Appearance: Icelings
are a strange and ancient giantish race whose members tend to vary more in looks than other giant races. Icelings
vary in height from 12' to 15' tall. They are thin and all have light blue skin and white hair. Their eyes are
blue, gold or grey. Icelings typically wear enough clothing to cover themselves, but don't worry about cold, as
they are immune to all forms of it. Thusly, their clothes tend to be polar bear furs and leathers from Thundra
Beast hides.
Icelings are an extrordinary giantish race, not
only in strength. While of course big and strong with great constitutions, Icelings are an ancient intellectual
race, which focuses on thier god, Chrystallis, and well as advanced studies of magic. Talents are garnered from
a young age applicable to thier dominat statistic (i.e. those with the greatest strength become warriors, those
with great wisdom become priests, those with intellectual aptitudes become wizards). Iceling ability scores are
as follows: Strength 17-24 (d8+16), Intelligence 12-21 (d10+11), Wisdom 12-21 (d10+11), Dexterity 10-19 (d10+9),
Constitution 15-22 (d8+14), Charisma 9-18 (d10+8), and Comliness 9-18 (d10+8).
Combat:
Iceling warriors can use any large size weapons; they disdain the use of armor or shields. Of manmade weapons,
they prefer two-handed swords and halberds, both of which they may use in one hand without penalty. Weapons of
their own make are double size equivalents of human weapons, for which they get a Strength bonus (21-24 Strength
typical warrior, +9 to +12 damage). However, when used with both hands, these huge weapons inflict double their
normal damage, plus the Strength bonus. They suffer a -4 to hit versus dwarves, gnomes and halflings.
If a Iceling has one hand free, it can bat away
up to two missiles per round, like a firbolg. Large missiles, such as boulders, or those with long shafts, such
as javelins and spears, can be caught if desired. A catch or bat is successful 75% of the time (6 or better on
1d20). A caught weapon may be thrown at any opponent on the next round with a -2 penalty to the attack roll, for
using its off hand.
Within any group encountered, 50% will be warriors,
30% will be priests and 20% will be wizards. There is a 2% cumulative chance per Iceling in the group that one
of the warrior will be a Devout. Devouts are specially chosen warrior/priests of Chrystallis. They tend to have
the highest of Strenth and Wisdom scores. They spend their life in constant prayer and meditation to the Great
Cold One. They gain all the benefits of both classes, as well as some special benefits of being the chosen of the
race. Devouts move at double normal rates (24"). They have an ability to heal themselves 1d4 hit poits per
day while meditating, plus one point per level. They are immune to any type of Charm, Beguile, Suggestion or Hypnosis.
Three times per day they can cause double damage on their damage dice. Perhaps their mightiest power comes in the
form of the "Cold Shock". Using this power, a Devout can once per day cause a bitter cold damge to his
opponent, doing 1d8 damger per level.
Habitat/Society:
The Icelings forged a great city under the barren ice capped Isle of Ice thousands of years ago. The city reflects
an ancient and beautiful arcitecture, and long standing foundations. Iceling society is formed on the foundation
of clans. Each clan is a professional unit within the greater whole of society. The great cities are dozens of
clans banded together in a common living space. Alliances between clans is common, as is inter-clan marraige. Iceling
society is wary of outsiders. Clans do not rival each other as the prevailing alignment is one of neutrality. The
clan system is based on profession. Each clan specializes in certain areas, whether they be military science, smithing,
religion or hunting. Once a child is grown, and his or her profession is chosen, they must be placed within a clan
that supports their strongest field. If a male child is born into a religious clan, but has an aptitude for fighting,
he must marry into one of the warrior clans. The same is true for the females. Icelings view the proper organization
of society by profession, not by blood family ties.
Devouts are the exception to this rule. Devouts
are a caste all their own, revered by all other clans. The Devouts live inside monestaries where they pray and
meditate. They act as peace keepers and advisors to all other clans. They are ministers, military leaders and sages.
Their roles in society are the greatest as they settle disputes and enact punishments. Even the leaders of the
mightiest warrior clans bow down to the lowest of Devouts, for they are viewed as the embodiment of Chrystallis
on earth.
Ecology: Until
recently, the Icelings had disappeared from the world view. Fed up with other races, the Icelings descended into
their underground cities to avoid outside intervention. For several thousand years they were successful until a
powerful mage (an eccentric renegade from the Magicans' Consortium) discovered their city after years of investigation
into ancient tomes and writings. The mage convinced the Icelings to befriend him and led them to attack groups
of bounty hunters who pursued him. Eventually defeated, the Icelings made peace with the forces of good who had
captured the wizard and began a dialogue with outsiders for the first time in millenia. One Devout was even convinced
to represent his people at "The Games" in Saberhaven. They remain a neutral force on Terra Dyne and steadily
associate with outsiders, but with caution.
TSR®, Inc. grants permission to copy this
form for personal use. Parts of this creature were derived from sources owned by TSR.®, Inc. and are intended
for personal use only.
|