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Minotaurs of Adlatum

by Kipper Snifferdoo & Joe Mashuga


Subraces:

The minotaurs were the true dominant force on Adlatum at the close of the Canon War, right before the Drowning washed their empire from the face of Krynn. They held four of the Volumes of the Prophet and had drawn on dark magic to bring about terrible acts, so when the survivors crawled from the waters their loss was great indeed. They are now much fewer in number, scattered, their imperial dreams a painful memory.

Mahjoran Minotaurs

The goddess Mah-jor visited these minotaurs in the last days before the Drowning. She entrusted them with the knowledge of true discipline and asceticism, saving them from the violent end brought about by the gods. Centuries later, they remain in isolated monasteries and communities all across Galachot, still following these teachings of humility and enlightenment.

Personality: Most Mahjoran minotaurs are calm and do not anger easily. If disputes do arise, they are solved through debate; each side gives a little to achieve a goal. They do not attempt to insult anyone on purpose. If an outside force attacks them, they do not cower from the battle, but go instead with the good grace of Mah-jor to protect her teachings.

Physical Description: Mahjoran minotaurs are usually a few inches shorter and thinner than their Sakkaran counterparts, due to the peaceful life they live. Most are lean, with brown eyes and the typical colorings of all minotaurs. Once in a very great while a pure white minotaur is born with blue eyes, and is held in the highest regard.

Relations: For the most part, Galachot stays neutral in all conflicts on the continent of Adlatum. They have a good standing relationship with the humans of Etlarn to the east. Their only perceived enemies are the Sakkaran minotaurs who want them to bring them back into their empire.

Alignment:
2nd-3.5 Edition: Most Mahjoran minotaurs are lawful good, following the path laid out for them by god and faith. Those who are incapable of embracing this ethical viewpoint leave their kindred for the outer world, rather than cause internal dissension.

4th Edition: Most Mahjoran minotaurs are lawful good, following the path laid out for them by god and faith. Those who are incapable of embracing this ethical viewpoint leave their kindred for the outer world, rather than cause internal dissension.

Mahjoran Minotaur Lands: The Mahjoran minotaurs are located in their lands of Galachot. This is a land relatively free of war or corruption. Their lands are sparsely populated, which makes it an ideal place for people looking for a peaceful life.

Religion: Almost all Mahjoran minotaurs are followers of Mah-jor (Majere), but some follow the path of Arreld (Paladine). Those who have fallen from the grace of Mah-jor do follow Shurong (Sargonnas), but they usually go and join the Sakkaran minotaurs.

Language: Most speak the minotaur language and the Common language, with some speaking Etlarnic. They decided not to change their language when they split from the old ways.

Names: Parents of Mahjoran minotaurs name their children with variants of minotaur or Etlarnic words signifying some degree of holiness or beauty in the child.

Male Names: Angalio, Dio, Savatori.

Female Names: Anima, Belza, Santita.

Clan Names: Casal, Etreno, Gioviza, Vita.

Adventurers: Mahjoran minotaurs would more than likely go on religious searches for their goddess. Sometimes they act as mediators in the Midlands or other places to help solve disputes. For the most part though, the minotaurs would adventure around in Galachot or assist the Etlarnic humans with whatever help they can give against the dragonkin.

Mahjoran Minotaur Racial Traits

3.5 Edition

Minotaurs possess the Krynnish minotaur racial traits listed in the Dragonlance Campaign Setting except as follows:

  • +2 Strength, –2 Dexterity, +2 Wisdom, –2 Charisma. This replaces the minotaur ability score modifiers.
  • +2 racial bonus on Balance and Concentration checks. This replaces the minotaur racial skill bonuses.
  • Automatic Languages: Common and Minotaur. Bonus Languages: Dwarven, Etlarnic, Gildanesti, Kundaspeak, and Ogre.
  • Favored Class: Monk.


Sakkaran Minotaurs

Those minotaurs who survived the Great Wave found themselves without an empire in which to live, and without the guidance of their dark god. Over the generations, they have degenerated somewhat into nomadic barbarians, clinging to their heritage through traditions and hero-tales.

Personality: Strong willed and fierce is an accurate description of both the males and females of the Sakkaran minotaurs. All disputes of any worth are settled by combat. Not all arguments result in death, for only the most foolhardy and proud of the race know when not to yield. However the point at which a Sakkaran will yield is far beyond that of any human. Insults are never shied away from, and weakness is a sure fire way to become a target of harassment.

Physical Description: The Sakkaran minotaurs are on average a few inches taller and wider than their Mahjoran cousins. Depending on which tribe a minotaur is from, he may sport tribal brandings or piercings. Some appear unkempt with shaggy coats, due to their tribe wanting to inspire fear in their enemies. Others may be rather clean. Many wear the skins and hides from the beasts they hunt. A few of the wildest tribes will even use the skins of other minotaurs they've slain.

Relations: The Sakkaran minotaurs are not a unified nation. At any time, there are tribes in conflict and war with each other. However those who live near those of other races will be more inclined to view non-minotaurs as their enemies instead of their own kind.

The border with Ogun is a fictional line that means nothing. Oguna settlements and nomadic groups live to the west of the border as Sakkaran minotaur tribes live to the east. However, the further from the border one is, the greater the concentration of the respective race is encountered. As such, many conflicts have occurred between the minotaurs and Oguna. The battles between them over precious locations are a consistent way of life for both races in the disputed lands.

The minotaurs on the border with the Midlands grow up learning of how the Midland humans and dwarves had forced them from their lands to the south, though the fact that the minotaurs held what is now Bhadlum for less than two generations has been lost. A large minotaur invasion would likely be repelled because of Midlander border towns, so instead they send raiding parties against smaller Midlander settlements.

The full ogres of the north are likely one of the few enemies the Sakkaran minotaurs will show respect to, especially the Brute Ogres. As a race that respects power and the will to exert it on the weak, the Sakkaran minotaurs tend to look forward to conflict with the ogres of the north.

Scattered throughout the middle to northern regions of Sakkaras are tribes of humans known as the Maliaru. For centuries, many of the minotaur tribes (or Alnathmin as the Maliaru call them) have done battle with the Maliaru like any other non-minotaur tribe, but over the years the Maliaru have begun to accept minotaur traditions. As such, some but not all of the nearby tribes have begun to tolerate the Maliaru. Some believe these Maliaru may have descended from human slaves taken by the minotaurs before the Drowning, but their origin is unknown. Some rumors also claim that their bloodlines have begun to mix with the minotaurs.

Alignment:
2nd-3.5 Edition: Sakkaran minotaurs believe that strength is the only rule of law they need—even the longest standing traditions barely hold sway over them. With such a mentality, the chaotic alignment is most predominant, and evil tendencies are allowed to thrive. A few tribes lean toward more neutral behaviors, but they are vastly outnumbered.

4th Edition: Sakkaran minotaurs believe that strength is the only rule of law they need—even the longest standing traditions barely hold sway over them. With such a mentality, the chaotic evil alignment is most predominant. A few tribes lean towards more unaligned behaviors, but they are vastly outnumbered.

Sakkaran Minotaur Lands: The minotaur half of the Broken Lands is labeled Sakkaras, and although most of it is dominated by the minotaur tribes, the minotaur tribes scatter as far north as the Endless Reach and as far east as a third of the way into Ogun. The concentrated majority resides in the hard wilderness, striving to survive harsh winters and rocky terrains. Areas where food and water are in great supply are rare and oft fought over.

Religion: After the Drowning destroyed everything the minotaurs hoped to accomplish in centuries past, the Sakkaran minotaurs turned their backs on the gods. From that point on they believed in strength of their own rather than from above.

Language: The minotaur language of old survives, but it has changed over the centuries into a more gruff and guttural dialect.

Names: Names given to children are usually meant to be demeaning. Only when a child becomes an adult and proves himself to his elders in combat can he shed the embarrassment of weak childhood and choose his own name. Adult names are descriptive words and phrases in the minotaur tongue, but they would never stand to have their names translated into foreign languages. No surnames are used since all children must in the end prove their own individual worth. Due to the descriptive manner of taking names, most names can be used by either male or female minotaurs. However, some phrases a minotaur of one gender may use would likely not be used by the other.

Male and Female Names: Thanlath Ek Morgen, Lowvad, Procal Jed Monry, Merius.

Adventurers: Most minotaurs remain with their own tribe, but some venture off in order to prove their might to the world. Others venture south to challenge the arrogant solidity of the Midland Sovereignties. Others adventure out into the world because they are unable to prove themselves to their own people or were forced to leave in shame as a weakling.

Sakkaran Minotaur Racial Traits

3.5 Edition

Sakkaran minotaurs possess the Krynnish minotaur racial traits listed in the Dragonlance Campaign Setting except as follows:

  • +2 racial bonus on Intimidate and Survival checks. This replaces the minotaur racial skill bonuses. Having survived in the Broken Lands for so long, Sakkarans are adept at living in harsh environments.
  • Automatic Languages: Common and Minotaur. Bonus Languages: Dwarven, Kundaspeak, Ogre, Trejori.
  • Favored Class: Barbarian.