At the highest mountain peaks—far above the slopes where trees grow and where the air is thin and the frigid winds howl—dwell the reclusive Goliaths, a type of giant. Few folk can claim to have seen a Goliath, and fewer still can claim friendship with one. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the meandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each Goliath with the responsibility to earn a place in the tribe or die trying.

For Goliaths, competition exists only when it is supported a level playing field. Competition measures talent, dedication, and effort. Those factors determine survival in their home territory, not reliance on magic items, money, or other elements that can tip the balance one way or the other. Goliaths happily rely on such benefits, but they are careful to remember that such an advantage can always be lost. A Goliath who relies too much on them can grow complacent, a recipe for disaster in the mountains.

This trait manifests most strongly when Goliaths interact with other folk. The relationship between peasants and nobles puzzles Goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.

This dedication to competition has a dark side. Goliaths are ferocious competitors, but above all else they are driven to outdo their past efforts. If a Goliath slays a dragon, they might seek out a larger, more powerful wyrm to battle. Few Goliath adventurers reach old age, as most die attempting to surpass their past accomplishments.

Among Goliaths, any adult who can’t contribute to the tribe is expelled. A lone Goliath has little chance of survival, especially an older or weaker one. Goliaths have little pity for adults who can’t take care of themselves, though a sick or injured individual is treated as a result of the Goliath concept of fair play. A permanently injured Goliath is still expected to pull their weight in the tribe. Typically, such a Goliath dies attempting to keep up, or the Goliath slips away in the night to seek the cold will of fate.

In some ways. the Goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A Goliath would much rather die in battle, at the peak strength and skill, than endure the slow decay of old age. Few folk have ever meet an elderly Goliath, and even those Goliaths who have left their people grapple with the urge to give up their lives as their physical skills decay.

Because of their risk-taking, Goliath tribes suffer from a chronic lack of the experience offered by long-term leaders. They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age.

Goliaths are present in few Giftworlds, including:

SWADE Mechanics:

  • MIGHTY: Goliaths start with a d6 in Strength instead of a d4. This increases maximum Strength to d12+1.
  • ROBUST: Goliaths start with a d6 in Vigor instead of a d4. This increases maximum Vigor to d12+1.
  • ICY BLOOD: Goliaths have a +4 bonus to resist Cold environmental effects, as well as reducing damage from Cold sources by 4.
  • SIZE +1: Goliaths are large, with adults often reaching 8 feet. Their Size and Toughness are increased by 1.
  • AWKWARDLY LARGE: Goliaths are larger than the average person, meaning that they must subtract 2 from Trait rolls when using equipment not specifically designed for them and cannot wear normal armor or clothing. Properly-proportioned Gear costs twice as much Coin.
  • HARD TO MISS: Goliaths are naturally unstealthy, and therefore start without the Stealth Skill at d4. Stealth may still be acquired like a normal Skill.
  • DEATH WISH: Goliaths always seek to outdo themselves and idealize an honorable death. Your character might think their life is worth less than a noble but clearly deadly goal, and will risk anything to achieve it.