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Need Suggestions for My City

She got bumped from 3.0e Deities & Demigods to cut pagecount. The WoTC image galleries had a picture of her cut from the book along with the rest several years ago. It's rather obvious why it was cut.

You'd do best to just come up with something yourself.

Meh. My goal is to steal as much as possible to minimize my workload. If I can find her stats I can tweak them to my liking easier than making up a new god of hippos from scratch...
 

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Thosian Dwarves are based on the Obsidian Dwarves--- http://www.dandwiki.com/wiki/Dwarves,_Obsidian_(3.5e_Race) with some culural modifications.

Personality
Obsidian dwarves are as hard as their environment. Where a typical hill dwarf might be surly or taciturn, an obsidian dwarf is impassive as stone. Making smalltalk with one is like talking to a rock.

Obsidian dwarf culture is uncommonly rigid. Although basically egalitarian, there is little tolerance for anyone who would rock the boat. Crime of any kind is virtually unknown, and punishable by stoning.

Physical Description
Obsidian dwarves are slightly shorter and even stockier than other dwarves, averaging about 4 feet tall, both males and females, and weighing around 12 or 13 stone. They have less hair than other dwarves, beards on males typically growing no more than three or four inches. In typical Thosian fashion most obsidian dwarves shave their heads and many even remove their beards. Their skin is dark as a shadow. They wear clothing of black or dark earth colors. Even their armor is made of a high-carbon alloy which renders it dull black. When not in motion they remain rock still, allowing them to blend easily into the shadows.

Relations
Obsidian dwarves are exceedingly insular. Those who live in Shosnar live in a quarter of the city shared only by members of their own race, strangers of other races who are not vouched for are swiftly evicted from this area. Those outside the city find solitary bogs to build lairs in, typical heavily camouflaged stone huts hidden by dense brush with extensive underground levels.

Obsidian dwarves generally have amicable relations with any iron dwarves in their vicinity, relying on them for whatever commerce they may need. They are tolerant of gnolls, giff, naja-set and other races, so long as they do not pose a direct threat. They are indifferent to elves and other foreign races, hardly ever giving them a second thought.

Obsidian dwarves are rumored to have hoards of precious metals and gems. This is only partly true. They typically only mine what they need to trade with outsiders, preferring to leave the rest in its natural setting, which they consider more beautiful.

Obsidian dwarves are most likely to be encountered outside their homes when a danger to them becomes evident. On those rare occasions when they mobilize for war, it is truly a terrifying sight.

It is unusual for an obsidian dwarf to leave home for other reasons, but it does happen.

Alignment
Most obsidian dwarves are lawful neutral, although it is not uncommon to find one who tends toward evil. Under the rule of Set's priests chaos is coming to be accepted among the obsidian dwarves. Cynicism has ground the Goodness out of most Shosnarians.

Lands
Obsidian dwarves favor the harshest mountain environments, avoided even by their distant cousins, the mountain dwarves, because of the high concentration of solid rock and other mining-resistant minerals. They typically live in caverns deep within the rock, accessible only by a few well-defended points of entry.

Religion
Believing themselves to be descendants of an ancient earth spirit, nearly all obsidian dwarves are religious to some degree. Many are now joining the cult of Set, corrupted by life in Shosnar, though few become clerics. Many of the city's bureaucrats are members of this race, however, so they are being forced to at least pay lip service to the Serpent god. A few still worship other gods of the Thosian pantheon, especially Bes and Ptah, though it is forbidden to do so.
Language
Obsidian dwarves speak their own dialect of Thosian, unrelated to language of iron dwarves. Those dwelling in Shosnar speak standard Thosian in public to avoid persecution, and many young obsidian dwarves learn Thosian as their first language.
Names
Names are similar to those of other Thosians.

Racial Traits
Medium Humanoid (Dwarf)
+2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma: Obsidian dwarves are as tough as their environment, but they are fairly sedentary, and not always quick on the uptake.

An obsidian dwarf’s base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.

Darkvision (Ex) out to to 90 feet.

Stonecunning: Similar to a standard dwarf, but with a +4 bonus (instead of +2). Accustomed to working with the hardest rocks and minerals, obsidian dwarves are even more attuned to stonework than standard dwarves.

Weapon Familiarity: Obsidian dwarves treat dwarven waraxes (but not dwarven urgroshes) as martial weapons, rather than exotic weapons. The confined spaces to which they are accustomed are not conducive to double weapons. The Thosian scimitar and khopesh are common martial weapons among obsidian dwarves.

Stability: +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Obsidian dwarves are even more stable on their feet than their standard cousins.

Light Sensitivity: Obsidian dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

+2 racial bonus on all Fortitude saving throws.

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+4 racial bonus on Appraise and Craft skill checks related to stone or metal items.

+4 racial bonus on Hide skill checks in dim light or shadows.
Automatic Languages: (PC's only), Thosian. Bonus Languages: Draconic, Dwarven, Giant, Giff, Gnoll, Orc, Terran, Undercommon.

Favored Class: Fighter.

Vital Statistics

Table: Obsidian Dwarves Random Starting Ages
Adulthood Simple Moderate Complex
50 years 4d6 +6d6 +8d6

Table: Obsidian Dwarves Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
140 years 210 years 280 years+3d% years
1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Table: Obsidian Dwarves Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3' 6" +2d4 130 lb. x(2d6) lb.

Female 3' 5" +2d4 120 lb. ×(2d6) lb.
 
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Khopesh*
Weapon Damage Critical Damage Type Range Increment Size Weight
Khopesh 1d8 19–20 Slashing — Med. 12 lb.
Purchase DC Restriction
11 —
This bizarre sword is popular with cultists of Egyptian gods. The khopesh looks like a normal longsword whose blade suddenly turns sickle-shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hooklike blade.

[rant] Frack! I HATE formatting in this box! [/rant]

The perfect weapon for a sneaky devotee of Set...
 

I think your idea is awesome.

Especially the names - I'd love to get hold of the generator used to create them.

An aside - what is Purchase DC? Where did you get it from? Did you invent it?
I'm creating a world and wondering how can I limit players' buying stuff (and not only by having items be outrageously expensive...)
 

I think your idea is awesome.

Especially the names - I'd love to get hold of the generator used to create them.

An aside - what is Purchase DC? Where did you get it from? Did you invent it?
I'm creating a world and wondering how can I limit players' buying stuff (and not only by having items be outrageously expensive...)

Limit the available number of suppliers, they can't buy stuff a store does not have...
 
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I'm looking for maps of Renaissance era cities in Greece, Egypt, Italy, Germany, Denmark, and Ireland. If you know of any good sources online, please let me know. Shosnar is a medium size city with ethnic quarters for different races and one huge temple of Set in the middle. The architecture and art are a mix of ancient Egyptian and Ottoman. Just imagine if Islam had never started and the Egyptians had kept worshiping their old gods into the 16th Century A.D. They would have all the technical improvements and changes in style, but keep the old content and subject matter...
 

Getting ready for bed it occured to me that Shosnar should have a secret police force run by the minions of Set that spies on people and gets them to rat on each other. So I'm thinking Cleric/Rogues of Set or some sort of Egyptianised ninja. Anything like that been done?
 

I think your idea is awesome.

Especially the names - I'd love to get hold of the generator used to create them.

This is your lucky day! The generator itself is available for free here. You'll need to direct message or DM me here with your email addy, and I'll email you the custom made Egyptian name generator file.

Inspiration Pad runs on any Linux machine, Windows XP, Vista, or Windows 7 computer.
 
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Just a quick conversion. Does it need a level adjustment with the SR? Hmmm...

Iron Dwarves

Also see the Dwarf monster listing.
•+2 Constitution, -2 Charisma.
•Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
•Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
•Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
•Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
•Weapon Familiarity: Dwarves may treat dwarven waraxes, dwarven urgroshes and firearms as martial weapons, rather than exotic weapons.
•Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
•+2 racial bonus on saving throws against poison.
•+2 racial bonus on saving throws against spells and spell-like effects.
•+1 racial bonus on attack rolls against orcs and goblinoids.
•+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
•+2 racial bonus on Appraise checks that are related to stone or metal items.
•+2 racial bonus on Craft checks that are related to stone or metal.
+2 racial bonus on Alchemy and Knowledge (architecture and engineering) checks.
Spell Resistance 10 + 1/2 level
Mechanical expertise: +2 on Disable Devices, Open Locks, and Craft (mechanical devices) skill checks
•Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
•Favored Class: Fighter. A multiclass dwarf’s preferred class does not count when determining whether he takes an experience point penalty for multiclassing.
Level adjustment: +1
 
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