bodies are often heavily pigmented from their ancestor runes, giving them a bold coloration. Skin that would be exposed and visible when the character is in warm weather should be striped with these scars. These scars may not be the same coloration as runes manifested through either the Ancestor’s Mask or Conduit's challenges. These scars may shift over time.
The Fracture (1): [Repped, Eye Makeup] The character must represent blue veins extending from the eyes across their face. This challenge is mutually exclusive with Eyes of Stone.
Steady to a Fault (2): The Jaer generally are deeply tied to the glacial strength of Ice and mountain, and as such they are generally more ponderous than most. This Jaer has Vulnerability to the Slow Effect.
Stone Skin (3): [Repped] Jaer routinely have protrusions of gray stone around and on their face in a variety of shapes and locations.
Shatterstone (3): The Jaer are as attuned to the mountains as they are affixed to the ground they walk on. However, even the mountains give way in great crashing avalanches from time to time. Whenever you are hit with an attack with the Lightning accent you take “1 Lightning” as an additional effect.
Glacial Peaks (4): [Repped, Hair Color] The hair of this Jaer loses coloration shortly after leaving their scalp. Their hair must be ombre to white, silver or gray.
Eyes of Stone (6): [Repped, Eye Color, Eye Makeup] In rare situations Jaer will have their eyes glazed over to a milky gray. The player must wear gray or white eye contacts. Scleral contacts are not allowed for safety reasons. In addition, the character must represent blue veins extending from the eyes across their face, regardless of chosen color. This challenge is mutually exclusive with The Fracture.
Quick to Wind (2): The brightest pyre burns half as long; Rahl are often reckless and prone to wasting effort in showy displays. The Rahl has -1 Maximum Spikes.
Rageborn (2): Instinctual passion isn’t always pretty. Anger is a facet of passion, this Rahl is prone to violence by that connection. This Rahl has Vulnerability to the Berserk Effect.
Douse Flame (3): The connection to the Path of lava is a two way road, and can be used against the Rahl. Whenever the Rahl takes Ice damage, they also take a Short Slow by Ice.
Stunned Silence (3): Rahl are not known for quiet contemplation, and even less so when it is forced upon them. When taking a Silence effect that is not defended against, the Rahl also takes 2 by Mind.
The Arm of Brogdar (4): [Repped] The non-dominant hand of the Rahl are sometimes cast in the earthen flesh of their ancient ancestors. The character must have a prosthetic simulating an oversized hand and forearm made of stone, hammered metal, or volcanic glass (obsidian).
Collector (1): Sometimes accused of being overtly greedy, some Vahg are collectors of esoterica and items that most would see as worthless. Leaving items of perceived value behind is occasionally enough to send them spiraling into delirious fits. If forced to leave behind items of significant value, the Vahg loses one Maximum Spike until their next Long Rest.
Touch of the Crone (1): Every Vagh knows the story of the loss of Cedric inside the old crone’s house: “Cedric and Magda never quite saw eye to eye with one another, but when pressed about the Crone’s house in the woods, Magda was excited to explore the old place with him. Cedric was never found again, but it is said that the old Crone cursed his soul to wander the ancient buildings of their long lost family, to continue trapping unwary prey for the Cannibal Crone.” The Vahg may take the Indoor Discomfort character option as a Breed Disadvantage.
Everything But the Sink (2): [Repped] Vahg often have every personal item they own arrayed across their body, even to the point of placing oversized packs on their backs stooping them over when passing through doorways. The Vahg must have an oversized backpack that is made to appear filled with items or a pack frame filled with chests or other items.
Precious Momento (4): [Repped] The Vahg rarely have a specific item that is tied to them by some unnatural event. The item could be anything, really, though it tends to be a child’s toy or trinket. This item must be a conspicuous item that they carry on their person, and if stolen, the Vahg takes an Inherent Taint by Madness. If the item is returned, the “Inherent” portion of the effect is removed. If the item is not returned, the Vahg must choose a new Precious Momento after resurrection. This item must be larger than a 4” by 4” by 4” cube.
Fear of Mirrors (6): When presented with their own image in a well polished mirror, the Vahg perceives a horrifying visage replacing their own. This may be an identifiable horror they are familiar with, or a new and novel one every time. After being made to view their own reflection in non-combat situations, the Vahg takes a Long Drain by Will.
Thick Blood (1): Drimmen known for their surprising hardiness, remain among the most difficult to kill. This Character has the Hard to Kill Perk as a Breed Advantage from the Character Options Chapter.
Fervent Health (1): Most Drimmen have sense for when the time comes to grit their teeth and power through even the harshest of times. This Character has the Will to Live Perk as a Breed Advantage from the Character Options Chapter.
Taste the Earth (3): It’s common that Drimmen have an idea of what stones and metals are good compared to others by taste alone. This Character has the Prospecting Skill from the Skills Chapter as a Breed Advantage.
Goliath’s Sundering (5): Drimmen have a proclivity of breaking objects easily, due to the strength bestowed upon them from their ancestry. They may expend a Spike in order to swing for Shield Breaking with a melee weapon.
Enduring Stride (10): Among the breeds of the world, few would stand in the way of a Drimmen and their target - mostly due to fear of being trampled underneath their implacable stride. This Character has Inherent Resistance to the Repel Effect.
By My Will Alone (3): With uncanny resilience of mind, and stoicness of body, the Jaer are said to be able to alter the world around them with but a thought, keenly focused. The character may spend a spike to alter the accent of any power with the Mind, Force, or Radiance accent to the Will accent.
A Mind for Comprehension (3): The Jaer has a much easier time with memorization and pattern retention simply due to their biological methodology. The Jaer may take the Sharp Mind Perk as a Breed Advantage from the Character Options Chapter.
Titanic Will (4): The Jaer are well known for incomparable mental fortitude. After completing a Short Rest, the Character automatically gains a Protect against the Mind or Will Accent by calling “Grant Protect vs Mind” or “Grant Protect vs Will”. This Protect lasts until it is used or until the character completes a Short Rest.
Born of the Mountain’s Peak (8): The Jaer’s blood often runs hot to compensate for the cold environments that their distant ancestors came from. This Character has Inherent Resistance to the Ice Accent, and, although they can feel uncomfortable in cold temperatures, do not suffer ill effects from cold environments.
What’s Mine is Mined (2): The rahl’s rage is often barely checked, and once released, difficult to contain. Woe to the individual that sees the final breath of a Rahl, for they may join them in death. Once per Event, when the character is Deathblowed or killed with a melee attack, she can do damage to the one who attacked her. After a loud yell of pain they may call “[Name or Description], who killed me: 10 by Flame.”
Cast from Stone (3): It is said that the very strength of the earth flows through the Drimmen Rahl. By Focusing for a Quick 100, the Character may add or replace the Accent of their next weapon strike to Force, this can be used in conjunction with other powers.
Powerful Physique (6): Rahl tend to be born bigger and stronger than other breeds, but this Rahl is exceptional even among their own kind. This character gains the Powerful Physique ability below:
Incantation: Focus Quick 100
Call: “Short Strength to Self”
Target: Self Duration: Short Rest
Delivery: None Refresh: Long Rest
Accent: None Effect: Strength
By spending a Focus Quick 100 concentrating, the Drimmen can boost their strength for a short while, gaining the strengthened Condition.
Left Hand of Doom (9): Legends tell of a cadre of elite Rahl warriors who swept across the land, mercenaries for hire that used only their bodies to defeat their foes. More than once they were met with laughter, only to leave their opponents sprawled in the dirt.
Rahl with the Arm of Brogdar may use the Arm to defend themselves: as long as the Rahl has nothing in the hand that has The Arm of Brogdar disadvantage prosthetic, and no shield attached to that arm, they can Counter any damage that hits that lower arm (from the elbow to the tips of the fingers). The Rahl should call “Counter, Doom Hand”.
In addition, Wounding Effects that strike the same area may be resisted with this power by calling “Resist, Doom Hand.”
Natureborn (1): Among the Drimmen, beasts of the wilderness seem almost preternaturally attracted to the Vahg. The Vahg may spend a Spike to call “By My Voice Expose Natural Animals”.
And The Sink, Too! (2): The common conception of the Vahg as packrats may have some air of truth to it, but few can complain when the packrat provides exactly what is needed, right when it is needed. Provided the Vagh has the challenge Everything But the Sink, they may provide a physical rep for a mundane item to fill the position of a similar mundane item that the player may need in a scene. For instance a gardening trowel to be used like a grapple hook. This ability may be used once per Short Rest, and validity of the substitution is up to the attending marshal. This cannot be used in place of tagged items, such as those used for Gathering.
Boghound (4): Most Vahg are used to living in the wilds, hunting food and intruder alike, and this one is no exception. However, a careful honing of this instinct manifests as a keen insight into the paths and trails of others: they may take the Tracking Skill from the Skills Chapter as a Breed Advantage.
Marshborn Vitality (7): Vahg are especially hardy, but this particular one is a cut above, and has +1 to their Life Point Maximum.