Desert giants are…yeah, you guessed it. Giants. That live in the desert. Oh wait, I’m repeating myself from yesterday, aren't I?
Obviously desert giants are masters at traveling over sand,
and they put even the usual desert dervishes to shame when it comes to their
scimitar skills. But that’s all
price-of-entry, right? So what
else is interesting about them?
First they're not very magical—much more on the mundane end
of the spectrum than more mythic giants (for instance, the cloud giants that
sometimes sail over their lands).
That means the clerics found in larger desert giant tribes are likely
well respected, even at low levels.
Surprisingly, they also do not have the natural affinity for animals
that most giants have. Certainly,
the nobles are likely to have eagles or other large birds, the way a human lord
would keep falcons. But instead of
the usual cave bears or hell hounds, desert giants prefer humanoid slaves. Also, even the most benevolent giants
are rarely creatures of their word, making the lawful neutral desert giants a
rarity among their kind (and slightly less likely to roast you alive than the
lawful evil fire giants).
On a side note, not every campaign world needs every giant. I can easily imagine
campaigns where desert giants are the only
giants in the setting.
Encountering one of these 15-foot-tall men might be just one more reason
going across the dunes is a dangerous proposition: “The South is a land of
giants!” Or if you're doing a One Thousand and One Nights-style
campaign, you might have a single legendary city where all the inhabitants are
giants—a nice change from the usual cavalcade of jann and rocs.
Anyway, on to the adventure seeds!
Adventurers share the
hospitality of a desert giant tribe as they travel across the wastes. Things get complicated when the tribe’s
cleric passes away during the night. Given the rigors of desert life, especially the need for
healing and water purification, it is custom that no desert giant tribe should
be without a divine caster…and the next caster who appears is duty-bound to
serve a clan in need. The
apologetic but firm sheik shrugs that the adventuring company’s cleric is short
but that she’ll do. Meanwhile the
entire tribe begins sharpening their blades in case the party attempts to defy
custom.
Desert giants may
come from the desert…but they don't have to stay there. Their nimbleness and skill with blades
make them excellent pirates, provided accommodations are made aboard ship for
their size. Many a corsair has swooped
down upon what he thought was a simple dhow from afar, only to discover up
close that the ship’s apparent small size was an optical illusion created by
its 15-foot crew—who are now bearing down to board in turn.
Manticore Jack is
haunted by a ghost train. Years ago the desert giant guide lost a lightning rail work
crew to a gnoll attack and a freak tornado that swept them both dwarves and
gnolls into the sky. Now he relives that night in his sleep—a haunt of the
train and its crew follows him wherever he goes, manifesting during storms and
on nights the moon is just right.
Ending the haunt means finding what happened to the train or convincing
Manticore Jack that the deaths weren't his fault. But a side effect of the haunting is that while in its throes
Jack can't tell friend from foe.
The afflicted desert giant may attack adventurers, thinking they are the
hated gnolls come back to finish their raid.
—Pathfinder Bestiary 3
128
Obviously, there’s no reason Manticore Jack can’t be the
keffiyeh-wearing giant of the Bestiary 3,
but for a more American Old West feel give him cavalry sabers and maybe a few
levels in an appropriate hunter/tracker class/archetype.
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