Jötnar and Alfar races
Jötnar (singular jötun) are the Frost Giants, the spirits of winter and nature, in all its beauty and danger. Sometimes, a lesser jötun is driven or drawn out of the wilds of Jötunheim, compelled by oath or temperament to avenge some wrong committed against them. PC jötuns all fall into this group, so come prepared with a grudge of some sort.
Jötnar, due to their fight with the Gods, have been cut off from Wyrd by the Norns. As such, jötun characters do not have a Wyrd score, and do not gain any kennings, thought they may be able to make use of kennings in found items.
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence: Jötnar are powerful and hardy, but slow and fickle.
Jötnar have a +2 racial bonus to one craft skill of their choice.
Starting at 6th level, Jötnar gain the racial ability to cast Enlarge Person on themselves 3 times per day as a spell-like ability(caster level = character level). When they use this ability, they gain a +1 enhancement bonus to natural armor for the duration of the effect.
Starting at 12th level, Jötnar gain the ability to cast Mislead 2 times per day as a spell-like ability (caster level = character level).
Alfar (singular alf) are the Other Race, descended from one of Frey’s sons who was so consumed by his lust for knowledge of the Runes and Leys that his Wyrd was tied to the world’s magic, and warped unrecognizably.
As such, no alf has a Wyrd score. Instead, they are attuned to the ebbs and flows of magic, and are therefore able to advance weapons, armor, and artifacts more quickly than their human counterparts. (mechanic not yet set)
Their loss of Wyrd has also left them disconnected from Midgard and Asgard, and they are unable to enter the Realms without striking a bargain or submitting to a binding, leaving free only in Alfheim, which is a halfway-world accessible from highly magical areas which form weak points in reality.
Their magical connection has altered their physical appearance as well, though the specifics differ by clan. They range from short and squat, to unnaturally tall and thin. Most alfar find those of other clans repugnant, so there has been little intermixing, which has allowed minor physical differences to grow into monstrous appearances.
All alfar have the following traits:
Item Bond: An alf’s Item of Power grows with him. If it is a weapon, it gains a +1 enhancement bonus at 3rd level, which improves by +1 for each four levels thereafter (+2 at 7th, +3 at 11th, etc.). Armor improves at the same rate, but also gains Light Fortification at 12th level, improving to Medium Fortification at 20th. Other item types by specific arrangement.
Spelljamming: Starting at 10th level, Alfar gain Spell Resistance equal to (5 + character level)
Tollnar (singular tollen) are one of the subraces. Tall and so thin they appear to be on the verge of starvation, they are surprisingly quick.
Tollnar gain +2 dexterity, but suffer a -2 penalty to constitution. Associated with wasting diseases, tollnar are quick, but not hardy.
Dornar (singular doren) are a more roughly built subrace, with gorilla-thick, muscular arms. The rest of their bodies, however, are thin and shriveled-looking in comparison.
Dornar gain +2 strength, but suffer -2 constitution, as their massive arms augment their prowess but draw on their health to do so. Unlike other Alfar subspecies, Dornar have a 20 ft. move speed, due to their underdeveloped legs.