Behemoth: The Land of Giants

user, I'm down for enjoying that magical realm in private but keep it and Karbo's literally personal magical realm off the table fucking table for this project.

hmm, I liked it better when they only related to a village's population

Its more CAN influence, not WILL influence

why the inconsistency?

So rituals are basically just tools to make the job easier for giants. You don't cut down a tree with a Sharp rock, you use an axe

More non combat skills
instruction
linguistics
spirit sense
Artistry

Just Had an idea about Mana. It's required for magic to work, for both spirits and giants. Maybe for spirits it works like currency.

Kinda lifting this from Werewolf:the forsaken. But you can get mana from places of power and by trading. You bribe spirits into helping you by giving them mana.

Home communities act as places of power for giants. And they get mana from it at a rate proportional to its prosperity (o r somthing).

This also gives you a system for traveling and homeless Giants. They trade with other giants they meet for mana.

Might also have a system for harvesting mana from Behemoths.

Some issues I can see:

If a giant is a human community's hopes and fears collected into one being, does that mean this game is meant to be one-on-one? If there's more than one player and one GM, does only one player play the giant and the rest are members of the community? Do the players take turns being the giant?

On a similar note, it sounds like giants are already the product of some kind of ritual or collective magic. It's weird if they can do rituals themselves. Too many nested functions.

Will players get bored defending the same location for the whole campaign?

Rather than arguing over which slight variation to use of the bog-standard attribute-plus-skill system, maybe we should decide on some kind of system for cultivating the community, whether it's social links, resource management, building improvements,repairing damage, hearing out legal disputes, or whatever. And if there's more than one

Shit, cut myself off

If there's more than one player, there should be some way to prevent the bossiest player from being the only one to make plans and do stuff for the community.

I foresee a few modes of play. The players are giants born of one prosperous village; the players are giants of neighboring villages banding together to face common threats, homeless Giants banding together for mutual survival. And solo play of any of the above.

As for rituals, they should just be treatedlike eequipment.