Broman
Bromans are giant-kin, and their immense size and strength are the bedrock of their varied cultures. From the disciplined warriors of Kimara to the subjugated laborers of Gane, their physical power is the inescapable fact that has defined their history and their relationship with all other peoples. Though their philosophies, traditions, and appearances are wildly diverse, they are united by a world that has always treated them as either unstoppable forces or valuable tools, forcing each of their societies to be built in reaction to the power of their own bodies.
Cyclopian
Cyclopians are broad and muscular, towering giant-kin that stand between 9 and 11 feet tall. Their skin is often sun-bronzed or olive-toned. A single, large, and expressive eye dominates their face, typically set beneath a heavy brow. They possess sharp, well-defined jawlines and thick, curly hair that grows naturally wild.
Culture and History
To be a Cyclops is to be born into a culture defined by a single, all-consuming purpose: the "War of Reclamation." You are taught from birth that your individual life is a debt owed to the collective injury of your people's ancient defeat. Your worth is measured by your contribution to this multi-millennial war, and to question its righteousness is the deepest heresy. The art of debate, a point of cultural pride, is not a tool for discovering truth, but a weapon for enforcing ideological purity.
This veneration of the cause, however, has created a society paralyzed by its own ideals, celebrating the tragic, often pyrrhic victories of past heroes to keep the wound of your ancient grievance from ever truly healing. Your people's obsession with what was often keeps them from seeing what is. The debate over the nature of glory fuels political rivalries that result in passivity, as the next campaign is always soon and never now. The war has become its own justification for political power, a cycle of bloodless vengeance that has bled the culture dry.
Names
Masculine Names: Alexos, Argos, Damos, Hector, Leonus, Nicon, Petros, Theon
Feminine Names: Kallista, Leona, Thea, Cassia, Lyra, Phoebe, Ione, Doria
Clan Names: Andronos, Kratistos, Menedes, Praxis, Stratos, Theron, Vorias, Xiphos
Fomorian
Fomorians are between 8 and 10 feet tall with broad, long-limbed frames that give them an elegant yet unnatural gait. Their skin is pale, often with irregular splotches of darker pigmentation akin to marble. Their hair is almost always dark and sleek, and their eyes are typically of dark, solid colors, though shades of blue and green are known.
Culture and History
To be a Fomorian is to be born into a freedom your ancestors paid for in blood on a world now turned to dust. Your culture is one built on the memory of that deliverance; you are a people who refuse to forget the oppression you escaped. Your society is one of clans, led by chieftains whose counsel is the living history of the Seanachaí. For millennia, you have built massive stoneworks to venerate the land that is yours and the gods that protect it. This fierce independence, this land, and this memory are the foundations of your identity.
This freedom, however, is now threatened from all sides. The Aos Sí, your former masters, encroach on your lands, their revisionist histories denying the very oppression your people remember. More recently, their Avenarian allies have conquered territories your people have held for thousands of years, seizing the sacred stoneworks that anchor your culture to the land. The Seanachaí now sing the old stories of subjugation not as a warning from the past, but as a prophecy of the future. You are now fighting a desperate war on two fronts, not just for land, but to prevent the new world from becoming a reflection of the old one.
Names
Masculine Names: Alasdair, Callum, Dougal, Ewan, Fergus, Hamish, Iain, Lachlan
Feminine Names: Aileen, Fiona, Isla, Kenna, Morag, Rhona, Shona
Clan Names: Uí Ceallach, Uí Cormac, Uí Dermott, Uí Donnelly, Uí Faoláin, Uí Fheargais, Uí Gabhann, Uí Lochlainn, Uí Lysagh, Uí Murchadha
Kapre
Kapre are between 10 and 12 feet tall with lanky arms and thick legs. They have sun-darkened skin ranging from deep bronze to reddish-brown, and their hair is most often a sun-bleached brown or black. They have long, angular faces with deep-set eyes of hazel, brown, or black.
Culture and History
To be a Kapre is to see the world as a carcass. Your culture is one of survival, where the wisdom of the family elder is law, and the will of the Great Vulture is the cycle of life and death itself. You are taught that nothing should be wasted, and you learn the shape of your world from the wisdom of the Babaylan and the temple mosaics that depict every creature, predator and prey, as an essential part of the whole.
Consumption has been the enemy of the Kapre for as long as they have counted the cycles of the Great Vulture. From the constant hunger of the desert, to the famine that drove them to consume the Great Boar Urquoth, to the gluttony of the Marcians who have come to consume their lands, the Kapre have known this enemy. Unlike you, who will consume your own family to survive, wasting nothing, your enemies do not consume to live; they extract for profit, leaving behind poisoned rivers and barren, slag-heap landscapes. They leave the bones, organs, and sinew to rot, only picking at the choicest bits of the carcass. Your war is a war of survival, a war you were born to fight.
Names
Masculine Names: Alon, Bayani, Dalisay, Kidlat, Lakan, Makisig, Marcial, Sinag
Feminine Names: Amihan, Bituin, Diwa, Hiraya, Ligaya, Liwayway, Mayumi, Tala
Angkan Names: Abad, Bagani, Datu, Dimayuga, Kalaw, Macapagal, Panganiban, Soliman
Ogre
Ogres are a stocky and heavily built Broman lineage, standing between 9 and 11 feet tall. Their skin has earthen tones in shades of clay, ochre, or deep brown. They have proportionate limbs, powerful necks, and broad shoulders. Their faces are broad and square-jawed, with flat features and large eyes. Thick hair covers their heads and tapers down their chests and backs, and their lower canines are slightly pronounced but do not form full tusks.
Culture and History
To be an Ogre of Gane is to be the heir to a culture of strength, born from a time when your people were bound only to the land and their gods. You are raised on the belief that true worth is proven in battle and that honor is earned through action, not prayer. Your ancestors were warriors who fought for their tribes and for survival, a legacy of independence that is now little more than a bitter memory.
That legacy was broken by the armies of Ibunor. Your people are now subjects of the empire, your strength repurposed to serve your conquerors as conscripted soldiers and slave-laborers in their forges. The Long March against Keld has shattered the will of many, and now a fractured, desperate rebellion spreads through your lands. You are a people caught between the memory of who you were and the humiliating reality of what you have become: a tool for an empire that seeks only to use you until you are broken or useless.
Names
Masculine Names: Armand, Gaspard, Gilles, Hervé, Loïc, Pascal, Thierry, Yves
Feminine Names: Adèle, Brigitte, Colette, Manon, Odile, Sabine, Yolande
Clan Names: Aubriac, Chazelles, Dubois, Lescroix, Moreau, Renaud, Rochard, Vauclair
Oni
Oni are 8 and 10 feet tall, with compact physiques. Their skin is a deep charcoal, sometimes marked with lighter striations of red, blue, or yellow. Sharp, tapered horns curve slightly from their foreheads. Their eyes have dark sclera with piercing, light-colored irises, and a matching third eye that sits in the middle of their forehead. Their teeth are naturally sharp, with pronounced upper and lower canines.
Culture and History
To be an Oni is to be raised in a culture that declared war on the concept of a flaw. Your society is one of exacting precision, where there is a correct, perfect process for everything, from polishing a blade to arranging stones in a garden. You are taught that any problem can be solved through the patient, rote application of these perfect methods.
This philosophy, however, serves as both the source and the stagnation of your people. When your empress and goddess, Hotaru-no-kōgō, was wounded and transformed into a Tatarigami, your people split into two factions, each applying their culture's singular logic to this impossible problem. For the Shogunate, the only perfect solution is to destroy the broken goddess: the flaw must be scoured away to restore order. For the Morito, the only perfect solution is to protect her unconditionally, preserving the last remnant of their divine heritage. Both sides are now locked in an intractable civil war, each utterly convinced that their own violent, absolute path is the only one that can lead back to perfection.
Names
Masculine Names: Daiki, Haruto, Hideki, Kaito, Masaru, Noboru, Tadashi, Yoshio
Feminine Names: Akemi, Chiyo, Haruka, Izumi, Kyoko, Mei, Shizuka, Yua
Clan Names: Sotokage, Kanetsuru, Makurodi, Shibatetsu, Jinseki, Soradani, Kariyamori, Ibashira
Broman Traits
Creature Type: Humanoid Speed: 35 feet Size: Large (about 8–12 feet tall)
As a Broman, you have these special traits:
Oversized. You have Proficiency with the Athletics skill. Additionally, you have advantage on saving throws to avoid Grappled or Shove conditions and to end the Grappled condition.
Equipment Costs and Availability. Armor, clothing, and standard food rations suitable for your size generally cost twice the listed price and may be unavailable in smaller settlements or those unfamiliar with giant-kin. Such items typically weigh 50% more than standard versions.
Broman Lineage. You are part of a lineage that grants you unique abilities. Choose one of the following traits tied to your lineage:
Cyclops. You can ignore Disadvantage on an Attack roll, Saving Throw, or Ability check. You cannot gain Advantage through the use of this trait. You can use this ability a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
Fomorian. When a creature you can see within 30 feet of you hits you with an attack, you can use your reaction to deal 1d6 psychic damage to the attacker. Additionally, the attacker gains the Frightened condition until the end of its next turn. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Kapre. You know the Message and Druidcraft cantrips and you have a Climb speed equal to your walk speed. Additionally, when a creature you can see makes a melee attack roll against you, you can use your reaction to impose Disadvantage. If the attack misses, you may choose another creature (other than the original attacker) that is within the attacker's melee reach. The attacker must then reroll their attack at Advantage against that new target. You can use this trait once, and you regain the ability to do so when you finish a Short Rest or Long Rest.
Ogre. You can take an Action to move up to your movement speed, you can attempt to move through the space of any creature of your size or smaller, up to Large. If you do, that creature must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 2d8 bludgeoning damage and be knocked Prone. If a creature succeeds on its saving throw, your movement stops in the nearest unoccupied space before entering the creature's space. You can use this trait once, and you regain the ability to do so when you finish a Short Rest or Long Rest.
Oni. You can take an Action to use your Third Eye's power a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. You can expend one use to activate one of the following effects:
True Sight: You gain the ability to see invisible creatures as if they were visible, and you can see into the Ethereal Plane for 1 minute.
Ghost Step: You magically teleport up to 30 feet to an unoccupied space you can see. You are invisible until the start of your next turn or until you attack or cast a spell.