ORCOLATThe Orcolat (that means "ogre" in the Friulan dialect) is a monstrous being that the folkloric tradition indicates as the cause of the earthquakes in Friuli.The ogre would live locked up in the mountains of Carnia and his every sudden movement would cause an earthquake.After 1976 it became synonymous with the earthquake that hit Friuli in that year.
What would be your discomfort character from soul eater?
hmmmmm.......... not so much as ‘discomfort’ I guess.... but I think it’s more like, I don’t like them bc ‘I can’t see their purpose’, which is Noah and Gopher
I had more fun speculating about the series with you and all the other anons than I actually had watching it (i sent way too many asks on here lmao like I'm genuinely sorry). It was enjoyable but the writing was so bad at times and I hated almost all the characters. I'm dying to hear what you thought of the season tho
Oh, thank you. I loved speculating with people too, it was so much fun. And I had a good laugh counting all the things I got completely wrong. Thank you for the messages you sent. I’m sorry you didn’t like the show.
It wasn’t a perfect show and there were definitely things I didn’t like, but there was also a lot that I did like. I feel if I had gone into it cold that I would have loved it. I liked Daphne and Simon a lot more that expected. I loved most of the original characters, and most of the book characters felt better rounded. I think the character I found most compelling was actually Lady Featherington which is a thing I never thought I’d say.
I think this season was hampered by it being based on one of the weaker books in the series. The next book is far superior. Hopefully the show will have found it’s footing, had a chance to fix some of the mistakes it made and season two will be much better than season one.
[Commissioned by @justicegundam82. An Italian giant, one said to cause earthquakes. Not a lot is available in English, and most of the readily Google translatable material I could find were about earthquakes, not giants.]
Orcolat
This immense giant has gray, craggy skin, a furrowed brow and a maw full of jagged teeth. It wears merely a loincloth, and carries an enormous spiked club. The ground trembles under its feet.
Orcolats, called earthquake giants by some, are enormous and ill-tempered giants responsible for many temblors and avalanches. They live in high mountain caves, hunting rocs, megafauna and other massive creatures for food. Orcolats are cannibals of a sort, and they will gladly prey on smaller giants if they get the opportunity. They are large enough to shake the ground around them as they walk, but can create even more intense earthquakes through magical means.
An orcolat is a dim and stupid creature, and has little culture beyond crafting of simple weapons. They have an inborn sadistic urge, and enjoy hurting creatures smaller than themselves (which is almost everything). Cleverer giants frequently manipulate them with gifts and food, getting them to provide security for cloud castles and other remote strongholds. According to giant lore, the orcolats are the products of a divine curse—their ancestors wished to be even larger and stronger than they were, and as their bodies swelled, their brains atrophied.
The average orcolat stands sixty feet tall. They speak Giant in halting voices, and rarely have vocabularies more than 100 words.
Orcolat CR 16
XP 76,800
CE Colossal humanoid (earth, giant)
Init +4; Senses darkvision 120 ft., low-light vision, Perception +20, scent
Defense
AC 32, touch 2, flat-footed 32 (-8 size, +40 natural)
hp 246 (17d8+170)
Fort +18, Ref +9, Will +15
DR 5/-; Resist cold 20, electricity 20, fire 20
Defensive Abilities rock catching, rugged
Offense
Speed 60 ft.
Melee masterwork morningstar +21/+16/+11 (4d8+22), bite +15 (3d6+8) or 2 slams +20 (2d8+16), bite +20 (3d6+16)
Ranged rock +21 (2d8+24)
Space 30 ft.; Reach 30 ft.
Special Attacks mighty hurling, rock throwing (240 ft.), trample (2d8+24, DC 34), tremor
Spell-like Abilities CL 17th, concentration +21
3/day--earthquake
Statistics
Str 42, Dex 11, Con 31, Int 4, Wis 10, Cha 19
Base Atk +12; CMB +36 (+38 bull rush); CMD 46 (48 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
Skills Climb +23, Perception +20, Swim +20
Languages Giant
Ecology
Environment any mountains or underground
Organization solitary or pair
Treasure standard (masterwork Colossal morningstar, other treasure)
Special Abilities
Mighty Hurling (Ex) An orcolat uses its Strength bonus to modify attack rolls made with thrown weapons instead of Dexterity.
Rugged (Ex) An orcolat gains a +3 racial bonus to all saving throws.
Tremor (Ex) As a move action or as part of the full-round action made to trample opponents, an orcolat can stomp the ground around it, creating a localized tremor. All creatures within 60 feet of the orcolat that are touching the ground must succeed a DC 26 Fortitude save or be knocked prone and staggered. This ability has no effect on flying creatures. The save DC is Constitution based.