Geats (Asylon Supplement)

From D&D Wiki

Jump to: navigation, search


Geats[edit]

The adventurous Geats are a culture of warlike raiders who make their home on the icy northern shores of Aina. The Geats are a people of gigantic mirth and gigantic anger, and are responsible for the transmission of much of Aina's cultures from one place to another.

Personality[edit]

It is indisputable fact that the Geats came many leagues from across the Northeastern Sea. Whether they are the progenitors of all the races of Men in Aina is another question, and unknown to all that walk the earth today. Known for their mercurial tempers, they are more likely to laugh like thunder than chuckle and sooner to shake with rage than suffer an insult quietly. Geats value gold, gems, and treasure, perhaps because these things lend credence to their sometimes far-fetched stories. They are also fond of days filled with action--whether it be sailing on the open ocean, hunting boar in the forests of the North, or a day spent in combat with a neighboring kingdom--and nights spent feasting next to roaring fires, listening to the tales of heroes past and present. They are courageous, decisive, and are often true to their word.

Geats are particularly fond of their voices, which are among the deepest and loudest in the lands of Irte. It is rumored that these voices were born by breathing deep the winds of the frozen, Northern oceans in times long since passed. Daraith is the mother of all winds, and it is said that she taught the Geats to "shout" magic into existence, which is called "thu'um" in their tongue. The greatest of Geatish magic users are known as "Greybeards," and must undertake an oath of silence and a life of isolation from the wide world, lest they unintentionally destroy the lands and people they love. They live together in a high fortress on Grand Gunder, a mountain in the far north of the Ebony Ranges, and study nature of the Aether and Time itself.

Physical Description[edit]

Geats are a hearty folk, and while they are only marginally taller than Atralonians, they are much heavier. Geats range in height from 5 feet to 6.5 feet, and generally weigh 135 to 265 pounds. They have fair skin and almost universally light hair, ranging from blonde to red, which they wear long, and often braided in small cords. They most often have eyes of blue or green. All Geats are fond of furs and other adornments with a story behind them, whether they be opulent or ragged. Because of their sturdiness, Geats come to maturity at age 15, but often live well past the age of 150. Frald the Old, a Geat known for his longevity, actually lived until he had known 223 winters.

Relations[edit]

Geats are notoriously warlike, but they are also jovial and can make fast comrades. In their own lands, the Geats are often at war with at least one other kingdom, and abroad they often organize into small, mobile raiding parties. On the ocean these raids are always aboard traditional Geatish longships, but on land they are often on the back of the heavy horses of the northlands. Some of these raids are bloodthirsty, but others are almost chivalrous: in the minds of some Geats, it is an honor to written into their tale, and any person they raid should be glad for the opportunity. Altmer and Dunmer are often the targets of Geatish raids, with the former looking on the Geats as uncouth and reckless, and the latter considering the Geats to be far too unsubtle. The Geats recognize the unity of the Atralonians and the power that grants them, and share a profitable truce with them: in exchange for advantageous trade agreements, most Geats will leave Atralonians alone. The Geats recognize the martial prowess of their Krônian neighbors, and often raid their lands to boast of a victory and for prized Krônian steel. Bosmer and Ra'Virr alike enjoy listening to the stories of Geats, and often build healthy relationships with them; Ra'Virr can especially relate to the Geat's tendency to swear blood oaths. Geats have particular emnity with the orcs and frost giants of the northern wastes, and attack them immediately.

Alignment[edit]

Geats are most frequently chaotic, but lawfulness is not unheard of amongst them. Geats are also commonly good, but an evil Geat is nothing to be surprised about.

Lands[edit]

Geatahem is a land that ranges from fertile grassland in the extreme south, through wooded taiga up into frozen wastelands in the north, and all surrounding the dark waters of Frostvik Bay. The coastline is riddled with fjords, and the Geats often build their cities and fortresses at the end of these narrow bays due to their natural protection. They move upcountry to hunt and do battle with their enemies the orcs and the frost giants, and trade on the seas with other kingdoms and distant lands. Outside their home, Geats are often mercenaries hired for their tactical skill and courage in battle. They are also sometimes seen as merchants, with a personal knowledge of the items and artifacts they sell.

Religion[edit]

Geats revere a group of deities that are a combination of Anuaic and Padomaic deities. Their ancient legends hold that Shur, the old name of Sheor the Trickster, was actually a bloodthirsty warrior king deity who helped the Geats carve a kingdom from the lands of the Great Merran Empire. Angered by his incursion, the old gods of the Merrans united against him and killed him, and the Geats are without an official chief deity. They also revere Asha (under the name "Aldartal"), but consider him a deity of the end times before he is a deity of time itself. One of the most important deities to the Geats is Daraith, whom they revere as the Queen of Storms. She guides them on their travels, and also taught the Geats their unique form of magic called thu'um. The Geat consider Avslore (the Draenen Eristu) and Idrett (the Draenen Avlamak) to be important Padomaic deities. Naturally, they also worship Valde, but they name him Framir Prottigr, and he is renowned for hearing the prophesy of the Greybeards and living.

Language[edit]

Geatish is a language that rolls like the ocean in a storm. It is filled with long vowels and guttural, swallowed phonemes that betray the harsh nature of life in the cold north. Geats also have their own alphabet, which is a runic script and is the basis for the languages of Giants, Orcs, and Goblins. Geats always speak common (for purposes of trade and storytelling to a broader audience), and often the languages of their enemies (Orcs and Giants).

Names[edit]

Geats are given names at birth, and have no surnames in their society. Instead, they are often given titles which reflect their reputations.

Male Names: Aenar, Bedrir, Engar, Fjorgeir, Frald, Hloggar, Hrundi, Jolgeir, Lassnr, Radd, Ulfgar

Female Names: Aeta, Brasteir, Edla, Eydis, Fryssa, Heddvild, Hroa, Igna, Maeva, Risi, Ygfa

Titles: the Crazy, Fork-Beard, God-Hater, Highlander, Hairy-Breeks, Oaken-Hull, of the Isles, the Fair, the Roarer, Sea-Strider, the Wide

Adventurers[edit]

Geat adventurers go forth because their culture practically demands it. If a Geat doesn't go forth to make a name for themselves by slaying monsters and gathering treasure, they have no legacy to pass on to their people. Slaying giants of any kind is sure to establish a name for themselves in stories for many years to come, and the further away from home a Geat goes adventuring, the more...liberty they can take with their tales.

Roleplaying Flavor[edit]

Geats are born at a gender ratio of two males to one females. Due to this imbalance their society has developed some interesting quirks. Every Geat is born into a very tightly-knit family. The family is all important in Geat society and forms the primary building block of their society. A middle-aged male, who has proven himself through mastery of a trade, or a trader, or through martial prowess- basically that he is able to support a family, and is a leader--is approached through a female representative for an arranged marriage to a younger female. The power to arrange marriages gives females an important basis of power since the male with his property then becomes a part of her family. Males that do not become married remain a part of their mother's family. That said, there is much interaction between the genders, whether it be dining, adventuring, or ribaldry.

Families act as mini-clans within the larger clans and explain the reasons why Geats are so loyal to those within their close daily orbits. And why they make excellent adventuring companions once their mates have been battle-tested.


Racial Traits[edit]

For Dungeons and Dragons 3.5 edition[edit]

  • +2 Constitution, −2 Dexterity.: Geats are large and hearty, but their girth makes them less agile than other races.
  • Humanoid
  • Medium: As Medium creatures, Geats have no special bonuses or penalties due to their size.
  • Geats base land speed is 30 feet: Because Geats are so physically durable, they suffer no speed penalty when carrying a medium load or wearing medium armor.
  • +1 Armor Check Bonus (Medium Armor Only): Geats are trained to use medium armor, and can move more easily in it than other races.
  • +4 Appraise, +4 vs. Bull Rush: Geats are well-versed in goods of all kinds, and are especially sturdy.
  • +2 Profession (Sailor): All Geats spend time on a ship at sea, and are familiar with the workings of a ship.
  • +2 Perform (Oratory): Geats are especially fond of storytelling, and learn techniques from a lifetime of listening to epic tales that give them an advantage over common folk.
  • 2 extra skill points at 1st level, +1 extra skill point per level. Geats are not as broadly-educated as Atralonians, but nevertheless delve into talents from all walks of life.
  • Automatic Languages: Common and Geatish. Bonus Languages: Any. Geats travel everywhere, and are exposed to all the languages of Irte.
  • Favored Class: Fighter.


For Pathfinder RPG[edit]

  • +2 Con, +2 Cha, -2 Dex
  • Medium
  • Speed: 30 feet.
  • +4 Appraise, +4 vs. Bull Rush/Trip (+2 while on water). Geats have a good eye for valuable goods, and are especially sturdy from time spent on the water since childhood.
  • +2 Profession (Sailor)
  • Weapon Familiarity with Battleaxes, Heavy Picks, and Warhammers.
  • 1 extra hit point at first level, and 1 extra hit point per level afterward.
  • Languages: Common, Geatish

Vital Statistics[edit]

Table: Geat Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Geat Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
50 years 75 years 100 years +5d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Geat Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d10 135 lb. × (2d6) lb.
Female 4' 8" +2d10 100 lb. × (2d6) lb.



Back to Dungeons and DragonsDnD Campaign SettingsAsylon_(DnD_Campaign_Setting).

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors