Minotaur

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Minotaurs are extremely strong, they are also furiously territorial beast and are normally found in enormous subterranean Labyrinths. Over many centuries Minotaurs have become accomplished miners, exceeding that of the dwarfs mining skills, above ground they carve awe-inspiring statues of the "Horned God" and Minotaur warriors. These statues can reach heights of thirty-five feet, and truly shows the brilliant craftsmanship of the creatures. Due to living in, and exploring Labyrinths on a daily basis they are fantastic at solving complex and confusing tunnel patterns, this puts them at a great advantage when hunting down trespassers.

Minotaurs have a large humanoid body with a bull's head. Although their is of bull form, their teeth are sharp because of their meat diet. The typical color range of their fur is from pure black to light brown, although, their skin usually ranges from dark brown to light brown. Their eyes range from blue to brown, blue being rare, and on extremely rare occasions they can have red eyes. Minotaurs are much bigger than humans, standing between 7' to 8’, and they weigh anywhere from 450lb to 700lb. Minotaurs don't really wear clothing because they are fully furred, but some may wear loincloths. A male minotaurs horns can grow to lengths of 3', whereas the females grow to be 6" to 12", minotaurs do not have feet, instead they have cleft hooves. Minotaurs can live to a grand age of 200.

Most Minotaurs are born and raised in the Minotaurs society, never venturing any further than the deepest depths of the Labyrinth. These Minotaurs are normally the ones who follow the paths of their ancestor's, not needing to socialize with inferior races such as elves, halfling, who Minotaurs have a hated for, due to there lack of strength and honor, as they see it. But in more recent years there has been a change in Minotaurs look upon society and the fortunes it brings to them. 
More and more Minotaurs are starting to join the Damocles Military and fleets, their reasoning for this is that the militarist life style appeals greatly to them, and they also get paid for there warrior talents. When in such military groups, they normally lead raiding parties or act as bodyguards to high commanders, which they find easy as not many creatures with start a fight with a Minotaur. 
All Minotaurs can speak "Giant", and the more social ones can pick up "Common".

Combat: As we know Minotaurs have incredible strength, it is for this reason that Minotaurs prefer to use melee weapons when going into combat. The most favored weapons of a Minotaur are Great Axes, hand axes, which are the same size as a human two-handed axe, they also like warhammers as they can carry one much bigger than most other creatures; Minotaurs also like to carry around Great Halbard, you could only imagine what sort of damage they could do with one of these weapons.
Generally when a Minotaur first goes into battle, they prefer to charge at their opponents with their huge horns, if they are successful, they will gore their victim to death, not even bothering to draw a weapon.

Minotaurs are not the most intelligent of creatures, however, they do have some skills that can help them outwit opponents. They are very cunning and logical beasts, this means that they can never be lost in a maze, and will always find what they are looking for. This also means that they make maps of their surroundings in their head, this prevents them from ever being lost in unknown regions, and it also means that they are experts at tracking enemies. Also due to their animal characteristics, Minotaurs have an excellent sense of smell, sight and have better hearing than that of a human.

Habitat/Society: Minotaurs believe that they are the most superior race, they believe that their strength, code of honor and loyalty puts them above any other race. Minotaurs generally like conflicts but they don't causes trouble with humans, as they respect the humans above other races because of their militarist skills, but when a situation arises, where violence is needed they will gladly come out in force to destroy their enemies. The most sacred place to them is their Labyrinth, if anybody for any reason intrudes upon it and they are not Minotaurian, they will hunt them down and kill them where they stand, leaving the body to rot, so that if there is another trespasser they know what fate awaits them.

There is no gender rank within the minotaur herd because the females are as equally built as the males, but the males normally get more respect. A cow can only give birth once a year, but because they live in subterranean climates, they can give birth at any time in the calendar year. It is not know if the Minotaurs have a great treasure hold or not, this is due to the fact that no on has ever ventured that far into a Labyrinth and returned to telling tail, but it is assumed that they have great riches deep inside the Labyrinth.

Minotaurs worship the god Krondor, to Minotaurs he represents the god of war, strength and combat, where the humans see him as a "human" figure, the Minotaurs obviously see him as a giant Minotaur standing at 10' tall, with horns extending out 4', this is why you may hear some referring to him as "The Horned God", he also holds a great warhammer in his right hand, Minotaurs don't even consider the humans idea of Krondor the same god.

Ecology: A fit and healthy Minotaur can live to the age of 200 years. The females have a gestation period of around 9 moths, but it is perfectly safe for a calf to be born a month earlier than this. Not many calfs die in there infant years, as Minotaurs are clean creatures and have no problem finding food. A Minotaurs stable diet consists of meet, they don't generally eat vegetables, but they can make a lot of tasty and useful things out of herbs an weeds, these plants are found on the surface as they cannot ground underground. Minotaurs are excellent miners and can craft great statues out of stone, if paid the right amount they can be hired to craft items from stone.
History: Very little is known of Minotaurs outside of Verdania, but those in Verdania came with the settlers to seek freedom to worship the Primals along with the humans and elves and other races who fled Aeris. However at first, the Minotaurs were not overly fond of the humans they shared the boats with. It was not till Rathleon Windfire's sacrafice, that the Minotaurs began to view humans with mutual respect. While several Minotaurs have moved to smaller islands, a few beyond the borders of known nations, most live within Verdania itself and the lands of the Damocles Empire.

There is no real significant thing about Minotaur history, as they have existed with humans of Damocles for centuries. Several hold positions in Damocles relating to either Security or Tactical such as Warhammer Pilots, Airship Chief of Security or Strategists.

Character Attitude and personality: Minotaurs believe in the superiority of their race above all others. They believe their destiny is to rule the world. From a very young age, minotaurs are trained in combat and warfare and instilled with a strict code of honor. The militaristic society of the minotaurs gives them a rigid look view of the world they live in. Above all else minotaurs value strength, cunning and intelligence, the ultimate challenge for all three of these virtues is to compete in the annual, which is held in a gladiatorial arena. 
Minotaurs don't care for human politics unless they are working for the Damocles army, this is the only real time they have a view of human politics. They have have a modicum of respect for Dwarves, Centaurs, they have the most respect for human, they have a very negative to race that rely upon magic as a way of fighting, or any race that doesn't use their strength to fight. They do not find assassins cunning, they merely think of them as cockroaches, the simple reason that they fight in the shadows and not upfront.

Nymph

Difficulty Rating: 3
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Nymphs are nature's embodiment of physical beauty, and the guardians of the sacred places of the wild. They are so unbearably lovely that even a glimpse of one can blind an onlooker. Nymphs hate evil and any who would despoil the wilds for any reason. 

A nymph's demeanor is wild and mercurial. Like nature itself, she embodies both great beauty and fearsome danger. She can be kind and graceful to mortals who revere the wild places of the world, but is also quick to strike against mortals who take more than they need or who treat nature thoughtlessly. Animals of all types flock to a nymph, ignoring the presence of natural enemies; injured beasts know that the nymph will tend their wounds. This being always appears as a beautiful woman, one who's beauty exceeds mere words. She is captivating and dangerous because of the emotions she inspires. She has long, copper hair, perfect skin, large eyes, and long swept back ears. She is about the height and weight of a female elf and can speak Sylvan and Common.

Combat: A nymph usually avoids contact with nonfey, but she often has a place she holds sacred and defends against all intrusions. This place is usually a grove, a pool or sometimes a hilltop or peak. She uses her spells and animal allies to drive intruders away from the spot she defends, preferring to use non-lethal attacks first and resorting to deadly attacks only when faced with evil creatures or intruders who reply to her efforts with deadly attacks of their own.

Nymphs are better disposed toward elves, half-elves, and druids. Individuals they recognize as friends of nature. They are likely to offer such people a chance to explain their presence instead of driving them away. Nymphs have also been known to aid good heroes who approach them in a courteous and respectful manner. 

Of the nymphs attacks, the first is Blinding Beauty. This ability affects all humanoids within 30 feet of a nymph. Those who are hit by this power are blinded permanently as though hit with a blindness spell. A nymph however can suppress or resume this ability with ease. The second such attack is a stunning glance, used when a wrathful nymph looks towards an opponent within thirty feet and stuns it with that look. This stun lasts for 4-8 minutes. Nymphs are also known to be very graceful in their moves and have an empathic ability when it comes to all things nature and animals. They also excel at swimming and can swim rather swiftly. Besides this are also the nymph's spells. Once a day a nymph can cast Dimension Door. Also a nymph normally has a set of nature and divine spells such as Cure Minor Wounds, Detect Magic, Flare, Guidance, Light, Resistance, Calm Animal, Cure Light Wounds, Entangle, Longstrider, Speak with Animals, Barkskin, Heat Metal, Lesser Restoration, Tree Shape, Call Lightning, Cure Moderate Wounds, Protection from Energy & Rusting Grasp.

Habitat/Society: These beautiful females inhabit only the loveliest of wilderness places, clear lakes and streams and other such areas. They prefer a solitary existance, but very occiassionally a few will gather together in a place of spectacular charm, though these rendezvous seldom last for more than a few months. Any treasure a nymph possesses has usually been given to them by some lovesick man.

Ecology: Like a druid, a nymph beleives in the sanctity of nature and her environment and will try to keep her lair safe and pure. She will heal wounded animals, mend broken trees and plants and sometimes aid a human in distress. Since they live for many generations, they can provide a wealth of information on the history of an area and often know secret places, hide-outs, and entrances long forgotten. If a man is kissed by a nymph, all painful and troubling memories are forgotten for the rest of the day. This may be a boon to some and a curse to others. A lock of nymph's hair can be used to create a powerful sleeping potion, or if enchanted and woven into a cloth and sewn into a garment, will magically make the wearer more charming. The tears of a nymph can also be used as an ingredient in some love potions and if a woman bathes in a nymph's pool, she also gains a beauty bonus until she bathes again.
History: Any reports of Nymphs are very rare, a few seen in civilization either on trips into the town to see people, as the wives of rich or handsome nobles, or as slaves in the black market. Normally however they keep to themselves, and any such records of them are vague, and these women prove to be elusive and the stuff of stories and fantasies. 
Character Attitude and personality: A Nymph is a challenging character to play. First of all there is that affinity for nature, so they normally follow Lothos and Enshar. A Nymph found outside of wilderness is either there for boredom, on the arm of a man she loves, or is in the captive state of some dark and evil being. The personality has been well defined here, the tricky part is WHY they are away from their place of nature. A good backstory would be required for this. 

Ogre

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Orc

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred for elves and dwarves that began generations ago, and often kill such creatures on sight. They look like a primitive human with gray skin and coarse hair, with a stooped posture, low forehead and a piglike face with prominent lower canines that resembles a boar's tusks.

An orc's hair is usually black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green and deep purple. Their equipment is dirty and unkempt. An adult, male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller.

When not actually fighting other creatures, orcs are usually planning raids or practicing their fighting skills. The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Orcs who have adapted to civilized life are also far different and more agreeable. Those orcs gather among mostly the civilizations found in Axius (Feeling that is the one and only nation that would accept orcs) and most orcs usually work night jobs and sleep during the day, such jobs ranging from construction work at the shipyards, to unloading crates at the docks, to moving cargo about or acting as a form of cheap protection. While not as war hungry as their wild brethren, they have been known to pick fights over minor matters when after partaking of one too many drinks.

Combat: Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the path of a warrior or fighter usually prefer to master the falchion or greataxe. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.

Orcs can be dazzled in bright sunlight or a daylight spell, having a sensitivity to such light. Orcs are also much stronger than a normal human, however less intelligent, wise and their looks and mannerisms sometimes cause them problems in social situations. They can see very good in the dark, for about 60 feet, yet suffer in bright light. Many orcs can speak Common and Orc, as well as Dwarven, Giant, Gnoll, Goblin and Undercommon. Most orcs prefer to be barbarians, taking on a nomadic, wandering warrior lifestyle.

Habitat/Society: Orcs believe that to survive, they must conquer as much territory as possible, which puts them at odds with all intelligent creatures that live near them. They are constantly warring with or preparing to war with other humanoids, including other orc tribes. They can ally with other humanoids for a time but quickly rebel if not commanded by orcs. Orc religion (a twisting of the Krondor religion) teaches them that all other beings are inferior and that all worldly goods rightfully belong to the orcs, having been stolen by the others. Orc spellcasters are ambitious, and rivalries between them and the warrior leaders sometimes tear a tribe apart.

Orc society is patriarchal: Females are prized possessions at best and chattel at worst. Male orcs pride themselves on the number of females they own and the male children they sire, as well as their battle prowess, wealth, and amount of territory. They wear their battle scars proudly and ritually scar themselves to mark significant achievements and turning points in their lives.

An orc lair may be a cave, a series of wooden huts, a fort, or even a large city built above and below the ground. A tribe includes females (as many as there are males), young (half as many as there are females), and slaves (about one for every ten males). The orcs mostly worship their own variant of the Primal Krondor, seeing him as a god of war and one who tolerates no signs of peaceability among the orcs.

Ecology: Orcs have an average lifespan of 40 years. They have a gestation period of 10 months and produce two to three offspring per birth. Infant mortality is high. Orcs are carnivores, but prefer game meats or livestock to demihumans and humaniods. It is said that orcs have no natural enemies but they work hard to make up for this lack. Orc tribes usually have fearsome names such as Broken Bone and Evil Eye to strike fear into their enemies. Orcs are skilled miners who can spot new and unusual constructions a quarter of the time as well as sloping passages. They are also excellent weaponsmiths.
History: Orc history is hard to trace, due to the orc's short lifespan and their lack of any recorded history. All that is known about them are from a few sketchy reports starting back to before the 100s when, as the Settlers arrived to Verdania and moved inward, they found a few scattered orc tribes. The orcs spoke that, at one point, theirs had been a grand army over the known lands but some disaster befell them. What this was, they never said. Several orcs decided to move into what civilizations and towns that could have them, very few of them in Damocles and mostly they are all in Axius. A few scattered, warring factions however still exist to this day. Each tribe has their own history, some fearing or respecting the Shadow Knights and the same of Damocles. Some work along with the other races, putting aside their own hatreds while others still raid and pillage far from the protective might of the Damocles border. All that is known for certain is that the orcs did not come with the settlers from Aeris, they were already here when the settlers arrived and long ago, maybe decades, centuries or millennia, the orcs were large over all of Verdania and then that orc grandness came to a sudden halt.
Character Attitude and personality: An orc has either decided to live amongst civilization or not. If they have not, then the above information is entirely true. If so, then they live as a normal citizen would among a town, but work night jobs, get lousy pay and work common labor tasks. At their days off, they frequent bars and taverns where they get extremely drunk, or mostly stay within their small houses usually in the poor part of town. A drunk orc is a dangerous thing as any restraining thoughts that tell them how to properly act in civilization ebbs away, having them act for a brief moment as their own kind are apt to. Sometimes bartenders refuse them drink after a certain amount or make sure a sufficient amount of protection is nearby in case a fight breaks out. An orc character acts as an orc does, but with a tad more restraint. They either worship Krondor or a mix of Krondor and Oblivious and they are warriors above all else. Hanging around Inns and Taverns is a sure way to find mercenary work, something an orc loves more for the chance to fight than the pay.

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