(Image comes from artist Mattias Fahlberg’s DeviantArt page
and is © Paizo Publishing.)
Slag giants, at least on Golarion, are a magical crossbreed
of fire and stone giants. (Of course, in
your campaign they might be a natural crossbreed or a discrete species all
their own.) They similarly straddle the
two species’ alignment ranges, being lawful neutral, and height (around 14
feet)…but they don’t share in their power, reaching only CR 7. Their crafting talents accord them special
treatment, however, free from the political turmoil that dominates many giant
tribes. Even the few slag giants who are
not smiths might turn up in similarly useful intermediary positions—as negotiators, arms
dealers, circuit judges, and wandering bards.
Adventurers might occasionally find one sympathetic to smaller folk—perhaps
taking refuge in a slag giant’s quarters to avoid fire giant patrols. More often, slag giants simply wish to be
left alone to do their work…and adventurers, while not hated, are too much of a
threat to the status quo to be allowed to live.
Charismatic slag
giants are more than smiths—they are arms dealers. Adventurers accompany the renegade frost
giant Kellermann to meet one of these slag giant entrepreneurs and secure a
shipment of masterwork arms for their lord.
When winter wolves attack, sent by the tribe Kellermann abandoned, the
slag giant assumes the adventures set up the ambush and reacts with violence.
Slag giants have a
rule: “A man must wield his weapon.”
This means, for instance, that they regard the creation of dancing swords as taboo. Gunfire, too, is forbidden, as it is the
combustion that drives the attack, not the pull of muscles. When a smithy begins producing firearms in
Eaglemont, a nearby tribe of slag giants feels compelled to tear it down brick by
brick and sunder every tool.
In Greece, slag
giants are actually a creation of Hephaestus, his answer to the crafting of the
giant races by the titans. Many of them
are born lame like their patron, or wear one extra-heavy boot to honor his slow
tread. Adventurers on their way to the
Holy Land as part of the Crusades might pay a call to these slag giants to
commission badly needed weapons and armor for the war effort. Adventurers fighting on the side of Saladin
might try to persuade the giants to join them instead, or work to stir up the
titan-born giants and Echidna’s aberrant brood against the slag giants and
their Crusader patrons.
—Pathfinder Bestiary 4
129
That last seed is also a tiny nod to the hephaeston from
D&D’s Creature Catalogue, which I
wrote a little love letter to last winter.
Here’s last night’s radio show! I had a lot of fun with this one—even the
SNAFUs had me smiling. New Chvrches,
that Cure/Commodores mashup, *tons* of new girlpunk and more. Stream and download it!
(If the feed skips, Save As an mp3 and listen from your
desktop. Link good through Monday, 8/10,
at midnight.)
That last seed is particularly interesting. I feel like the texture of a war between two monotheistic cultures would be very different when the creations of a polytheistic pantheon are acting as third-party suppliers. I don't imagine the political realities of the Crusades changing much, but the religious side has got to look pretty wonky. I have to imagine either side characterizing these slag giants in terms that make sense for their own religions, even if omniscient narration means we the audience know Hephastus is real in this world.
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