Armband:
Item is "a solid vultite armband" Desc: You see a solid vultite armband
with a small picture in the center and some words below it. The engraved image
is of a giantman warrior wrestling bare-handed with a bear. The stamped words
below it read, "T'Kirem Bear Clan".
Summary:
Strong, enduring, and proud, the Bear Clan produces only the finest warriors. It is rumored their rites of initiation are almost inhumane. They typically offer only warrior as a life pursuit, but a few others have been known to slip through the ranks for training to become rangers. Only warriors, with the occasional rogue or ranger, will be acknowledged as Bear Clan members.
Brief
History/Notes:
T'Kirem is the oldest giantman clan, with verbal
histories and legends dating back to the middle of the Second Age. While the
verbal histories leave dates fuzzy at best, most scholars place giantfolk clans
around 20,000 years old.
The name "T'Kirem Bear Clan" was
self-proclaimed after their first chieftain's death. The chieftain, Kiremgrea,
possessed the characteristics of a bear (whether this was gained because he was
a were-bear, or he was blessed by that totem of strength and took its
attributes, no one knows for sure. There are tales of both.). For the rite of passage
from boyhood into manhood, the would-be warriors would have to go and wrestle
Kiremgrea in his bearskin cloak. Should he deem them worthy, they were allowed
to pass into manhood and become warriors. If not, he bade them practice another
year or two and try again. After his death, the Warmaster and Kiremgrea's widow
spoke with the clan and decided how they were to commit his passing to memory.
First, they added T' to a shortened version of his name and adopted it for
their clan. Second, the rite of passage was adjusted - instead of fighting the
chief in bearskin, they would fight bears. Fortunes have often offered
Kiremgrea's reincarnation as a bear, and the clan wanted to make him proud of
the young warriors.
T’Kirem is the “primary” clan as far as giantman clans
go. If there is something to be decided on for all the giantfolk, the Bear Clan
Chieftain and the Warmaster come to an agreement, then lay the law for all the
clans.
Armband:
Item is "a thick rhimar armband" Desc: You see a thick rhimar armband
with an image carved into the metal. The carving is of a huge, cloaked giantman
with a wounded wendigo reaching up with a hand to the moon behind him. The words "Wsalamir Arctic Clan"
are etched below the scene.
Summary:
The Wsalamir are likely the most secluded of the known
Clans. They reside up in the center of the DragonSpine Mountains, northeast of
Icemule Trace by roughly a month’s travel. Not much is known about this clan,
save that the members are very in tune with nature, some to the point of being
able to alter it. Many of the members choose not to speak, but if they do it is
in quiet, deep tones.
Brief
History/Notes:
The first appearance of the Wsalamir was the Battle of
Maelshyve. They sent a small group of highly skilled fighters at the request of
the Warmaster to reinforce the front lines. As they do not speak much, it was
difficult to find out anything about how long they had traveled, from where,
and what their orders were. About the only useful information that was gained
was that they were absolutely deadly with the huge weapons they brought with
them, and that they had told their loved ones goodbye before coming to the
battle – they fought with the kind of reckless abandon that was held by no
personal ties.
The Wsalamir are close-mouthed about their origins. Thus
their location, their ties with nature, or their skills, are unknown.
Armband:
Item: "a dark glaes armband" Desc: You see a slim glaes armband,
stained to a dark color. Etched into the center of the band is a small picture
of an amber-eyed wolf shrouded in a shadowy forest. Lightly engraved lettering
below the picture says "Grishknel Wolf Clan".
Summary:
This somewhat broody clan is most well known for its
scouts and rogues. The mental image of a giantman sneaking anywhere may be
difficult, but you probably wouldn't be able to see a hiding member of this
clan in an open field until they tapped you on the shoulder. This clan is most
often employed in the quiet garnering of information and setting ambushes.
Brief
History/Notes:
This
clan formed early on in the Second Age from members of the T’Kirem clan. Their
first chieftain, Baklarin, took those who favored stealth instead of toe-to-toe
fighting and moved them to the southern tip of the DragonSpine mountains. This
location gave them ample space to practice the art of stealth, and to begin to
gain power through the trade of information with Ta’Nalfein.
The
Wolf Clan also specializes in stealth and mechanical aptitude, thus giving
rogues precedence in its ranks. Others displaying the proper skills of hiding
& stalking are allowed, but it is no secret that rogues are the favored
class here.
Armband:
Item
is "a solid silver armband". Desc: You see a solid silver
armband with an uncut ruby pressed into the outer part of the band. The words "Issamir Ogre Clan" are
lightly etched into the metal to either side of the gem.
Summary:
For
the most part, this clan has become sedentary, passing over their need to roam
for a pouch full of silver and a warm hearth at night. They are the merchants
of the clans, and are well known for their shrewd practices (and strong-arm
tactics, in the case of loan repayment). When the taking of a city or the
building of one involves giantmen, the run of the place is often assisted by an
Issimir upon completion. Issimir who
still feel the need to roam often become mercenaries of one kind or another.
Brief
History/Notes:
The Issimir formed shortly after the battle at the
fortress ShadowGuard. Some of their founders were the giantkin sent to rebuild
the areas surrounding Ta’Vaalor struck by the advancing Undead hordes, while
many of the others were sent to help bury the dead from the battle.
Those of the Issimir Ogre Clan have appeared in many
different major events to some degree: the burial of Kalaza, assisting the
founding of Wehnimer’s Landing, the maintenance of Icemule Trace. Usually they
prefer to be in some sort of financial advisory, although clan members have
also worked as merchant guild administrators, open market security, bank guards
or locker transportation.
Armband:
Item: ‘a crimson glaes armband’ Desc: You see a crimson
glaes armband completely covered in Saramar runes. In the center of a small parting of the runes is a pair of
crossed battle hammers, and below them the words “Grot’karesh Hammer Clan”
stand out.
Summary:
It is widely believed that this band was formed shortly
after the Battle of Maelshyve, in reaction to the dark events wrought there.
Grot'karesh is a small clan is made up of primarily of giantmen who manipulate
the energies, as well as a few magic-using rogues and warriors. Their outlook
on life is mostly grim, believing Despana and her horrors will once again
plunge Elanthia into a second Age of Chaos. Several of the clan’s members are
plagued by horrific visions, while others believe they are cursed in one manner
or another.
Brief History/Notes:
The origins of the Grot’karesh are sketchy, with
different tales coming from different clans and geographic regions. However,
there are a few common threads for the clan’s founders. First, the founders
were outcasts from other clans. It seems that after the Battle of Maelshyve
some of the participants from Clans T’Kirem and Grishknel – the two clans who
were responsible for breaking the front lines of Despana’s troops - began to
act in rather uncharacteristic manners. They experienced unusually high amounts
of violence, hideous nightmares, brutality to kin, and in one or two cases a
desire to consume blood. When it was
discovered that this was happening, and after multiple attempts to reform their
brethren, they were outcast from their clan of origin. Second, after a period
of wandering, they all seemed to go through some sort of physical trial. During
this time they took their bodies to the limits of exertion and exhaustion.
After a moon cycle of this, if they were not dead, it is said that they
underwent an unusual transformation. They were free of the urges that had
overcome them, often overnight. They were also able to feel and make good use
of the natural energies around them, with much more proficiency than other
giantkin they came across.
Scholars aren’t sure what to make of the origins of the
Hammer Clan, or their founders. The current topic of debate is whether the
mannerisms the giants possessed that started the chain of events was created by
the battles (hearing banshee screams over and over, particularly), the demons
that the Faendryl summoned, the magics the Faendryl used to destroy the keep,
or a combination of the three.
Armband:
Item: “a shining golden armband” Desc: You see a
shining golden armband with an image lightly etched into the metal. The scene depicts a giantman whose arms are
reaching up toward the sun at mid-morning.
The words, “Araime Sun Clan” are engraved directly below.
Summary:
The
Araime clan is one mostly of elemental worship. They do not particularly have
one class more than another...they all simply come together to revere the
elements and celestial bodies. Many prefer sun worship, and hold sunrise
rituals to this effect. Others in the clan, though, often follow the elements
of fire, water, or earth. A few even call to the moons and stars for guidance
and support. The members of this clan realize it takes all kinds of people to
make the world go around, and are therefore extremely tolerant.
Brief
History/Notes:
Covering
the entire continent, the Araime Sun Clan likes to live wherever the sun warms
the ground below them. Their favorite places, however, seem to be Solhaven and
River’s Rest. They banded under the guidance and wisdom of Araime, who was
discontent living under the stipulations of the Bear Clan. Taking those who
would accept change with grace and love all living things, they parted
peacefully and began to wander the plains. The name Araime was taken from the
first chieftain’s surname, Fahnamor Araime, as an honor to him and his line for
taking the first steps in a new direction.
Armband:
Item: “a thick modwir armband” Desc: You see a
thick, modwir armband with a small scene carved into the smooth wood. The foreground of the scene shows a handaxe
sticking into a fallen truck, while the background has a field of wheat rolling
on the winds of an impending storm. Below the scene the words, “Maeramil Wind
Runner Clan” are engraved in the dark wood.
Summary:
The
Maeramil clan really only worship one thing - the freedom a person has to do
something. This clan, mostly rangers, places that gift above all else.
Obviously, this leads to certain problems with people like the Krolvin and the
Dhe'nar. They have always been at the forefront of any slaving activity,
mercilessly punishing any that attempt to follow those ways.
Brief History/Notes:
The Maeramil are the newest clan, their banding only
dating back about 200 years. Their most significant actions to date have to do
with two rather public strikes on the Krolvin: the first by a giantkin named
Seirpanan, who single-handedly sunk one of the Krolvin ships after their
aborted invasion of Wehnimer’s Landing. The second was by the bander of the
clan, Rajin Maeramil, who sank one of the two Krolvin raider ships moving
inland to strike River’s Rest. He unfortunately died in this action. Aside from
these, the Maeramil are really too young to have had much of an impact on
Elanthian history, although their attitude will certainly not exempt them from
the books in the future.
Armband:
Item: ‘a braided mithril armband’ Desc: You see a
mithril armband, the material looped about itself and braided several times. A
small sigil is pressed lightly into the widest of the braids, the marking
difficult to decipher into something legible.
Summary:
Vaikalimara Clan, an all-female clan, doesn’t associate
much with other people, including other giantkin. It is believed that they are
the handmaidens to one of the Arkati, to one of the remaining drakes, and to
other various unseen powers. It’s also believed that they are very likely all
insane.
Brief History/Notes:
The
Vaikalimara Clan lives up in the Northern Steppes, between the eastern edge of
the DragonSpine Mountains and Ta’Ardenai. Their origin is unknown, although the
first members were undoubtedly from T’Kirem.
As
they are an all-female clan, they cannot reproduce within themselves. To gain
new clan members, they take fallen giantwomen from the field when they have
died or would have died if not given healing and return them to their holds.
Then the giantkin is healed or resurrected, and introduced to their
surroundings and their new clan members. Once healed, the initiate is trained
in axe work (double-bit and throwing axes usually), stealth, and various other
skills. Strangely, for whatever reason, the initiate never chooses to return to
their former life, instead staying to eventually become a full member of the
ranks.
This
clan is removed from all other Clan interaction, standings, and orders.