Minotaur
This race has been island dwellers for as long as any can remember, their primal home being the Masara Archipelago. They are notorious as a race for their prowess on the sea. Sailors the world over typically have terrifying tales of encounters on the high seas with minotaur pirates and coastal cities have occasionally had to deal with raids from such vessels. They are feared as skilled sailors and fierce warriors. The rest of the world views minotaurs in a harsh light. Single minotaurs are a mild nuisance, but an entire group of them has the potential to hold small villages completely hostage, which is something they might do. There have been many instances of minotaur invasions of coastal cities, and to this day the threat of raids of villages and port cities near the water is a very real concern. Beyond that, minotaurs in general view themselves better and more intelligent than practically every other creature, making them hard to work things out peacefully.
Home cities: Gorath-uul
Arrogant Conquerors
Minotaurs embrace the notion that the weak should perish and that the strong must rule— and that they themselves are the strongest and most powerful race on Myrandria. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect— three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals. Trial by Combat
Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest. Honor above All
For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver. Sea Reavers
The minotaurs controls a number of islands within Masara, as well as many hidden islands throughout the world. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered. Powerful Build
A minotaur combines the features of a human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair. Minotaur Names
Minotaurs primarily use either Giant or Abyssal dialect and thus minotaur names have evolved from these scripts. Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas, Asteron, Bjorkus, Codrus, Foostus, Goeban, Jak, Minron, Noostoron, Podrus, Terios
Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia, Duula, Esteru, Hester, Kuonu, Loodra, Oestra, Raastred, Seestra, Uovana, Weoren
Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
Conqueror's Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
Age. Minotaurs enter adulthood at around the age of 17 and can stay fit for up to 150 years, afterward they will enter a slow physical decline until nearly 500.
Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
Size. Minotaurs typically stand between 6 and 9 feet tall, and weigh between 350 and 500 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals bludgeoning damage equal to 1d4 + your Strength modifier. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
Labyrinth Recall. You can perfectly recall any path you have traveled.
Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
Languages. You can speak, read, and write Common & Tauren.
Minotaurs embrace the notion that the weak should perish and that the strong must rule— and that they themselves are the strongest and most powerful race on Myrandria. They believe their destiny is to rule the world, and that their dominion will be one of conquest and military might. To that end, all minotaurs are trained in weapons, armor, and tactics from a young age. The minotaurs’ arrogance stems from a combination of strength, cunning, and intellect— three virtues they hold dear, and which they deem the foundation of their greatness. They believe that this combination of traits is what sets them apart from their rivals. Trial by Combat
Minotaur society is built on the principle that might makes right, and that considerations of justice are unnecessary. The minotaurs are led by an emperor served by a council of eight minotaurs called the Supreme Circle. All posts within the government, including the emperor’s, are won by the strongest and cleverest minotaurs, as proved by combat in the Circus. The Circus is the only means by which a minotaur can rise in society. It is a grand, annual display of single combat in which minotaurs battle each other for supremacy. Minotaur youths must prove themselves in the Circus to earn their passage to adulthood. Participation in the Circus is yet another reason why minotaurs look down on other folk. To the minotaurs, death and glory in battle are a natural process. Combat is the key to ensuring that the strong survive, and that the weak are set aside before they can undermine their superiors’ grand schemes of conquest. Honor above All
For all their cruelty, minotaurs are bound by a powerful sense of honor. Each victory brings greater honor to both individual minotaurs and their families. Defeat invokes a stain that only death can fully wash away. Honor demands that minotaurs keep their word once it is offered, and each minotaur remains faithful to friends and clan above all else. Minotaurs rarely befriend folk of other races, as they all too often encounter them only in battle. If a minotaur does strike up a friendship, it is typically with other creatures that display the minotaurs’ virtues and love of battle. To such friends, a minotaur becomes an ally whose support will never waver. Sea Reavers
The minotaurs controls a number of islands within Masara, as well as many hidden islands throughout the world. Bound by the sea on all sides, the minotaurs focused their tenacity, strength, and cunning to become some of the most skilled and ferocious mariners in the world. They range across the water in their ships, raiding and pillaging as they wish. Minotaurs sometimes engage in trade, but they much prefer to take what they want by force. After all, as the strongest of all folk, they deserve the treasures and goods that lesser creatures have gathered. Powerful Build
A minotaur combines the features of a human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bull's head. Fur covers a minotaur's upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaurs take pride in their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair. Minotaur Names
Minotaurs primarily use either Giant or Abyssal dialect and thus minotaur names have evolved from these scripts. Minotaur clan names originate with a great hero whose descendants take on that name as their own, doing their best to live up to the ideals of their ancestor. Male Names: Beliminorgath, Cinmac, Dastrun, Edder, Galdar, Ganthirogani, Hecariverani, Kyris, Tosher, Zurgas, Asteron, Bjorkus, Codrus, Foostus, Goeban, Jak, Minron, Noostoron, Podrus, Terios
Female Names: Ayasha, Calina, Fliara, Helati, Keeli, Kyri, Mogara, Sekra, Tariki, Telia, Duula, Esteru, Hester, Kuonu, Loodra, Oestra, Raastred, Seestra, Uovana, Weoren
Clan Names: Athak, Bregan, Entragath, Kaziganthi, Lagrangli, Mascun, Orilg, Sumarr, Teskos, Zhakan
Minotaur Traits
Ability Score Increase. Your Strength and Constitution scores both increase by 1.Conqueror's Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
Age. Minotaurs enter adulthood at around the age of 17 and can stay fit for up to 150 years, afterward they will enter a slow physical decline until nearly 500.
Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
Size. Minotaurs typically stand between 6 and 9 feet tall, and weigh between 350 and 500 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals bludgeoning damage equal to 1d4 + your Strength modifier. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
Labyrinth Recall. You can perfectly recall any path you have traveled.
Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
Languages. You can speak, read, and write Common & Tauren.