How to Make a Wanderer - The Ettin Species

For some reason, I tend to start these things with “Let’s talk about (whatever)!” It’s a bit of a crutch, I guess.

Anyway, let’s talk about character species.

The role of species in this game is a lot simpler than you might expect. A species is not long list of special abilities and modifiers. It grants you one or two traits unique to that species, a small bonus to certain saving rolls (Resist, Avoid and/or Notice), and it determines the size of your Hit Dice. Species is the determining factor for how many hit points you gain each level — though you might also get bonuses from other sources, like having a high constitution or achieving certain levels of warrior training.

Species don’t modify your ability scores, because the range of ability scores (3 to 18) is considered to be relative to the average for your species. So, we know that an ettin with Constitution 10 is a bit tougher than a human with Constitution 10, because ettins generally get more hit points than humans. That 10 just means that they are average for their species.

Quick sidebar about language: I’m not really married to using the word “species”; it feels a little bit too clinical. It just seems better than the common alternatives. “Race” is both an incorrect use of that word and carries a whole bunch of ugly implications when you combine it with fantasy tropes. “Bloodline” just reeks of eugenics and royal lineage nonsense. So “species” it is, for now at least.

The playable species are broken into three categories: Trolls, Fairies and Beasts. Humans are beasts, in case you’re wondering. But today, we’re talking about ettins, and ettins are trolls.

Trolls are the oldest creatures in the world. There were trolls long before there were beasts or fairies. The term “troll” is a broad category, including intelligent creatures (“trollfolks” like gnomes, orcs and ettins), animalistic creatures and monsters.

Trolls have a natural connection to the earth. This isn’t inherently a mystical or spiritual thing. Some trolls have bodies made of stone or wood, or they possess strange physical abilities related to that connection. They are often long-lived and physically tough.

A trio of trollfolks: left to right, an orc, an ettin and a gnome.

A trio of trollfolks: left to right, an orc, an ettin and a gnome.


Ettins

Ettins are large trolls, usually about 8 feet tall. They have very large heads, with big, round noses, tiny black eyes and a pair of tusks. Ettins have long arms, short legs, and big hands and feet.

Some ettins have horns on their heads, and their tough skin can look like hewn stone in the right light.

Slumbering stone: When ettins fall asleep, they turn to stone completely. An ettin who curls up before sleeping could be confused for a boulder. Their belongings are not transformed. Sleeping ettins are completely immune to harm. Any damage or wound they would suffer has no effect, but it will wake them up.

Fists of Stone: Because of their great size and earthen features, ettins deal 1D6 damage when attacking unarmed, instead of 1D4.

Hit die type: D12

Save bonus: Resist +2


The most important thing is that species is a physical quality. It doesn’t determine culture, personality, religion or morality. In this game world, folks of various species live alongside one another throughout the known cultures. There are orcs and ettins in The Hordes (nomadic communalist warrior clans), but there are also elves and humans and hobgoblins. In our playtest campaign, there is a yeshiva (a Jewish academy, though we just call the religion “The Book” in-game) led by Rav Zalmani, a wise, studious old ettin teacher.

I anticipate that some people will worry that detaching culture from species will make them feel same-y. That’s why each species has a distinct ability, something truly unique about them. This frees you to choose the Culture you want for your character.

Next time, we’ll talk about the playtest campaign and that time they got beat up by a tree. After that, I’ll feature a Culture.