Jotun (Fey Troll)

Proud fey infused with the spirit of the wilds

Example of a jotun PC

Racial Traits

Average Height: 6’0”-8’0”
Average Weight: 275-400 lb.
Ability Scores: +2 Constitution, +2 Strength or Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Sylvan, plus either Common or Bestial.
Skill Bonuses: +2 Nature, +2 Perception
Fey Origin: You are considered a fey creature for the purpose of effects that relate to creature origin.
Weathered Soul: You do not need to make Endurance checks to resist the effects of natural environmental dangers.
Unfathomable Stomach: You can live on almost any “food” you can consume, regardless of whether or not it is intended for eating—twigs, sand, rocks and even coins can all make an adequate meal. You are immune to starvation, and the time you can go without water is measured in weeks rather than days.
Acquired Immunity: Your bizarre diet has left you inured to many toxins. You have resist poison 5.
Landfall: Your have the landfall racial power.

  • LandfallJotun Racial Power
    You drive your fist into the earth, drawing forth the power of your birthright.
    Encounter • Primal, Zone
    Minor Action • Close burst 2
    Target: Each enemy in the burst
    Effect: The targets fall prone. The burst creates a zone of difficult terrain that lasts until the end of your next turn. You and your allies are not affected by this difficult terrain.

Jotunar, also called fey trolls, are one of the few ancient Almish races which are not bestial in nature. Instead, these creatures are descended of the fey, their origins rooted deeply in the most hostile of nature’s reaches. Although they draw life from the land, jotunar are far from whimsical sprites; their strength rivals that of any beast, and they are terrible foes indeed.

Nonetheless, they have found little acceptance from the beast races, and thus they remain solitary creatures, diverse and distant. Found in every sort of wilderness—from the forests of Deepwood to the barren outlands, the mountains of Okarthel to the swamps of K’aa—the tenacious jotunar live at one with nature even as they fight to survive it. They are the ancient scions of the wild, beautiful and terrible as the land itself.

Play a jotun if you want…

  • be able to eat anything.
  • to be inherently connected to the wilderness.
  • to be a monstrous creature of fey origin.

Physical Qualities

Jotunar stand head-and-shoulders over most civilised creatures, and are markedly heavier. Most have a noble bearing, speaking of pride and commanding respect. Their bodies are lean and rangey, their shoulders broad; they have broad foreheads, strong noses, short pointed ears and angular jaws. Somewhat animalistic, they bear pointed canine teeth and frequently grow antlers or horns. Their skin can seem uniform from a distance, but close observation reveals an intricate banded texture rather like a human fingerprint, and similarly unique.

Most jotunar traits are not inherited from parents, but instead reflect an individual’s environment. A jotun born in forest or swampland probably has green skin and a moss-like hide, and almost black eyes. Callused brown and red skins are seen in the deserts and mountains, while snowfields or deep caves yield smooth grey and white skins, with short, dense fur. If a jotun should leave their attuned environment, their appearance will change accordingly—albeit over tens or hundreds of years. Like nature itself, a jotun is both immutable, and ever-changing.

The typical jotun cultivates a savage but practical appearance; they often grow their hair long, but wear it in tight braids or bands, keeping it out of their way in combat. They also favour scars, regarding them as tokens of pride, though usually frown upon deliberate scarification.

Jotunar exhibit little sexual dimorphism, and all appear fairly masculine to human sensibilities. Most have no regard for gender, and are left perplexed by the additional traits other cultures ascribe to various body parts and shapes.

Playing a Jotun

Jotun adventurers are young, almost without exception. Jotunar live far longer than most creatures, even soratami—but actually existing through such a lifespan is rarely compatible with the brief concerns of other creatures. Even if a jotun socialises with other creatures during their prime, almost all of them eventually retreat back to the solitude of their wilderness. Some stories hold that jotunar do not die naturally, but simply fall asleep and become rocks, trees, and other parts of nature.

Jotunar are typically solitary, pragmatic and proud. They live in perilous lands, where if something isn’t trying to eat you, it’s probably because you’re too big; decisive, powerful action tends to keep them alive better than caution or restraint. Some are grim and pragmatic, while others feel that their emotions are the true voice of their savage soul. They are not without philosophy, but pastimes without practical results have little traction amongst them; typically, one will listen to your words, but base judgements only on your actions.

Jotun adventurers are uncommon but valuable; their tenacity and toughness, as well as their native connection to the wilderness, make them born survivalists. Though they prefer solitude, jotunar can often be persuaded to act as guides or bodyguards in treacherous terrain—at least for a temporary time. A debt may also be a compelling reason for a jotun to join a group; their pride seldom allows such dues to go unpaid. Unscrupulous groups exploring a new land might even capture a jotun and force it to aid them—if they have the power.

Jotun are perceived as… Solitary, unassailable, proud, spiritual, rustic, decisive, practical, physical, determined.

Names: Ald, Ark, Baldur, Drea, Ein, Ix, Keld, Lai, Rhynnu, Rine, Skald, Skarn, Slew, Thrall, Tarn, Urdh. Jotun names are simple and short, and can be yelled easily (to make it easier on whoever avenges their death).

Jotun Backgrounds

    Gatekeeper

    “This world is not yours.”

    Jotunar are scions of the feywild, living embodiments of those savage places where one plane bleeds into the next. Many instate themselves as the guardians of such places, watchers who see that creatures born of the feywild do not overstay their welcome on the material plane. Is your stewardship born of a sense of great duty? Or is it simply the way to find a worthy challenge? Were you in pursuit of an escaped quarry when you met your current companions, and are you chasing them still?

    Associated Skills: Perception, Intimidate

    Associated ritual: Hunter’s Curse (D380)

    Pathfinder

    “Follow me, if you wish to live.”

    Like most of your kin, you choose to live away from civilisation, making your home deep in the wilderness. There, your intimate knowledge of nature and survival skills makes you a desirable companion for explorers, if only in a temporary role. Those who can find you, and persuade you to act as their guide, find your skills invaluable. This is probably how you met your current companions, but what is it that makes them worthy of your continued support?

    Associated Skills: Nature, Insight

    Associated ritual: Endure elements (PHB)

    Stolen One

    “The jotunar reflect the land… what must I reflect?”

    Though it is outlawed in most human settlements, black market slavery is hardly unknown in Alm. Wild instincts and physical prowess make the jotunar difficult but rewarding targets for those who would exploit them, especially given their generally solitary nature. You are one such individual—probably captured during your youth by arrogant eladrin or unscrupulous gnolls. Where did you grow up, and how has it set you apart from other jotunar? Do you mourn for the freedom you lost, or do you believe your unusual experiences have made you all the stronger?

    Associated Skills: Diplomacy, Endurance

    Associated ritual: Iron Vigil (DP)