Trolls are a reclusive people who tend towards swamps and rivers. The aren’t native to Ikari, but migrated there to escape from the Outsiders well before the First Invasion. They’re recognized as a branch of the Family, just a slightly more distant one.
At six-and-a-half to seven feet tall, they have a lot of hunger to feed, and tend to be territorial of their hunting grounds. They have webbed feet and gills in the back of their neck, but are more competent on land than in water. Their skin runs from a dark green to a light blue.
Trolls tend to live in extended family units of 6-8 people, although only one set of parents and children per generation exist per homestead. Parents will have multiple children, and the first child to have further children will stay with the family, and when others have further children they will leave to found homesteads of their own. In areas where the food supply can support it, it’s common to find Trolls who have fallen in love in same-sex relationships and stayed in a homestead. It circumvents the expectation to move out after having children, and is usually celebrated as increasing the status and power of the family.
They tend to build underwater homes near quality fishing/hunting grounds. They are usually ambivalent to the Family Bond, respecting it unless it’s a question of territory rights. While not particularly strong or fast, Trolls simply absorb punishment and keep coming. In addition, Trolls are very hard to kill permanently as they can regenerate so long as they aren’t exposed to fire or acid. As long as the Trolls win the fight and don’t have to abandon their fallen, it’s likely everyone will survive. If they don’t, the surviving family is likely to turn a grudge into a blood feud.
Most of the surviving Trolls have fled to The Great Brackwater. It’s an unpopular place for Trolls, since they need a period of adjustment from freshwater to saltwater to feel comfortable, and the Brackwater’s salinity changes with the tides, making it a survivable but unpleasant experience. Others have built their homesteads in the surrounding jungle, but the Outsiders are more willing to enter the jungle than the Brackwater, making it a more dangerous proposition. The bravest have gone for the deep sea, but the great sea creatures make their long-term survival doubtful.
Tips for playing a Troll:
Trolls are focused on building up and protecting their home. They love decorating it with new treasures and setting traps to protect it. The have the most play-it-safe approach of the Family races. They tend not to understand the other Family members’ behavioral quirks but they appreciate the utility others bring and don’t get bent out of shape about it. They often seem the pragmatic one in a mixed group. They get along best with the Flowering, whose friendliness is easiest to deal with.
Darkvision: 30 ft
Medium Humanoid (Troll)
Darkvision: 30 ft.
Amphibious: You can breathe as well as air, and have a 20 ft swim speed.
Trollish Toughness: Trolls are notoriously difficult to take down. When you take damage from any source, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Troll Endurance: When you are reduced to 0 hp but not killed outright, you can drop to 1 hp instead. You can’t use this feature again until you finish a long rest.
Regeneration: If you fail your initial death saving throw when dropping to 0 hit points, you automatically succeed instead, unless the damage was from fire or acid. If you then take any damage, you only start making death saving throws if the damage was from fire or acid. Massive damage and the rule about excess damage equalling your hit point maximum cannot kill you unless the damage is from fire or acid. When at 0 hitpoints, you regain 1 hit point after 1d4 minutes if not healed sooner. Missing body parts will regrow in 1d4 days.