Bah, I can't think of a decent race to make so I'll stick with what I know is good: Seafaring Half-Giants!
My Race:
The Hrun
Race: Half-Giants
God: Wotan
Spheres: Battle (4), Protection (2), Sea (1), Thunder (1)
City Symbol: V
Army Symbol: v
Growth: 15%
Pop support:
Plains: 70
Temporate Forest: 70
Rainforest: 30
Seas/Lakes: 30
River: 30
Desert: 10
Tundra: 50
Mountains: 20
Hills: 30
Wasteland: 40
Taiga: 20
Swamp: 20
Savanna: 10
Palm forest: 30
Glacier: 60
Movement table:
Plains|Forest|Jungle|Hills|Swamp|Desert|Rocky Hills|Tundra|High Mountains|Sea|On River
10 9 6 6 4 4 6 10 4 1 1
Physiology: The Hrun are tall, very muscular Half-Giants who evolved in a cold world. They often have blue eyes and long blond or red hair which is mostly used to protect them from the surrounding cold. They stand usually at around 5 - 6 meters in height and weight about 1000 - 1500 kg.
They are also good sailors and like to travel around the world, usually to accomplish a quest for their gods or to prove themselves worthy.
Culture & Society:
The Hrun are a semi-nomadic people who live in small villages and move from village to village during the year to avoid lack of food. They know very little about farming as their homeworld was very cold, but they are good hunters, gatherers and fishermen. Recently, they have learnt how to farm for food in a basic manner to provide more food.
Villages range from tiny hunting lodges to large villages. Houses are made from wood as they move very often. Some more permanent buildings are made of stone. Settlements are always organized around a large mead hall where villagers gather after nightfall to eat, drink and tell tales of their ancestors.
Another notable building is the druid's abode. The druid is the second most important person in the whole village as he performs at the same time the roles of healer, teacher and spiritual guide for the village. A druid is also usually the only one in a village who can read and write.
Other professions usually present in a village include all sorts of food providers (fishermen, hunters, gatherers, butchers), woodcutters and woodworkers, a bard, a metalsmith and sometimes a trader. Women are usually seen as equal to men.
The Hrun are very open to strangers and will gladly share food and shelter. They like to hear stories from the world, no matter how unlikely they are. They are also very happy to trade for various resources they don't have, especially metal. They usually have excess amounts of fur, food, salt and various woodworks. Their metalsmiths can work with pure ores, cannot make alloys, but can work with these.
Any foreigner who can best a Hrunite at a contest of skill (usually martial skill) is considered a honorary Hrunite and is adopted by the chieftain or the druid of the village.
Religion:
The Hrun have a wide pantheon of gods at their disposal. They have gods for nearly every aspect of their life. Of course they are unaware of the fact that they have only one god, Wotan, who poses as most of these deities and often likes to send young Hrunites on quests and adventures.
The Hrun have no clergy and believe that their gods will show themselves if they are worthy of a quest or to give a reward. They will also very often ask for guidance of the gods when the druids are unable to provide good answers. Of course most Hrunites believe that spilling gallons of blood for their gods is the best way to attract their attention.
Magic:
Hrunite magic comes mostly from their druids. These usually have the ability to talk to animals and other forest spirits. They are also well-versed in herbology and alchemy and can make mostly any kinds of potions and poisons.
One of these potions is a potion of Heroism which increases the courage and strength of a warrior and helps him resist wounds and move faster. Druids usually keep some of these in stock in case of need.
Another is the Berzerk potion, which turns a warrior into a killing machine that completely ignores wounds and fatigue. Berzerkers usually strike fast, hard and can crush a man's skull with their fist. They are also very dumb and will attack enemies on sight and never flee or feel fear, which has earned this potion the moniker of "The Red Death". Fortunately, they can still recognize their friends. Once the effect wears down, the warrior collapses to the ground and sleeps for a day or two, if his wounds are not too great. The effect of the potion usually lasts 15 minutes.
Combat:
Any Hrunite, including women and children, knows how to wield a weapon and fight in heavy armor. Hrunites train at war since their young age and often have to hunt some large and dangerous creature before they can be considered grown adults. The elite of their warriors are the family of the chieftain, who don't have much to do except fight and drink, and love to do so, so much that there have been eye witnesses of some achieving both at the same time!
The Hrun often fight in heavy iron armor which protects the body from deadly blows. The armor is often decorated with the remains of an animal (horns, tusks...). As weapons they like to use heavy war axes, hammers and thrown spears which can also double as normal spears. They also breed powerful wolves that can bear the weight of the rider easily as well as equipment and can act as mobile storage if need be. Each wolf is about 4 - 5 meters in height and weighs about 1000 kgs and their hide is so thick and tough that it acts as the equivilent of armor.
They haven't developed mounted warfare beyond charging into the fray while making great gestures with their axes. That is usually enough to send heads flying everywhere.
The relatives of the chieftain are called Misia, which some may roughly translate into "Death's Messengers" and for good reason; They are almost unparrelled warriors and planners. They are trained at a young age to prevail in the arts of war and battle in almost any circumstance, and they all instinctively love battle. They are so good, that it is said by others that if a force of 5 misia were to assault a heavily guarded and fortified city, they would easily open the gates to the Hrun army while causing massive damage. They also love to hunt and are famed slayers.
In their last world they have developed a new type of fighting style for select soldiers which they call 'Battle Ragers'. Each battle rager can tap into his inner rage to fly into a full on normal bezerk rage, which is a lot more controlable than that given by the bezerk potion and has less negative effects. They act as effective shock troops and can take on even the most dangerous foes if allowed to.
Champion: Erak, Chieftain of the Hrun
Description and phycology:
Erak is a giant of a man, standing at about 7 meters, he towers over most men and women. He is bound by corded muscles, but don't let them decieve you in that thinking that he is slow or stupid. He is actually quite fast, faster than most mortal men infact (which will be explained later) and is very intelligent. He lives life day to day and is the bulkhead of his culture and race. He is capable of unnatural feats of agility, strength and speed and can easily live through what would kill a lesser man, though he considers all others equal unless proved otherwise.
Erak wields a mighty double war axe that looks like it is made of light blue ice, with darker blue Ancient Hrun runes running all over it. This mighty weapon is called "Darkathhurash" in ancient Hrun tounge, but is roughly translated into "FoeReaver" in todays speech. Erak wields it like it weighs almost nothing and cleaves through most foes as if they weren't even there.
The origins of "FoeReaver":
"FoeReaver" is an ancient weapon made from a unknown material found in the middle of a glacier, from the homeworld of the Hrun. Noone knows what is is called, but the ones who found it (3 figures of legend to the Hrun, Drakath "The Slayer", Skolingir "The Almighty" and Jessith "She-who-disembowls-the-enemy") decided it would be called "GlimmerIce" as it was found in the middle of a 10 mile wide glacier at night, because of its sky blue glow and its apperance of ice. GlimmerIce is a wonderous material, obviously not of this world as it can stand heats higher than steel can, while being lighter, stronger and more durable than its metal counterpart.
FoeReaver was forged by a legendary weapon crafter, who lived alone on the edge of a artic plain and didn't like to be disturbed, along with Duskrath "CoreShatterer" and Dukisnoth "The Impaler", a hammer and spear made from the same lump of GlimmerIce. These other weapons were lost to the wilds as a test of the bloodlines of the other heroes, but FoeReaver, who belonged to Drakath, is still in the possession of his bloodline, which includes Erak.
The axe itself bestows many effects on its owner, especially if they are holding it or it is on their person. One noticable effect is that the aging process is drastically slowed and it takes literally a 1000 years to have the effect of a minute of normal aging, so Erak is esentially immune to the effects of aging. The axe also protects its user from mind attacks and usually lashes back, with the attacker suffering the effects of mental 'frostbite'. It also gives its owner enhanced physical capabilities, allowing Erak to do almost impossible feats of agility, speed, strength and mental prowess. An important note is that the axe also shares the knowledge and experiences of the previous owners with the current holder, their memories become as one with Erak's so that he has, mentally, already been through most situations that may happen to him, or others, so he is especially effective when commanding others and predicting the combat moves of his foes, and oft times does so with frightening accuracy.
Because of the axes bonus's to Erak, he may move with an extra 2 speed than normal Hrun people, through all terrain including water providing that he stays on the surface to breathe, but these bonuses don't effect others. Any who aren't of his bloodline attempt to take the axe, or steal it from Erak, will suffer extreme amounts of frostbite which can literally freeze someone who is smaller or less tough than a half-giant solid in under 5 minutes or more depending on how tough and large the poor soul is. It also freezes their hand closed instantaneously so they cannot release the axe, unless they hack their arm off at the shoulder.
Lastly, it provides a decent magic defence against offensive spells cast at him, protecting him with a shield of magically enhanced ice, and will also protect others who are standing next to him as the ice spreads out in midair.[spoiler]
Is this ok?