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You see a solid
vultite armband with a small picture in the center and some
words below it. The engraved image is of a giantman warrior
wrestling bare-handed with a bear. The stamped words below
it read, "T'Kirem Bear Clan".
Summary:
Strong, enduring,
and proud, the Bear Clan produces only the finest warriors.
It is rumored their rites of initiation are almost inhumane.
They typically offer only warrior as a life pursuit, but a
few others have been known to slip through the ranks for training
to become rangers. Only warriors, with the occasional rogue
or ranger, will be acknowledged as Bear Clan members.
Brief History/Notes:
T'Kirem is the
oldest giantman clan, with verbal histories and legends dating
back to the middle of the Second Age. While the verbal histories
leave dates fuzzy at best, most scholars place giantfolk clans
around 20,000 years old.
The name "T'Kirem Bear Clan" was self-proclaimed
after their first chieftain's death. The chieftain, Kiremgrea,
possessed the characteristics of a bear (whether this was
gained because he was a were-bear, or he was blessed by that
totem of strength and took its attributes, no one knows for
sure. There are tales of both.). For the rite of passage from
boyhood into manhood, the would-be warriors would have to
go and wrestle Kiremgrea in his bearskin cloak. Should he
deem them worthy, they were allowed to pass into manhood and
become warriors. If not, he bade them practice another year
or two and try again. After his death, the Warmaster and Kiremgrea's
widow spoke with the clan and decided how they were to commit
his passing to memory. First, they added T' to a shortened
version of his name and adopted it for their clan. Second,
the rite of passage was adjusted - instead of fighting the
chief in bearskin, they would fight bears. Fortunes have often
offered Kiremgrea's reincarnation as a bear, and the clan
wanted to make him proud of the young warriors.
T'Kirem is the "primary" clan as far as giantman
clans go. If there is something to be decided on for all the
giantfolk, the Bear Clan Chieftain and the Warmaster come
to an agreement, then lay the law for all the clans.
You see a thick
rhimar armband with an image carved into the metal. The carving
is of a huge, cloaked giantman with a wounded wendigo reaching
up with a hand to the moon behind him. The words "Wsalamir
Arctic Clan" are etched below the scene.
Summary:
The Wsalamir are
likely the most secluded of the known Clans. They reside up
in the center of the DragonSpine Mountains, northeast of Icemule
Trace by roughly a month's travel. Not much is known about
this clan, save that the members are very in tune with nature,
some to the point of being able to alter it. Many of the members
choose not to speak, but if they do it is in quiet, deep tones.
Brief History/Notes:
The first appearance
of the Wsalamir was the Battle of Maelshyve. They sent a small
group of highly skilled fighters at the request of the Warmaster
to reinforce the front lines. As they do not speak much, it
was difficult to find out anything about how long they had
traveled, from where, and what their orders were. About the
only useful information that was gained was that they were
absolutely deadly with the huge weapons they brought with
them, and that they had told their loved ones goodbye before
coming to the battle - they fought with the kind of reckless
abandon that was held by no personal ties.
The Wsalamir are close-mouthed about their origins. Thus their
location, their ties with nature, or their skills, are unknown.
You see a slim
glaes armband, stained to a dark color. Etched into the center
of the band is a small picture of an amber-eyed wolf shrouded
in a shadowy forest. Lightly engraved lettering below the
picture says "Grishknel Wolf Clan".
Summary:
This somewhat broody
clan is most well known for its scouts and rogues. The mental
image of a giantman sneaking anywhere may be difficult, but
you probably wouldn't be able to see a hiding member of this
clan in an open field until they tapped you on the shoulder.
This clan is most often employed in the quiet garnering of
information and setting ambushes.
Brief History/Notes:
This clan formed
early on in the Second Age from members of the T'Kirem clan.
Their first chieftain, Baklarin, took those who favored stealth
instead of toe-to-toe fighting and moved them to the southern
tip of the DragonSpine mountains. This location gave them
ample space to practice the art of stealth, and to begin to
gain power through the trade of information with Ta'Nalfein.
The Wolf Clan also specializes in stealth and mechanical aptitude,
thus giving rogues precedence in its ranks. Others displaying
the proper skills of hiding & stalking are allowed, but it
is no secret that rogues are the favored class here.
You see a solid
silver armband with an uncut ruby pressed into the outer part
of the band. The words "Issamir Ogre Clan" are
lightly etched into the metal to either side of the gem.
Summary:
For the most part,
this clan has become sedentary, passing over their need to
roam for a pouch full of silver and a warm hearth at night.
They are the merchants of the clans, and are well known for
their shrewd practices (and strong-arm tactics, in the case
of loan repayment). When the taking of a city or the building
of one involves giantmen, the run of the place is often assisted
by an Issimir upon completion. Issimir who still feel the
need to roam often become mercenaries of one kind or another.
Brief History/Notes:
The Issimir formed
shortly after the battle at the fortress ShadowGuard. Some
of their founders were the giantkin sent to rebuild the areas
surrounding Ta'Vaalor struck by the advancing Undead hordes,
while many of the others were sent to help bury the dead from
the battle.
Those of the Issimir Ogre Clan have appeared in many different
major events to some degree: the burial of Kalaza, assisting
the founding of Wehnimer's Landing, the maintenance of Icemule
Trace. Usually they prefer to be in some sort of financial
advisory, although clan members have also worked as merchant
guild administrators, open market security, bank guards or
locker transportation.
You see a crimson
glaes armband completely covered in Saramar runes. In the
center of a small parting of the runes is a pair of crossed
battle hammers, and below them the words "Grot'karesh Hammer
Clan" stand out.
Summary:
It is widely believed
that this band was formed shortly after the Battle of Maelshyve,
in reaction to the dark events wrought there. Grot'karesh
is a small clan is made up of primarily of giantmen who manipulate
the energies, as well as a few magic-using rogues and warriors.
Their outlook on life is mostly grim, believing Despana and
her horrors will once again plunge Elanthia into a second
Age of Chaos. Several of the clan's members are plagued by
horrific visions, while others believe they are cursed in
one manner or another.
Brief History/Notes:
The origins of the
Grot'karesh are sketchy, with different tales coming from
different clans and geographic regions. However, there are
a few common threads for the clan's founders. First, the founders
were outcasts from other clans. It seems that after the Battle
of Maelshyve some of the participants from Clans T'Kirem and
Grishknel - the two clans who were responsible for breaking
the front lines of Despana's troops - began to act in rather
uncharacteristic manners. They experienced unusually high
amounts of violence, hideous nightmares, brutality to kin,
and in one or two cases a desire to consume blood. When it
was discovered that this was happening, and after multiple
attempts to reform their brethren, they were outcast from
their clan of origin. Second, after a period of wandering,
they all seemed to go through some sort of physical trial.
During this time they took their bodies to the limits of exertion
and exhaustion. After a moon cycle of this, if they were not
dead, it is said that they underwent an unusual transformation.
They were free of the urges that had overcome them, often
overnight. They were also able to feel and make good use of
the natural energies around them, with much more proficiency
than other giantkin they came across.
Scholars aren't sure what to make of the origins of the Hammer
Clan, or their founders. The current topic of debate is whether
the mannerisms the giants possessed that started the chain
of events was created by the battles (hearing banshee screams
over and over, particularly), the demons that the Faendryl
summoned, the magics the Faendryl used to destroy the keep,
or a combination of the three.
You see a shining
golden armband with an image lightly etched into the metal.
The scene depicts a giantman whose arms are reaching up toward
the sun at mid-morning. The words, "Araime Sun Clan" are
engraved directly below.
Summary:
The Araime clan
is one mostly of elemental worship. They do not particularly
have one class more than another...they all simply come together
to revere the elements and celestial bodies. Many prefer sun
worship, and hold sunrise rituals to this effect. Others in
the clan, though, often follow the elements of fire, water,
or earth. A few even call to the moons and stars for guidance
and support. The members of this clan realize it takes all
kinds of people to make the world go around, and are therefore
extremely tolerant.
Brief History/Notes:
Covering the entire
continent, the Araime Sun Clan likes to live wherever the
sun warms the ground below them. Their favorite places, however,
seem to be Solhaven and River's Rest. They banded under the
guidance and wisdom of Araime, who was discontent living under
the stipulations of the Bear Clan. Taking those who would
accept change with grace and love all living things, they
parted peacefully and began to wander the plains. The name
Araime was taken from the first chieftain's surname, Fahnamor
Araime, as an honor to him and his line for taking the first
steps in a new direction.
You see a thick,
modwir armband with a small scene carved into the smooth wood.
The foreground of the scene shows a handaxe sticking into
a fallen trunk, while the background has a field of wheat
rolling on the winds of an impending storm. Below the scene
the words, "Maeramil Wind Runner Clan" are engraved in the
dark wood.
Summary:
The Maeramil clan
really only worship one thing - the freedom a person has to
do something. This clan, mostly rangers, places that gift
above all else. Obviously, this leads to certain problems
with people like the Krolvin and the Dhe'nar. They have always
been at the forefront of any slaving activity, mercilessly
punishing any that attempt to follow those ways.
Brief History/Notes:
The Maeramil are
the newest clan, their banding only dating back about 200
years. Their most significant actions to date have to do with
two rather public strikes on the Krolvin: the first by a giantkin
named Seirpanan, who single-handedly sunk one of the Krolvin
ships after their aborted invasion of Wehnimer's Landing.
The second was by the bander of the clan, Rajin Maeramil,
who sank one of the two Krolvin raider ships moving inland
to strike River's Rest. He unfortunately died in this action.
Aside from these, the Maeramil are really too young to have
had much of an impact on Elanthian history, although their
attitude will certainly not exempt them from the books in
the future.
You see a mithril
armband, the material looped about itself and braided several
times. A small sigil is pressed lightly into the widest of
the braids, the marking difficult to decipher into something
legible.
Summary:
Vaikalimara Clan,
an all-female clan, doesn't associate much with other people,
including other giantkin. It is believed that they are the
handmaidens to one of the Arkati, to one of the remaining
drakes, and to other various unseen powers. It's also believed
that they are very likely all insane.
Brief History/Notes:
The Vaikalimara
Clan lives up in the Northern Steppes, between the eastern
edge of the DragonSpine Mountains and Ta'Ardenai. Their origin
is unknown, although the first members were undoubtedly from
T'Kirem.
As they are an all-female clan, they cannot reproduce within
themselves. To gain new clan members, they take fallen giantwomen
from the field when they have died or would have died if not
given healing and return them to their holds. Then the giantkin
is healed or resurrected, and introduced to their surroundings
and their new clan members. Once healed, the initiate is trained
in axe work (double-bit and throwing axes usually), stealth,
and various other skills. Strangely, for whatever reason,
the initiate never chooses to return to their former life,
instead staying to eventually become a full member of the
ranks.
This clan is removed from all other Clan interaction, standings,
and orders.
Recently unearthed journals have led to a windfall of new information about this relatively unknown clan.