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  1. Niflheimar
  2. Lore

The Giants

The Giants of Niflheimar: The Burden of Scale

Giants are not a separate race, but colossal versions of the folk of Niflheimar, transformed by the ancient event known as the Great Growing. Standing 25 to 50 feet tall, they are the undisputed rulers, protectors, and often tyrants of the frozen world. Their existence is defined by a single, relentless truth: with great power comes immense responsibility, and every action has unintended consequences. They have natural resistance to the frost, but aren't unaffected by it.

The Great Growing & The Five Nations:
The origin of the Giants is lost to time, but its result is the foundation of modern society. The Giants, sharing the diverse heritages of the Lítillfólk, fractured into five distinct nations based on their philosophy of rule:

  • The Stone-Shield Commonwealth: (Dwarf-Giants) Masters of colossal engineering who believe in Order and security through rigid structure and communal duty.

  • The Sun-Splinter Throne: (Elf-Giants) Aristocratic rulers who believe in Elitism, protecting only the "worthy" and exiling the weak.

  • The Frost-Fang Clans: (Orc/Goliath-Giants) Fierce nomads who live by the law of Might, taking what they need and ruling through strength and intimidation.

  • The Free-Soul Collective: (Halfling/Human-Giants) Pragmatic leaders who champion Freedom and cooperative rule between Giant and Lítillfólk.

  • The Ashen Crest Dynasty: (Tiefling/Dragonborn-Giants) Ambitious industrialists who seek Progress and expansion, viewing the Lítillfólk as a resource to fuel their ambitions.

The Giant's Existence:
A Giant's life is one of constant juxtaposition.

  • Power & Fragility: They wield weapons made from entire trees and wear armor of shield-sized steel plates, crafted for them by their Lítillfólk subjects. Yet, they are forever aware that a single misstep, a stumble in battle, or a careless gesture can inadvertently destroy a home and kill dozens of their people.

  • Rule & Rebellion: Their rule is absolute, but its nature determines their challenges. A cruel tyrant rules a silent, fearful populace. A kind protector, however, may face rebellion from Lítillfólk emboldened by hope, who calculate that the Giant will hesitate to crush them.

  • War & Survival: Combat between Giants is a cataclysmic event. They are living siege engines, and their battles reshape the landscape, shattering ice cliffs and toppling fortresses. They hunt massive frost-worms and ice-mammoths to feed their people.

The Economy of Scale:
Giants operate a specialized economy far beyond the reach of the Lítillfólk.

  • Giant Forges: They trade with one another at massive forges built near volcanic vents, bartering ingots of steel the size of canoes, lumber from entire ancient trees, and the rights to hunt colossal beasts.

  • Self-Sufficiency: Many Giants, especially in the Frost-Fang Clans, are master smiths themselves, forging their own brutal weapons and armor in personal, mountain-side furnaces.

  • Tribute: Giants ruling large populations of Lítillfólk often demand finished goods—massive ropes, woven cloaks, and intricate weapon hilts—as tribute, which they then trade to other Giants for raw materials.

The Giant-Slayers: The Lítillfólk Rebellion
Despite their power, Giants are not invulnerable. A united force of Lítillfólk, driven to desperation, can become a deadly threat. Their tactics are those of the clever and the cornered:

  • The Swarm: Thousands can overwhelm a Giant, not with strength, but with numbers, climbing their body like ants to find weaknesses in their armor.

  • The Trap: They lure Giants into unstable terrain—glacial crevasses, volcanic silt pits, or pre-weakened ice bridges.

  • The Sabotage: A Giant's greatest weakness is their gear. Lítillfólk saboteurs will loosen the rivets in their armor, fray the straps of their weapon-hafts, or poison their colossal water skins.

To be a Giant is to be a force of nature, tasked with the survival of thousands. They are walking citadels, their every decision echoing through the lives of the small folk who dwell in their shadow. They can be shelters or avalanches, and the choice is theirs alone. A Giant may be a king, but they rule at the consent, forced or willing, of the countless small hands that maintain their world and who, if pushed too far, will work together to tear them down.