Sunday, August 9, 2026

Ocean D&D: Session Documentary

I played a stomatopod in Spuk's OD&D (Ocean D&D) game, and had a great time. Here's a session report. Note that none of the "scientific facts" are guaranteed to be accurate - do your own research.

Also, you must read the report in the voice of David Attenborough.

“The reef is one of the most complex environments on Earth. Hundreds of species live side by side, and form intricate, symbiotic relationships.

“To see this interspecies cooperation in action, let us take a closer look at just five of the creatures inhabiting this reef.”



“Two hermit crabs, whom we’ll call Magnifico and Crabraham Lincoln.”


“Two axolotls, who will go by Mantle-of-Cloud and Amby.”


“And one stomatopod: Creel Crusher.”

“These five companions have left the reef, in search of food or anything else of interest to bring back home. As they explore the open seafloor, they do find something interesting. Perhaps too interesting.”


“It’s a giant triton snail, towering over the five smaller creatures. The hermit crabs greedily eye its huge shell, which would be a major home improvement for either one of them. But Creel Crusher cautions them that the snail would be an overwhelming opponent, even for the five of them together. The group decides to move aside and let the massive snail continue on its way.

“The bulbous eyes of a stomatopod can see millions of colors, and it is even believed that they can read the ‘aura’ of other creatures and assess their strength. A helpful ability when making the decision between fight and flight.

“Our five intrepid explorers continue into a kelp forest, still on the lookout for anything worth bringing back to the reef. It seems that Mantle-of-Cloud has found something. A rectangular box. Quite an unusual sight on the seafloor. But it is stuck in the ground. As the group attempts to unearth it, danger draws near.



“Dozens of sea nettle jellyfish. The faintest touch of their stinging tentacles is enough to incapacitate or even kill a small creature like an axolotl. If the group wants the mysterious box, it’s now or never. But Mantle-of-Cloud has a solution.

“This is one of the most remarkable spectacles of nature. The nanites inside the tail of the axolotl activate, and exert a magnetic force upon the stubborn box, pulling it out of the ground and onto Mantle-of-Cloud... where it dissolves?

“Indeed, the box was composed of more nanites, which are absorbed by the axolotl—doubtlessly granting them yet another mysterious power. With the treasure secured, Mantle-of-Cloud and their friends make a quick escape from the frightening jellyfish.

“Hiding in the kelp, the five creatures settle down to rest. But a few hours later, they are in for a rude awakening.”


“It seems our bold travellers have blundered into the territory of kelp crabs, which have now surrounded the five intruders, menacingly clicking their claws at them. But the hermit crabs, Magnifico and Crabraham Lincoln, click their claws back at them, and the situation calms down. It seems that a deal has been made.

“The five explorers join forces with the kelp crabs, journeying through the kelp forest until they reach their goal: a giant clam.”

“The flesh of this massive mollusc would make a delicious meal for the kelp crabs, if they could only get at it—preferably without becoming trapped inside its shell. Perhaps the reef creatures can help them out.

“The hermit crabs heave a rock up to the mouth of the clam, trying to jam it open. But the clam closes, expelling the rock. Now what?

“Mantle-of-Cloud digs at the spot where the clam is connected to the ground, exposing its fleshy foot. This, too, is a tempting meal. The kelp crabs swarm it, and start feasting... but the clam becomes unstable. It topples over, crushing half of the kelp crabs, as well as Crabraham Lincoln! The poor hermit crab has been ended by this ‘Clam Wilkes Booth’.”


“Just then, a new denizen of the reef arrives upon the scene. An octopod, whom we will call Octo-Potato.

“In its fall, the giant clam has opened back up again. Now’s the chance. The surviving kelp crabs rush in, tearing away at the soft insides of the clam. Creel Crusher and Octo-Potato has spotted something else within the clam. Together, they manage to extract it: a huge pearl. Now, sea creatures obviously have no concept of wealth or monetary value... but everyone likes a pearl.

“The kelp crabs have finished off the giant clam, and feast on its flesh—as well as the flesh of their fallen comrades. There is little sentimentality under the sea. The reef denizens also enjoy a hearty meal. Octo-Potato devours the crushed Crabraham Lincoln. To octopods, crabs are a particular delicacy. But the creatures of the reef don’t just eat. They also take with them as much food as they can carry, in their shells, paws, mandibles, and tentacles. The pearl is brought along too, of course, as the five travellers head for home.”


“They run into some crown-of-thorns starfish on the way, but give the spiky creatures a wide berth.

 “Finally the group returns to the reef, where the collected food is shared with the other inhabitants.”

“It is a moment of triumph not just for the five explorers, but for the reef as a whole.

“After resting up, our five heroes are still restless. They set out on another expedition, this time onto the open sand plains on the other side of the reef. But they don’t get far before they run into danger once more.”


“A pair of cuttlefish, hungry for crab. As they approach, their bodies turn sharp white. A hypnotizing color, which transfixes Creel Crusher and Amby. Those who retain their senses must escape quickly—and take their friends along. Magnifico grabs onto Creel Crusher and drags them away. Meanwhile, Octo-Potato sprays ink to confuse the cuttlefish, while holding onto Amby and Mantle-like-Clouds with their tentacles. Mantle-of-Clouds activates their nanites once more, but now for a different effect. The axolotl expels a jet of water that propels them at high speed, along with Octo-Potato and Amby.

“The cuttlefish give chase, and before long, they catch up to the group. But now the reef dwellers have come back to their senses, and they stand and fight. Creel Crusher squares up to a cuttlefish—and strikes.

“There is a flash of light. The cuttlefish is knocked out cold in an instant.

“A stomatopod’s punch accelerates at a rate similar to that of a pistol shot, and can strike with a force of 1,500 newtons. A direct hit can incapacitate a creature many times the stomatopod’s size, as this cuttlefish just discovered.

“Meanwhile the other cuttlefish is set upon by Magnifico and Octo-Potato. The octopod wields sharp clam shells into the fight, and together, the two of them makes short work of the cuttlefish.

“An octopod’s capacity for using tools is a clear sign of their high intelligence. Who knows what else these creatures may be capable of?

“With the cuttlefish defeated, the group drags them back to the reef for all to feast upon. Certainly all five explorers have learnt from their experiences, and Creel Crusher’s fighting skills seem to have reached a new level.”

"The old moray eel that dwells on the outskirts of the reef seems to have noticed the group's success. Perhaps it will take interest in their further activities..."




Thursday, June 18, 2026

FIENDS zine #1

 

The first issue of FIENDS is now available for download!

FIENDS is a zine of Lego builds, stories, and whatever else people want to put in it. It features submissions from the BrikWars community but is open to anyone.

Download FIENDS #1 here!

Wednesday, March 18, 2026

More Ways to Die: Getting Old

 You wanna see the most messed up class feature in all of 5e?

 
"Timeless Body (Monk feature)
At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water."
 
You know what rules there are in 5e for "frailty of old age" and "dying of old age"? That's right, none.
 
Ever since I ran a Traveller campaign I feel like a system is just incomplete without rules for aging and dying. It's especially relevant to my group because not only do we have a monk in the party, we also have an awakened cat. Cats don't live very long, you know.
 
So, here are my rules for getting old in 5e. They assume the use of my other house rules for dying, though you could just attach them to vanilla 5e.
 
The species table uses "official" lifespans as far as I could find them. The exception is eladrin, elves, sea elves, and half-elves, who have Tolkien-style immortality. If you prefer the official lifespans for these species, use the values of shadar-kai for eladrin, elves, and sea elves, and use the values of minotaurs for half-elves.
 
Old Age
To determine your birthday, roll 1d12 for month and 1d30 for day.

When you reach a certain age, you must start making aging checks regularly at a certain interval of years. To pass an aging check, you must roll 4+ on 1d6. If you fail, your exhaustion limit (the amount of exhaustion at which you die) is reduced by one. If the limit reaches zero, you die. At a certain age, the difficulty of the aging check increases to 5+, and later to 6+.

If you succeed on an aging check, roll 1d4 on the Aging Effects table below.

1. Your life experience grants you XP equal to your age times your level times 5.
2. Randomly determine three different ability scores. Increase one of your choice by 1, and decrease another one of your choice by 1. The one you decrease has its maximum value reduced by 1.
3. You gain expertise with one skill or tool you have proficiency with.
4. You have entered the golden years. Until you fail an aging check, you gain inspiration on each of your birthdays. This effect can stack, granting you several instances of inspiration.

Your starting age, the age at which you must start making aging checks, the ages at which the difficulty of the check increases, and the interval in years between the checks, are all determined by your species.

Species Starting age Interval Aging 4+ Aging 5+ Aging 6+
Aarakocra 2+1d3 2 6 16 26
Aasimar 15+3d8 8 64 104 144
Bugbear 13+3d6 4 32 52 72
Cat 1d4 1 5 10 15
Centaur 15+3d6 4 36 56 76
Changeling 13+2d6 4 36 56 76
Dragonborn 13+2d6 4 36 56 76
Duergar 15+3d8 24 120 240 360
Dwarf 15+3d8 24 120 240 360
Eladrin* 15+3d8 40 40 - -
Elf* 15+3d8 40 40 - -
Fairy 15+3d6 4 60 80 100
Firbolg 15+3d8 28 140 280 420
Genasi 15+3d6 4 72 92 112
Githyanki** 15+3d6 4 36 56 76
Githzerai 15+3d8 8 56 96 136
Gnome 15+3d8 28 140 280 420
Goblin 7+1d6 4 14 34 54
Goliath 15+3d6 4 36 56 76
Half-elf*** 15+3d8 4 40 60 80
Halfling 15+3d8 8 40 80 120
Half-orc 12+2d6 4 28 48 68
Harengon 15+3d6 4 36 56 76
Hobgoblin 15+3d6 4 36 56 76
Human 15+3d6 4 36 56 76
Kenku 11+1d6 4 20 40 60
Kobold 5+1d6 8 24 64 104
Lizardfolk 13+1d6 4 20 40 60
Loxodon 15+3d8 28 140 280 420
Minotaur 15+3d8 8 100 140 180
Orc 10+2d6 2 26 36 46
Satyr 15+3d6 4 36 56 76
Sea elf* 15+3d8 40 40 - -
Shadar-kai 15+3d8 56 180 460 740
Shifter 8+2d6 4 24 44 64
Simic hybrid**** ? ? ? ? ?
Tabaxi 15+3d6 4 36 56 76
Tiefling 15+3d6 4 40 60 80
Tortle 13+2d6 2 32 42 52
Triton 15+3d8 8 100 140 180
Vedalken 36+4d6 28 140 280 420
Yuan-ti 15+3d6 4 36 56 76

 *Eladrin, elves, and sea elves are immortal. When they fail an aging check, their exhaustion limit is not reduced. Instead, they incur a cumulative -10% penalty to all XP gained. This can eventually prevent them from gaining XP entirely. Successful aging checks do not grant a roll on the Aging Effects table.

**For a githyanki, time spent in the Astral Plane does not count towards their aging. They still use their full age and actual birthdays for effects from the Aging Effects table. A starting githyanki character is assumed to have spent half their life so far in the Astral Plane.

***When a half-elf reaches age 40, they must choose whether to accept or refuse immortality. If they accept, they age as an elf. If they refuse, they age normally using the given values.

****Simic hybrids use the values of their origin species. The ages at which they must start making aging checks, and at which the aging check increases in difficulty, are reduced by a number of years equal to the origin species' interval. This does not apply if their origin species is eladrin, elf, or sea elf.

Tuesday, December 9, 2025

Consuming Draconic Essence

After fighting elves for a bit the party decided to return to the castle, and go for round two against the dragon. They slew it! The sorcerer decided to bite into the dragon's heart, and received a vision of the missing princess speaking with the dragon. But the sorcerer was not satisified with just a bite. He ate the whole thing.

You gotta reward that kind of behavior, so for the next session I prepared some consequences.

YOU WILL BELIEVE. (No, I have not seen this movie) 

 Consuming Draconic Essence

You can consume the essence of a dragon by devouring its heart, or by another appropriate method. Each dragon only has one essence.

The first time you consume the essence of a dragon, roll 1d4 on the Benefits table and 1d4 on the Penalties table. For every subsequent essence consumed, the size of the die you roll on the Benefits table increases by one step, to a maximum of 1d10. You always roll 1d4 on the Penalties table.

Reroll duplicate results on the Benefits table, but not on the Penalties table. 

Benefits

  1. At the end of each session, you gain 5 extra XP for every 50 gp worth of treasure you own. These XP are only for you and not shared with anyone else.

  2. You grow scales and gain natural armor that gives an AC equal to 13 + your Con modifier.

  3. You learn Draconic, and can cast charm person once per day without using a spell slot. If you don’t have a spellcasting ability score, use Charisma.

  4. Whenever you deal damage of the same type as the most common breath weapon among the draconic essences you have consumed, you deal 1 extra damage per draconic essence you have consumed.

  5. You gain a breath weapon that you can use once per day. It affects a 30’ cone. It deals 1d6 damage per draconic essence you have consumed. The damage type is that of the most common breath weapon among the draconic essences you have consumed. A target can make a Dex save to take half damage. The DC is 8 + your proficiency bonus + your Con modifier.

  6. You gain resistance to the damage type of the most common breath weapon among the draconic essences you have consumed.

  7. You gain +2 Constitution, and your maximum possible Constitution increases by 2.

  8. You gain +2 Charisma, and your maximum possible Charisma increases by 2.

  9. You become one size category larger. Your weapon/unarmed attacks deal 2 extra damage.

  10. You grow wings and gain a flying speed of 60’.

Penalties

  1. Half of all treasure you own, and half of any you earn (rounding up) are considered your hoard. To spend treasure from your hoard, you must pass a Wis save of DC 12 + the number of digits in the gp value you want to spend. If you fail, you can try again the next day. The DC increases by 2 for every additional time you roll this penalty.

  2. If any of your treasure is stolen or lost, you take 1d4 psychic damage per digit in the gp value lost. The size of the dice increases by one step for every additional time you roll this penalty.

  3. Your ungainly body reduces your Dexterity by 1, and your maximum possible Dexterity is reduced by 1.

  4. The stress of your transformation causes you to gain one level of exhaustion and lose 50 XP.

Wednesday, November 19, 2025

How to Die, and XP for Failure

Ok, so like I said in the last post, I made some changes to the 5e 2014 rules. The major change is to the dying and resting rules, which ties in to how I award XP. You may be able to apply the basic principle in other games.

Dying: When you go to 0 HP, you gain one level of exhaustion. Then, the party gains XP equal to your level of exhaustion, times your level, times 100. This XP is shared equally among all PCs at the end of the session.

When you fail a death saving throw, you gain one level of exhaustion, and the party gains XP in the same way as above.

Exhaustion: The normal penalties for exhaustion do not apply, except you still die if you reach six levels of exhaustion.

Short rest: During a short rest, you can spend hit dice to regain hit points as normal. You always regain the maximum amount of hit points from each die, no need to roll.

Long rest: A long rest does not let you recover any hit points by itself, but you can spend hit dice just like during a short rest. You recover all hit dice and spell slots at the end of a long rest. But if you have exhaustion, there is an X in 6 chance to not recover an expended hit die or spell slot, where X is your level of exhaustion. Roll a d6 for each expended hit die and spell slot.

After determining what hit dice and spell slots you recover, remove one level of exhaustion.

Channel Divinity: A cleric or paladin with exhaustion must roll to recover expended uses of Channel Divinity during a short rest, in the same way as for hit dice and spell slots during a long rest. They always recover Channel Divinity during a long rest. (We agreed to implement this after the Life Cleric went crazy with her Channel Divinity healing.)

Base XP Reward: At the end of each session, in addition to the XP gained from dying, each character earns XP equal to the highest level among the surviving characters, times 100.

New Characters: If your character dies, your new character starts one level lower than your high score (minimum 3).


The guys who survived the dragon fight found themselves mysteriously dumped in the wilderness. They headed to town and someone had the idea "hey, maybe we should tell the queen there's a friggin dragon in her castle." So they returned to the castle and screwed around, killed some wolves and more suitors, never got around to telling the queen anything, and then an old guy with an arrow in his back showed up in town and said the elves were coming. I didn't mention this last post, but our heroes did previously break a statue of the king's grandpa that had a weird pointy-eared monster inside. Which they killed. Well what they don't know is that it was the elf lord of the land, twisted by his long imprisonment, who was sealed in there by the first human king, and with the old elf lord dead, the great fey has finally chosen a new ruler of the land's elves, and she has called upon them to take back what is theirs, and now the elf war is about to begin.

ELF WAR PARTIES

Roll d4 for Frontline and Support, and combine.

Frontline

  1. 1d4 elfmaidens riding unicorns
  2. 1d2 fey trolls (cannot regenerate while touching steel)
  3. Vine mech piloted by an elf
  4. 1d6 foxfolk mercenaries

Support

  1. 1d6 stealth archer elves
  2. 1d4 singing bard elves
  3. 1d4 solar priest elves
  4. 1d4 flying wind wizard elves 

Friday, November 14, 2025

The Old-school 5e Renaissance Has Begun

 The new edition of D&D 5e has been out for a while, and people seem to agree that it's kinda bad but it's all right. I have no interest in playing it. But it did make me think back to the olden days (mid-2010s) when I first ran 5e. It was fun! 5e was, at the time, an OSR game. We had weird player characters wandering the wilderness and delving dungeons, searching for treasure and dying horribly to my home-made monsters. Why not return to those rose-tinted days of high adventure!

My friends were thinking the same, so we've started a 5e 2014 campaign. There's a talking cat, and a servant of cosmic Law, and a kobold that can turn giant, and more, and they came to the sick king's castle that had turned into a dungeon, and they fought poison-spitting stag lizards and creepy suitors looking to marry the queen, and they met a raven man who gave them random prophecies of doom, and the queen wanted them to cure the king and also find the lost princess, and they looted the princess's bedroom and found a secret door, and they fought a dragon that kicked their ass and killed the kobold, but the player came back with a githyanki stand-user... Yes, this is just like I remember it!

Of course I had to make some changes to the rules, but that's all part of the fun. Here's what I think needs fixing in 5e 2014. Maybe I'll go into more detail on how I did it later.

  • All player options are allowed
  • Put ability score bonuses wherever you want 
  • Start at level 3
  • No feats or multiclassing
  • Fix or ban the annoying spells
  • Fix the druid
  • Fix the ranger
  • Don't fully recover after a single long rest if you got really beat up
  • Add a travel system
  • Decide how to reward XP
  • And most importantly: Make the monsters deadlier

I know there have been people trying to make 5e into more of an "old-school" game before, but I'm not really trying to make 5e like the early editions of D&D. I'm trying to make it into the 5e I remember playing, the game from my blurry nostalgic memories. And I'm succeeding!

To be continued...? 

Friday, July 18, 2025

MM3: Dragon to Giant

<-Previous 

Dragon

Blizzard dragon, earthquake dragon, volcanic dragon (all with wyrmling, young, adult, elder, and ancient variants)

By the time of the third monster manual, 4e had already gone through chromatic and metallic dragons, so now it was time to get a bit weirder. Here we have the catastrophic dragons, which are great! Dragons as living disasters make a lot of sense, and you could easily come up with more types: thunder dragons, tsunami dragons...

The catastrophic dragons don’t have breath weapons. Instead, their catastrophe is constantly raging, with the dragon at the heart of the calamity. I think the behaviour of the dragons would vary depending on their type. A volcanic dragon would have a volcanic lair, occasionally venturing forth to ravage the land. A blizzard dragon might haunt a tundra or mountain range. An earthquake dragon would live deep beneath the earth, rising to the surface to bring destruction before descending into the depths once again.

Dread warrior

Dread protector, dread marauder, dread archer, dread guardian

These are undead soldiers who retain the martial skill they possessed in life, and are utterly loyal to their master. They are described as still being kinda stupid and unable to follow complex orders, but I think it’s more interesting if they are intelligent, at least in matters of warfare. If the dread warriors’ master is slain, they are freed and can do as they please. But what would undead creatures that only know war do with their freedom? Become mercenaries? Set out to conquer the world? Retire and un-live in peace? Each dread warrior must make a decision on how to spend their undying existence.

Drow

Drow zealot, draegloth abomination, drow shadowblade, drow archmage, drow exalted consort, drow lady of spiders

The drow described in this book are the abyssal drow, who live in the demonic Abyss at Lolth’s side. (Remember, the mortal world’s drow empire was destroyed by the chitines.) The drow make for yet another faction in the eternal war for the Abyss.

Draegloth abominations are fusions of drow, spider, and demon. Every draegloth should be unique and messed up: a drider-like creature, a spider with eight elf-legs, a humanoid with a spider head and one arm replaced by two spider legs...

Drow shadowblades are cool too. They’re assassins who can summon a shadow clone of themselves. They might team up on a target, or just send the shadow off by itself.

Elemental

Air elemental, earth elemental, fire elemental, water elemental (all with lesser, normal, and greater variants)

4e preferred elementals that combined several elements, so the regular elementals didn’t appear until this third monster manual. Multi-element elementals are more interesting for sure, but there is something to be said for the thematic resonance of “pure” elementals. I would use them sparingly, perhaps bound to magical items a la the old “brazier of fire elementals” and so on. The one who possesses the item can summon forth an elemental, but must concentrate to stay in control of it. Allows for shenanigans with stealing the item and taking control of the elemental, the elemental going wild and so on.

Forsaken

Forsaken fearwrack, forsaken infiltrator, forsaken loreseeker, forsaken slaughterer, forsaken mastermind

The forsaken are humanoids infused with the dispersed essence of slain gods. Having got a taste of divinity, they want more. They hunt angels and devils to absorb their divine essence, and scheme to kill more gods. Also, they took their own eyes out so they don’t have to look at the mortal world. Also, they’re all super-powerful, level 26 at minimum.

I kinda want to totally rewrite this. Forsaken are people who are addicted to divine essence. Long-term use makes their eyes deteriorate, as a defense mechanism against having to see the meagre truth of their mortal existence. Also, the forsaken become incredibly powerful, filled with residual god power... as long as they keep getting their fix.

I could see forsaken as a ruling class, of a society fully geared towards getting their leaders that divine essence. Devils might be the most easily accessible source. Parties of devil hunters would be sent out into the world, probably armed with some spell or item to prevent defeated devils from escaping to Hell.

Foulspawn

Foulspawn wretch, foulspawn mockery, foulspawn warpcaller

Fucked up guys from the Far Realm. Nothing really special about them, they are enemies of all that is natural, they want to kill you or drive you mad, etc. I don’t think Far Realm creatures should be out to destroy the world or whatever, they should generally be indifferent to it. Foulspawn could be less powerful entities of the Far Realm that have entered this world by accident or summoning. The physical laws of this realm are entirely different from those of their home, and so the foulspawn find themselves inhabiting new, bizarre bodies in an alien world they can barely comprehend. A horrifying experience for everyone involved.

Frog

Thornskin frog, sporeback frog, murklord frog

Frogs are neat, they can shoot their tongues out and pull enemies in. Uhh, yeah, that’s about it, the text really doesn’t tell you anything unexpected. Gotta come up with something... Okay, so sporebacks have mushrooms growing on their back. Thornskins would have thorns, then? So frogs live in direct symbiosis with plants and fungi. What about murklords? The text says they have stripes on their back that flare when enemies approach. Perhaps a colony of psychic, bioluminescent microorganisms that detect foes for the frog.

Frogs might be tamed and used by nomads as mobile gardens. A herbalist always has access to fresh ingredients of all kinds, no matter what lands they are travelling through, all thanks to their trusty frog.

Gargoyle

Ironstone gargoyle, hornstone gargoyle, obsidian gargoyle, runic gargoyle

Gargoyles are described as a type of earth elemental, spawned from rock. That makes no sense to me. Gargoyles are at their core statues: they should be crafted. The runic gargoyle is the most interesting variant here. It is described as covered in arcane runes that bond it to its master. There we go, there’s a set of runes you can use to animate and control elemental creatures. Items used to control other elementals probably carry similar runes. Non-runic gargoyles likely had their runes destroyed or worn off, letting them run wild.

Ghoul

Ghoul flesh seeker, adept of Orcus, ghast

My idea of ghouls will be forever shaped by Pickman’s Model. Humans twisted into inhumanity through cannibalism, who steal children to teach them to eat as they do. There’s nothing in this entry to counter that interpretation, so that’s all good.

Ghouls are noted to dig vast tunnel networks beneath the earth. Pulling from Lovecraft yet again, perhaps these tunnels reach between the planes? An easy way for the party to travel between worlds, if they can stomach allying with the ghouls.

Giant

Fire giant lavamaster, fire giant flamedancer, fire giant smokecaller, frost giant berserker, frost giant shield bearer, frost giant chieftain, hill giant smasher, hill giant rockthrower, hill giant avalancher

Fire, frost, and hill giants are detailed in this book. Those happen to be my favorites from among the standard giant types. Perfect!

Going by the titles given, the frost giants seem to have a Viking-esque society, with chieftains, shield bearers and berserkers. The fire giants seem more fantastical and mystical, interacting directly with lava, flame, and smoke. And the hill giants just seem brutish, neither civilized nor magical.

Perhaps the frost giants were the original giants, ruling the world in a colder age. As the climate became warmer, some giants allied themselves with fire, while others stayed loyal to frost, retreating into colder regions. And a few outcasts refused both elements, wandering the green hills by their lonesome.