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Greetings Jackolytes,

I trust all is well. The purpose of this update is to give a shout out to a good mate of mine, André Brun. He’s currently neck deep in a thrilling horror story contest and could use some help. Right now he’s sitting  fourth and needs a boost to jump into at least third position. André is a top quality man and his book, Arcadia, is a top quality read. I encourage you to follow this link and pre-order. Arcadia is a book Jack Trevayne would definitely want you to read!

Cheers,

Peter

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    Joseph Asphahani liked an update for Exile, Magus

    Frost giant Friday!

    The giants in my world are for the most part a reclusive lot with relatively low population numbers.  Like dragons, they have an elemental nature which causes them to gravitate towards environments where the elements in their makeup are strongest.  For frost giants that means the Frozen North, where elemental air and water are seen in combination making up the cold, snow, and ice that dominates the landscape.

    Their elemental nature does not express itself as strongly as that of dragons, but it still plays a role in their ability to survive in their harsh habitat.  This elemental nature is strongest in female giants, so that they tend to be taller and stronger and as they near maturity they become able to harness this to perform very primal, elemental magic.  This ability grows as they age, but always remains primal like that of dragons and unable to perform feats outside the scope of their elemental nature.

    Frost giant society tends to extend of an extended clan of no more than a dozen or so families.  Each family lives in large manors carved out of the rock of mountain faces no closer than 1 day and no further than 1 week’s foot travel from the other memebers of the clan.  There tends to be a gathering of family heads once every month or two in which they discuss clan matters, though this most often results in little more than arguing and drunken revelry/ritual combat.

    As to the origins of the giant races, no one really knows for sure.  One of the most dominant theories looks to both the giants’ elemental natures and their remarkable resemblance to humans.  This theory states that far back in the days of the Progenitors’ War, the humans weak status - without strong magical abilities or a Progenitor to aid them - had turned to elemental and nature spirits for aid.  These theories posit that some of the humans made deals to join with elemental spirits, giving the spirits a chance to finally experience true life and giving the humans in question power they could have never otherwise achieve.  There is no evidence to support a theory that gives an origin so far into the past, but there is also nothing to disprove it or even support any other theory.

    Frost giants pop up in Part 11 - Ansvari of Exile, Magus, which is much further into the book than the content currently posted stretches.  I do hope that we can reach funding so that I can get that into your hands, so be sure to order and recommend to others so I can share the full story with you all.

    That’s all I’ve got for today, though once again to any D&D players/DMs there will be a stat block at the bottom, so be sure to check that out if you’re interested.  To everyone else, thanks for your time and support.  Keep reading and enjoying!


    Frost Giant Matriarch
    Huge Giant,  Neutral Evil
    Armor Class 16 (patchwork armor)
    HP 175 (14d12+84)
    Speed 40’
    Str 24 (+7),  Dex 10, Con 22 (+6), Int 10, Wis 12 (+1), Cha 12 (+1)
    Saving Throws  Con +9,  Wis +4,  Cha +4
    Skills  Athletics +10,  Perception +4,  Survival +4
    Damage Immunity  Cold
    Senses  passive Perception 14
    Language  Giant
    Challenge  9 (5,000 XP)
    Innate Spellcasting (Charimsa based, DC 12, Spell Attack Bonus +4, can cast without need for material components)
      At Will - Ray of Frost (2d8),  Fog Cloud
      3/day each - Gust of Wind,  Sleet Storm
      1/day each - Cone of Cold,  Ice Storm
    Actions
    Multiattack  2 Greataxe or Unarmed attacks
    Greataxe  melee weapon attack.  10’ reach.  Hit: +10.  Damage:  3d12+7 slashing ;.
    Rock  ranged weapon attack.  Range 60’ / 240’.  Hit:  +10.  Damage:  4d10+7 bludgeoning ;.
    Unarmed  melee weapon attack.  Hit: +10.  Damage:  3d4+7 ;.
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