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Bestiary
Icelings

CLIMATE/TERRAIN: Arctic/Subarctic (Isle of Ice)
FREQUENCY: Uncommon
ORGANIZATION: Clans
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: High to Godlike (13 - 21)
TREASURE: E
ALIGNMENT: Neutral
NO. APPEARING: 2-20
ARMOR CLASS: 4
MOVEMENT: 12
HIT DICE: 9+2-5
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20 +9 to +12 (weapon +9 to +12)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to all cold based attacks
MAGIC RESISTANCE: Nil
SIZE: H (12' to 15')
MORALE: Fanatic (17-18)
XP VALUE: 8000 (Devout: 10,000)

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.

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