Friday, May 2, 2014

Race Write Up: The Minotaur

I wanted to add in a new race to the campaign roster and felt that it was a good time to dust off the Minotaur and see what it looked like. I liked the idea of their enslavement by the neogi for a racial background.

MINOTAURS
Minotaurs are large humanoids, standing between 7 feet and 8 1/2 feet tall. Their bodies are covered with long, matted fur that hangs from their bodies. They have hoofed feet and strong, clawed hands. Their heads have both bovine and humanoid qualities, and wide horns extend horizontally from their temples.  Minotaur fur colors ranges from rust-colored to dark brown, and black-furred minotaurs are very rare. Their eyes are red and seem to glow in moonlight, and they sniff and snort as they walk along the streets and roads of settlements.

Slaves to the Wolf Spiders
In wildspace, minotaurs were introduced as slaves of the neogi. Serving aboard their vessels, these were chained beasts, lower than the valued umber hulks and allowed little latitude. Over the years, the minotaurs began to gather in numbers and threw many rebellions against their neogi masters. Some of these were successful, but just as many resulted in terrible atrocities being committed upon the survivors.

Duty and Honor
Minotaurs keep a code of honor that others find difficult to understand. Even enslaved, they kept many of their own traditions as their neogi masters were not interested in their personal activities. This code of honor applies strongest to the duty of the individual minotaur to their family and race.

Tradition of Combat
One of the traditions of the minotaus relates to personal combat and ritualistic dueling. If two minotaurs wish to fight, tradition holds that they must declare a duel. Outnumbering an opponent is considered dishonorable, so each side must have an equal number of combatants. Larger brawls are less common than one-on-one duels, only because it is rare to find a large number of minotaurs together in one place. This tradition allows the minotaurs to remain true to their nature without pushing their race further toward extinction.

Cultural Details
    Alignment: Minotaurs have an inclination towards law, a fact that the neogi used to exploit them as slaves under a never-ending contract.
    Religion: There are few known minotaur gods, though some wicked minotaurs venerate Baphomet, demon lord of beasts.
    Language: The minotaur language is rough and has a very strange concept for past tense.
    Names: Despite being enslaved, minotaurs carry a proud tradition in their names. Traditional minotaurs have a family name prefixed by de- or es- followed by the name of their most noteworthy ancestor. The prefix represents “male ancestor” (de-) and “female ancestor” (es-). It is possible for a minotaur to start his or her own family with their family name as their first name with the appropriate prefix in front of it (Darot de-Darot for example).
    Male Adult Names: Darot, Gaerth, Hybos, Ilionus, Nolhan, Polik, Quan, Rajan
    Female Adult Names: Ayasha, Calina, Jarisi, Kyri, Mogara, Resdia, Tariki, Veria
    Family Names: de-Goltyn, de-Kalgor, de-Neros, es-Broga, es-Cura, es-Hestos, es-Kalin, es-Teskosa

Traits
As a minotaur, you have the following racial traits.
    Ability Score Adjustment: Your Strength score increases by 1 and your Wisdom score increases by 1.
    Size: Medium.
    Speed: 30 feet.
    Minotaur Weapon Training: You are proficient with axes.
    Illusion Resistant: You have advantage on any saving throw against illusion effects.
    Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
    Cunning: You have advantage on any Wisdom (Survival) check made to track an opponent.
    Languages: You can speak, read, and write Common and Minotaur.

Thursday, May 1, 2014

Race Write Up: The Lizardfolk

Lizardfolk are a major spelljamming race in the setting, so they deserve the D&D Next treatment as well. Enjoy!

LIZARDFOLK
Lizardfolk are tall humanoids whose powerful bodies are covered with armored scales that range in color from gray to green. They have extended jaws filled with razor-sharp teeth, and each has a unique set of fins that runs from his skull to his upper back. All lizardfolk have ridged tails that range from four to six feet long that help them swim and with which they can deliver powerful blows.

Strong Emotions
Lizardfolk are short-tempered and emotional, but not overly bright. They are well known for their tempers, and lizardfolk seem to find most human and demihuman species particularly frustrating. Dealing with a lizardfolk is a constant process of moving fast enough to keep the lizardfolk from getting bored without going so fast the lizardfolk cannot keep up.

Quiet Watchers
Most lizardfolk tend to be quiet, letting their actions speak for them, though when one does speak it is usually wise to listen. Most people take them to be dumb brutes, a fatal mistake.

Proud Heritage
They do not take insults lightly. Lizardfolk society has a great number of rules and rituals that help them survive and thrive in the spacelanes while also keeping order. Because of this many lizardfolk tend to observe strict adherence to rules, although it can also cause those in lizardfolk society who do not like rules to abandon their tribes. Many tribal leaders tend to feel they are better off.

Cultural Details
    Alignment: Lizardfolk have a natural inclination towards chaos, owing to their general preference towards nature versus civilization, but this is not a rule. Lizardfolk of all alignments can be found in the spacelanes.
    Religion: Most lizardfolk venerate some version of Semuanya who appears in most pantheons as the creator of the race.
    Language: Lizardfolk have their own language, consisting of growling vowels and sharp consonants. Tonal qualities as well as simple sound convey meaning.
    Names: Lizardfolk names tend to be sibilant, with many S sounds. Male names tend to have harder sounds and more syllables, female names are generally shorter and roll off the tongue easily.
    Male Adult Names: Meerltul, Germanides, Veen, Peerei, Usheltul, Okaneen, Utasithik, Tun-Tah, Gin-Ra, Beem-Ja
    Female Adult Names: Drujeva, Pashtvee, Skalz, Deeseidutsei, Nusei, Ahash, Akisalg, Thari-Sa, El-Ei, Jid-Eji

Traits
As a lizardfolk, you have the following racial traits.
    Ability Score Adjustment: Your Dexterity and Constitution scores increase by 1.
    Size: Medium.
    Speed: 30 feet.
    Darkvision: You can see in darkness within 60 feet of you as if it were dim light. When you do so, your vision is in black and white.
    Athletic: You have proficiency in Athletics (Strength) and have advantage on any Athletics (Strength) check you make.
    Lizardfolk Weapon Training: You have proficiency in polearms and shields.
    Natural Weapons: Your claws can be used as weapons in melee combat. You deal 1d4 points of slashing damage with your natural attack (which you are considered to be proficient in). Your natural attack is considered a light weapon.
    Languages: You can speak, read, and write Common and Lizardfolk.