Gargant
Clan Type Plane Origin
Gant Mortal Nether World Jotun
Dwarf Mortal Nether World Gant
Firbolg Mortal Nether World Gant
Troll Mortal Nether World Gant
Duergar Mortal Under World Dwarf
Vala Mortal Under World Firbolg
Powrie Mortal Under World Troll
Disir Mortal Mirror World Dwarf
Norn Mortal Mirror World Firbolg
Ettin Mortal Mirror World Troll

GARGANTS

The Gargants are one of the nine Tribes of Mortals created by the nine Clans of lesser Immortals in the final years of the Dawn War. The Gants, the first of the Gargant Clans, were created by the Jotuns in Purgatory, the Celestial Echo of Order and Enlightenment, also known as the Nether World or Nether Realm. The Dawn War came to an abrupt end with an event that came to be known as the Sundering, when the first mortal was killed on the soil of the Natural World.

The Primal Spirits of the Ethereal Sea, the plane that connects all of the Worlds of the Celestial Opposition and is sometimes referred to as the Spirit World, tore through the Celestial Echos wailing a furious dirge, and unleashing their wrath. Everything changed in that moment including the Gants, some became the first Giants, beings much more powerful than the Gants they had been before. Others simply changed into something different than before, these were the first Dwarfs, Firbolgs, and Trolls. Eventually some of the Giants became so powerful they began demanding tributes and worship, and they changed yet again, becoming the first Titans, God like beings who now rule over the Nether World. In there thirst for more territory they sent their minions out to spy and wage war on neighboring Echoes.

Dwarfs, Firbolgs, and Trolls sent to Hades, the Celestial Echo of Death and Destruction, also known as the Under World or Shadow Blight, became the creatures now known as Duergars, Valas, and Powries. Those who were sent to Gehenna, the Celestial Echo of Fate and Time, also known as the Mirror World or Fate Watch, became the creatures now known as Disirs, Norns, and Ettins.

Religion: Many Gargants still worship the Primordials, the Creators of the beings who would eventually create their own creators. Ancestor worship is also quite popular among Gargant Clans, leading to some of the more legendary ancestors ascending to godhood, becoming new Titans. Some choose to worship the Norse or one of the local pantheons of Divinities, while others may turn to one of the Eternals for guidance.
Language: The Gargantish language is descended from Elemental, which itself descended from Primordial, and all share the same runic alphabet. Gants and Giants speak Gargantish, while Dwarves, Firbolgs, and Trolls will typically speak Dwarven, a less archaic version of Gargantish. The other Clans of Gargant tend to speak either.
Names: Gargantish sounds like a mix of Germanic, Celtic, Semitic, and Greek Languages, so names taken from those language groups are all appropriate. Surnames are typically two words combined that have significant meaning to that family. Many Gargants will go by the Common pronunciation of their surname when not in their homelands.
Adventurers: Gargant adventurers tend to be those who did not fit in back in their homelands, or perhaps no longer have a homeland to return to. Others may be looking for glory or gold. Gargants are known for being steadfast and fierce companions.
Relations: Gargants are long lived, and prone to hold grudges. They also do not need food and water the way other Clans do, but they do enjoy them, which is why they can make their homes in such inhospitable places.
Gant: They are typically isolationists and try to avoid their neighbors when they can, but will take action if their territory is encroached on.
Dwarf: They can be staunch allies or relentless enemies, often both over the centuries.
Firbolg: They tend to be welcoming of their neighbors, sometimes to their detriment as their territories often become intermixed.
Troll: They like their solitude, as long as the can live undisturbed, they are very tolerant of their neighbors
Duergar: They do not tolerate others encroaching on their lands and will often ambush those who do as a warning to others.
Vala: They choose to live in seclusion, and will sometimes abandon a territory if it starts to become too crowded.
Powrie: They will go out of their way to attack intruders in their territory, and launch raids into their territories as a warning not to do so again in the future.
Disir: They enjoy battle, and sometimes see it as sport, leading to many border clashes which can erupt into bigger conflicts.
Norn: They tend to look at the big picture and will make peace when they can, but will not hesitate to protect what is theirs.
Ettin: They are a proud people, but they can often seem to be of two minds on most subjects, if they feel they are being disrespected or rushed conflicts are sure to follow.

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