KAK (Frost Giant)

[KAY-ah-koo]

Kak have a reputation for crudeness and stupidity. This reputation is not entirely undeserved, but they are crafty fighters. The Kak resemble huge muscular, humans. An adult male is about 12 feet tall and weighs about 1,400 pounds. Females are slightly shorter and lighter, but otherwise identical with males. They have snow-white or ivory skin. Their hair is light blue or dirty yellow, with matching eyes. They can live to be 160 years old.Kak lands

Warriors usually wear chain mail and metal helmets decorated with horns or feathers (AC 0). They also wear skins and pelts, along with any jewellery they own. They will usually start combat at a distance, throwing rocks or huge chunks of ice until they run out of ammunition, or the opponent closes. One of their favourite strategies is to ambush victims by hiding buried in the snow at the top of an icy or snowy slope where opponents will have difficulty reaching them.

A Kaks oversized weapons do double normal (man-sized) damage to all opponents, plus the Kak's strength bonus. Warriors favour huge battle axes but have been known to use swords or spears as well.

Kak live in small tribal bands consisting of a chief, his henchmen, and their camp followers. A band usually will occupy a crude fortress or frigid cavern. Particularly strong or intelligent Kak chieftains will occasionally gain command of three or four bands.

Kak often capture and tame other creatures as guards. There is a 50% chance that a Kak lair will contain 1-6 winter wolves. Larger than normal groups check once for every eight Kak. Bands with 20 or more Kak have an additional 30% chance to have 1-4 yeti, larger groups check once for every 16 Kak. Legends even tell of some bands having subdued white dragons in addition to other guards (age category 2-5 (1d4+1)). Kak also take captives to hold for ransom or use as slaves. There is a 15% chance that a lair will contain 1-2 captives, larger bands check once per eight Kak. Captives can be of any race.

As a general rule, Kak senses are far superior to those of mankind. The average Kak can see and hear twice as well as the average man, a result of their oversize sensory organs. In addition, their eyes are particularly sensitive to the higher end of the visible spectrum, helping them navigate and identify friends/foes in blinding snowstorms.

Most Kak tribes are loosely organized into hana [HOH-ah-nah], or families, that take on the responsibility of child rearing. Typically, a full third of any Kak tribe comprises young giants who have yet to reach maturity. Among Kak, a hana bond is more important than any connection save Kulkokd (the order, see below).

For the most part, giant females bear their young in the same fashion as their human counterparts.

The gestation period is 12 months. Kak babies are between 3 and 4 feet tall at birth (with 2 Hit Dice). It takes approximately 20 years to reach maturity. Over the course of this development, the Kak grows in height and Hit Dice proportionately. In other words, a 10-year-old giant has half his final Hit Dice and stands half his final height.Male Kak warrior

Kak society is based on the concept of the Kulkokd -- the order. Kak societies are always organized around a stringent pecking order that stretches from the tribes leader or chieftain all the way down to its lowliest runt. Unlike most other civilized societies, the Kulkokd is not based upon classes or castes, but upon single individuals. There are no equals in Kak society, just inferiors and superiors. Every Kak is always aware of his or her exact rank within the Kulkokd: the chieftain is Avka (or One), his closest adviser is Kuǩa (or Two), etc. all the way down to the lowliest member of the tribe. The Kulkokd is based around wrestling, revelling, and boasting. To rise in the Kulkokd, one simply challenges a superior to a contest in one of those skills. Challengers who win change Kulkokd rankings with the superiors they bested. Some tribes place no restrictions upon such contests, while others have devised special rules dictating when and if challenges may be issued.

The Kulkokd is seen as sacrosanct, and violating it is considered an especially vile act (the Kak term is Nuik which carries the connotation of evil and abhorrent). Violations include: refusing to show respect for a superior, refusing to share resources (treasure, food, etc.) with superiors, mocking/belittling superiors, refusing to obey valid orders, granting inferiors access to things above their station, etc.

Although their Kulkokd ranks measure the Kaks station only within their own tribes, the customary greeting between members of two different tribes includes an oral exchange of ranks. Though a Kak is under no obligation to treat a higher ranking Kak from another tribe as a superior, any other reaction is a blatant insult. The obligation to their own tribal superiors is always stronger than their obligation to a superior from another tribe. Failure to respect the rank of an outsider is merely an insult or faux pas, not Nuik.

Although giant priests and shamans rarely occupy the top spot within their tribes, an old custom allows two priests of different tribes to band together and temporarily overrule both their chieftains. Whenever two tribes stand in conflict, the highest ranking holy men on each side have the authority to jointly call a parley to resolve the situation. During such a parley, the holy men work together to discuss the will of Annam. If they reach a consensus, their decision is traditionally binding upon both tribal leaders.

Though many priests like to perpetuate the myth that clerical parleys are solved through complex religious rites and magical divination, the simple truth is that they are usually little more than power-brokering sessions. In fact, rival clerics have been known to maneuver their tribes into conflict just to give themselves the opportunity to hold a binding parley. Implementing such a scheme isnt necessarily nuik, so long as the cleric believes the best interests of the tribe are served.

These days, clerical parleys are quite uncommon. The splitting of ranks that generally accompanies a parley would seem a bit out of place in the Kak societies of today. Most contemporary priests and shamans stand in absolute accord with their chieftains.

Kak characters have the following game-specific (3.5) characteristics.

Based on the Hill Giant, Frost Giant, and Mountain Giant entries in the D&D Wiki with additional details drawn from the Giancraft book and the entry in the Monstrous Manual.

Source for image.