For a little while now I've been kicking around an idea for a labyrinth with moving walls. Last week some of the details for that began coming together and I sketched a rough version of it. As I was doing so, however, I also started thinking about the island on which they live, inspired by mythical Crete. This article draws from that inspiration.
-Nate
The
Island of the Minotaurs
Of all the islands on the northeastern end of the Middle
Sea, perhaps one is the most distinct, a long and narrow body of land
with rocky a coast and forested inland hills. This is the home of the
minotaurs, a cunning race of men with humanoid bodies and the heads
of bulls. Some say that they are the unfortunate result of a coupling
between a human noblewoman and a sacred animal, while others maintain
that it was the influence of a demon lord—likely Baphomet or
Lamashtu—that led to their rise. Whatever the case, there's no
doubting that they are clever and powerful creatures. They have taken
over the island, wiping almost all of the other inhabitants.
Amalthea
Not all of the natives have been cowed, however. The
island's lone protector is a nymph named Amalthea. She dwells in a
cave hidden behind a waterfall high in the island's interior. From
there she provides what help she can to those unfortunate others who
become trapped on the island. Amalthea
Amalthea the Nymph: Refer to page 217 in the
Bestiary for details.
Reaching Amalthea's cave is not easy task. It requires a
DC 20 Climb check (15 due to the rough rocky surface, +5 because it
is slippery with water spray). That assumes, too, that the nymph is
not actively opposing the one who approaches her; she can use her
stunning glance and blinding beauty abilities to repel most
intruders, and has an impressive variety of spells, too.
Inside the cave is a broad central cavern (1) with a
natural stone table—a stalagmite with a flat top—where she
receives visitors. Branching off from there are two smaller caverns,
one (2) that holds an ancient shrine to the Earth Mother, and the
other (3) in which Amalthea sleeps. Whatever treasure the nymph
possesses can be found there.
Quasits
Because
the minotaurs have dealings with demonkind, they permit a flock of
quasits to run amok on the island. These little demons act as
messengers and spies, and also delight in tormenting any unfortunates
whom they encounter.
Quasits:
Refer to page 66 of the Bestiary
for details.
The
Agreement
What most people on Homeworld don't know is that the
minotaurs have a working agreement with an agent of the Northern
Empire. Once a year, that agent hires a ship to deliver convicted
criminals, unrepentant heretics and similar types—the “dregs of
humanity”—from the Empire to the Island of the Minotaurs.
The condemned are left in the bay of a ruined fishing village, in
theory left to fend for themselves. Of course, once the quasits learn
of new arrivals, they report quickly back to the minotaurs, who then
come to hunt the newcomers as a sick kind of sport.
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