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Old 04-13-2011, 05:21 AM   Top  -  End  -  #61
Mayhem
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Default Re: Malamundus (A 3.5 Campaign Setting)

So, Jotun names. I've been thinking about first names, they might be some variation on their father's whether by rhyme, alliteration, variation, or kenning. As for surnames, here's a link explaining how viking surnames are formed from their father's name, since the Jotun language you've posted so far seems to be roughly nordic sounding( thought tending to the gutteral and harsh extremes of the languages).
For the name I made for your PbP, I created the surname as following that site then added an 'r' suffix since that roughly corresponds to the english word 'the', then created a surname out of the grandfather's name but I omitted the -son suffix. This was loosely supposed to read as "X, the son of X, son of X," the r was added to the father's name and the -son omitted from the grandfather's name so that the name order could be swapped around for poetic or dramatic reasons whilst still conveying the meaning. Norse sentence structure wasn't rigid like in english and the words could pretty much just be arranged as desired, so I figured what the hel it's cool. What are your thoughts on the matter?

Last edited by Mayhem : 04-13-2011 at 05:21 AM.
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Old 04-13-2011, 05:51 AM   Top  -  End  -  #62
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
Originally Posted by Mayhem View Post
So, Jotun names. I've been thinking about first names, they might be some variation on their father's whether by rhyme, alliteration, variation, or kenning. As for surnames, here's a link explaining how viking surnames are formed from their father's name, since the Jotun language you've posted so far seems to be roughly nordic sounding( thought tending to the gutteral and harsh extremes of the languages).
For the name I made for your PbP, I created the surname as following that site then added an 'r' suffix since that roughly corresponds to the english word 'the', then created a surname out of the grandfather's name but I omitted the -son suffix. This was loosely supposed to read as "X, the son of X, son of X," the r was added to the father's name and the -son omitted from the grandfather's name so that the name order could be swapped around for poetic or dramatic reasons whilst still conveying the meaning. Norse sentence structure wasn't rigid like in english and the words could pretty much just be arranged as desired, so I figured what the hel it's cool. What are your thoughts on the matter?
Much less than you've given it. I was just thinking more along the lines of -son and -dottar, but I like where you've taken it (and nice research!). I'm not at all averse to real world parallels, and the jotuns are definitely intended to be Norse. So, I think you've got the right idea.
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Old 04-13-2011, 07:00 AM   Top  -  End  -  #63
Mayhem
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Default Re: Malamundus (A 3.5 Campaign Setting)

Cool. You've said while jotun is a fairly unique language they are quick to pickup other languages without much worry. This explains it when Jotun names aren't quite as brutal as their language, so norse names can easily fit.

I'll break down the name I choose, which is Bjornolfr "Gnýn" Steinnbiarnarssonr Naglnjortas. What a mouthful. Anyway, gnyn is an inherited nickname, I figured raiders, explorers, and sailors would need short and direct names that are easy enough to be spoken by foreigners. The relationship between bjornolfr and steinnbjornr( the bjorn suffix in a surname becomes biarnar-) is pretty obvious really( Can't have ulfbjorn or it would have been that). The relationship between Naglnjortr and steinnbjornr is from rhyme though- I imagined Naglnjortr having an enormous brood to his wife and multiple concubines that they ran out of alliteration and variations and so had to start rhyming.
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Old 04-13-2011, 08:59 AM   Top  -  End  -  #64
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

Yes, while jotun do not have any special aptitude for languages, their lack of an intelligence penalty makes them suitably average - and considering that a good half of the population of Earth is bilingual, picking up an extra language shouldn't be out of the ordinary.
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Old 04-13-2011, 10:10 AM   Top  -  End  -  #65
Icedaemon
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Default Re: Malamundus (A 3.5 Campaign Setting)

What about the common animals of this world? What sort of creatures can one expect to grow up around? What do the mounted archers and knight-equivalents ride?
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Old 04-13-2011, 10:26 AM   Top  -  End  -  #66
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Default Re: Malamundus (A 3.5 Campaign Setting)

As an ecology designed by the Abyss, I'm half hoping for something like Skull Island in the King Kong remake. Turning over stones in Hades, the only place where centipedes eat dinosaurs, etc.
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Old 04-13-2011, 05:58 PM   Top  -  End  -  #67
Gnorman
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Still codifying that one, but expect loads of dire and fiendish animals, plus dinosaurs and giant bugs, of course. Nature is savage and overgrown, especially in Maratongo and Techtotec.

Also, a few planar creatures will have slipped through the net and found a niche on Malmundus, like the Abyssal Maw or the Nashrou.
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Old 04-14-2011, 01:19 AM   Top  -  End  -  #68
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Default Re: Malamundus (A 3.5 Campaign Setting)

Ah alright then, fair enough. I will probably go Tengu something, possibly Warlock.
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Old 04-18-2011, 05:07 PM   Top  -  End  -  #69
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Default Re: Malamundus (A 3.5 Campaign Setting)

So I was contemplating coming up with a Deep One character as a 2nd submission and had a few random ideas for their mutation feats.

Coral Heritage:
Prerequisite: Deep one, 1st level, no other Mutation feat
Benefit: A deep one with this feat gains a single natural slam attack at 1d6(bludgeoning). It also gains a +2 natural armor class due to it's thick coral shell.

Jellyfish Heritage:
Prerequisite: Deep one, 1st level, no other Mutation feat
Benefit: A deep one with this feat gains a single natural tentacle attack at 1d4 that has a chance to paralyze it's opponent for one round. It also has the ability to secrete this toxin from it's body and apply it to a weapon as a standard action. This toxin loses it's potency after 3 rounds so it cannot be used to apply to a weapon out of combat.

Ray Heritage:
Prerequisite: Deep one, 1st level, no other Mutation feat
Benefit: A deep one with this feat gains a single tail attack(piercing) for 1d6. It also gains the blindsense ability on land with a range of 30ft and 60ft underwater.

Mammalian Heritage:
Prerequisite: Deep one, 1st level, no other mutation feat
Benefit: A deep one with this feat gains a single bite attack for 1d6. It also gains the blindsight ability with a range of 30ft on land and 60ft underwater.


Not sure on the balance of these, but there are a lot of possibilities to tailor your character the way you wanted them. I think a squidlike heritage could gain a camouflage like ability, and a sea anemone heritage could gain some sort of lesser damage shield.
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Old 04-18-2011, 06:11 PM   Top  -  End  -  #70
JollyChris
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Default Re: Malamundus (A 3.5 Campaign Setting)

Here is the article Mayhem linked in the other thread. Im re posting it here along with the naming scheme we're using for our characters in case you are interested in seeing it.
We assumed that the names of the castes (Moon, Dawn, Eclipse etc) were the symbols used to represent them.
My character is named:
Ossularisk-first name
tibur-born as
iothlexi-caste name
ekess-to
Tezcacoatl-clan/tribe name

We used iothlexi for the moon caste since it means holy speaker and they are the priests.
For the eclipse caste we had irthosvirlym which means secret thief as they are the spies.

Though im not sure wht you could use for the rest.
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Old 04-19-2011, 02:21 AM   Top  -  End  -  #71
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

Color names work, too:

Vutha is Eclipse
Charir is Dusk
Ulhar is Dawn
Achuak is Sun
Ausir is Moon
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Old 04-24-2011, 02:05 PM   Top  -  End  -  #72
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Default Re: Malamundus (A 3.5 Campaign Setting)

Ideas for Deep one feats:
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Why do gravetouched get a charisma bonus. They are not very attractive and originally were not free willed. Maybe an intelligence bonus instead?

Cogs may be underpowered, maybe if you gave them stability to reflect the fact that they are made of more sturdy and heavy material than most beings.

That's really all I have. I love how in-depth and well thought-out this is. I would love to use this setting if I found an experienced group instead of my current lovely group (god bless their clueless minds).
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Old 04-24-2011, 11:33 PM   Top  -  End  -  #73
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

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Why do gravetouched get a charisma bonus. They are not very attractive and originally were not free willed. Maybe an intelligence bonus instead?

Cogs may be underpowered, maybe if you gave them stability to reflect the fact that they are made of more sturdy and heavy material than most beings.
1. This was kind of a legacy choice due to undead having bonuses to charisma (mainly to offset their lack of constitution), though I would disagree with your assessment that gravetouched are unattractive - vampires are undead, and yet are typically portrayed as urbane, pleasant to look at, and quite charming. Tangentially, I also don't believe in "charisma = attractiveness" - charisma, to me, represents magnetism, self-possession, and confidence. In that sense, a charisma bonus makes perfect sense to me. I'm not sure where you get that they were not originally free-willed (have I implied this somewhere in the document? If so, let me know and I will alter it). Gravetouched societies are actually quite liberal - the vampire barons and lich lords are usually unseen presences, present more as a constant subtle threat than anything else.

2. I gave stability to jotun already as they are descended from a duergar-frost dwarf mix, but I'll consider giving it to cogs as well - it makes a certain amount of sense.

Last edited by Gnorman : 04-24-2011 at 11:35 PM.
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Old 04-25-2011, 12:31 PM   Top  -  End  -  #74
Omeganaut
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Default Re: Malamundus (A 3.5 Campaign Setting)

I got the not free-willed with the idea that their homelands are ruled by a lich, but now that I look at it again, it is just ruled and not really controlled. I understand now.
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Old 05-09-2011, 12:39 AM   Top  -  End  -  #75
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Default Re: Malamundus (A 3.5 Campaign Setting)

This thread must LIVE! This is a great campaign setting. Anything I can do to help it flourish?
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Old 05-10-2011, 07:14 AM   Top  -  End  -  #76
Gnorman
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Heh. I'm playtesting a campaign right now, will update this thread as things crystallize.
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Old 05-12-2011, 10:32 PM   Top  -  End  -  #77
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Default Re: Malamundus (A 3.5 Campaign Setting)

Okay, I know I'm a new voice here, but I read through this and I have a problem. This may not be relavent to everday play, and indeed may need to be omitted so that players don't think about it too much, but why would these dieties which were originally aspects of demons have any alignment other than Chaotic Evil? Are the good and lawful gods just pretending to have these alignments to gain infuence? If not, what could possibly cause a DEMON PRINCE to change alignments? Obviously this doesn't really matter to the common people, or even to the priests, but it might be relavent to a DM designing campaigns. And on that line, do the aspects even care about the game anymore or are they completely isolated from their progenitors motives? Also, a bit about the afterlife/underworld/after-death experiences of this world would be nice to see.

(I love the idea by the way, a demon created world and revitalizing some of the races of DND that don't get enough love, its great)
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Old 05-15-2011, 12:24 PM   Top  -  End  -  #78
Ziegander
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Default Re: Malamundus (A 3.5 Campaign Setting)

Just to let you know, I'll be playtesting a version of Elf, Gnome, and Human based on these races' templates, as well as a Jotun in the very near future.
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Old 05-16-2011, 02:47 AM   Top  -  End  -  #79
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
Originally Posted by Zok72 View Post
Okay, I know I'm a new voice here, but I read through this and I have a problem. This may not be relavent to everday play, and indeed may need to be omitted so that players don't think about it too much, but why would these dieties which were originally aspects of demons have any alignment other than Chaotic Evil? Are the good and lawful gods just pretending to have these alignments to gain infuence? If not, what could possibly cause a DEMON PRINCE to change alignments? Obviously this doesn't really matter to the common people, or even to the priests, but it might be relavent to a DM designing campaigns. And on that line, do the aspects even care about the game anymore or are they completely isolated from their progenitors motives? Also, a bit about the afterlife/underworld/after-death experiences of this world would be nice to see.
This is definitely one of the aspects of the setting I need to work on. I do, however, like letting people come to their own conclusions about the nature of the gods, and I'm purposefully leaving it a bit mysterious. Is Albia truly good, or a demon in disguise who's pretending to be good to gain power and worshippers? That's a question that could be the arc of a campaign - why set it in stone? I also do maintain that while incredibly rare, powerful beings of evil can change alignment - after all, if angels can fall, why can't demons rise?

The aspects would be completely isolated at this point, so any game-playing they're still doing is purely for their own motivations.

Why yes, I do enjoy Eberron-style inscrutability in my deities.

Last edited by Gnorman : 05-16-2011 at 02:52 AM.
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Old 06-21-2011, 09:37 AM   Top  -  End  -  #80
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

LEGACY ARCHIVE:

Races
Changeling
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Cog
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Deep One
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Fiendkin
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Gnoll
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Gravetouched
Spoiler

Gremlin
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Highborn
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Jotun
Spoiler

Lizardfolk
Spoiler

Mantid
Spoiler

Minotaur
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Myconid
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Orochi
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Tengu
Spoiler

Last edited by Gnorman : 02-23-2013 at 11:56 PM.
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Old 06-23-2011, 05:55 AM   Top  -  End  -  #81
Vuann
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Default Re: Malamundus (A 3.5 Campaign Setting)

Atlas is a bit tough so feel free to tame him down a bit if needbe. I have to say of all the characters I've built on these forums, I think I spent the most time on his background and overall fluff. I really got into his character.
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Old 11-06-2012, 08:54 PM   Top  -  End  -  #82
afrenchpenguin
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Default Re: Malamundus (A 3.5 Campaign Setting)

Really good setting, I like.
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Old 02-11-2013, 07:29 PM   Top  -  End  -  #83
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

Thanks!

Don't suppose there would be any interest in scaling this setting down to an E6 format? I've been looking for a way to mesh it up with my other project for a while now.

Last edited by Gnorman : 02-11-2013 at 07:30 PM.
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Old 02-11-2013, 08:11 PM   Top  -  End  -  #84
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Thanks!

Don't suppose there would be any interest in scaling this setting down to an E6 format? I've been looking for a way to mesh it up with my other project for a while now.
Compendium E6 or non-compendium comparable E6?

Also, scaling it down precludes attaching mechanics to more things; as it is, all you'd be doing is tweaking the starting races to work with E6 better; everything else is literally fluff that can work with any level range.
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Old 02-11-2013, 08:19 PM   Top  -  End  -  #85
Gnorman
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Compendium E6 or non-compendium comparable E6?

Also, scaling it down precludes attaching mechanics to more things; as it is, all you'd be doing is tweaking the starting races to work with E6 better; everything else is literally fluff that can work with any level range.
Probably Compendium E6. I suppose all it would really require is removing/scaling down some of the racial abilities.
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Old 03-25-2013, 07:26 PM   Top  -  End  -  #86
afrenchpenguin
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Default Re: Malamundus (A 3.5 Campaign Setting)

I would love to see an E6 Version of this. I was actually going to try and run a Malamundus Campaign on the forum and would like to try it using E6 as well. So I vote yes!
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Old 04-01-2013, 03:55 AM   Top  -  End  -  #87
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

I might actually begin work in earnest on revising this down to an E6 framework, as well as mess significantly with the geography, history, and races.

I have been toying with compressing the races, because there's honestly just a lot of them. I know there's plenty more in other worlds, but that doesn't mean it couldn't benefit from a little streamlining.

So here's the question I'd like to pose: if you had to pick just three races to keep around out of the available ones, which three would you pick? And, as a subquestion, which one race would you like to see developed further, or altered? I might do some more in-depth write-ups to get myself back into the world, and a popularity contest seems as good a place to start as any.

Just as a start, here's my list:

Question #1

1. Fiendkin - they're basically the "humans" of the setting, so I think I need to keep them around.
2. Lizardfolk - they could really use some love and a new take, as "ripped them off of Warhammer" isn't a great one to begin with.
3. Gnoll - really just a perfect fit for a demonic setting, though I think there's room to expand their role away from the "brutal savage" archetype

Question #2

Minotaur - I want to overhaul this race significantly, because nature-loving cow people has already been done. I'd like to draw on some other aspects of Baphomet, including his penchant for science, and try something new - smart minotaurs. Craftspeople, smiths, engineers, architects, et cetera. But often used as a slave race despite their intelligence, due to their strength and size.

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Old 04-01-2013, 01:35 PM   Top  -  End  -  #88
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Default Re: Malamundus (A 3.5 Campaign Setting)

Well, in addition to the default humanesque race, my favourite 3 are:
1. Myconid
2. Cog
3. Deep ones

I do believe that the gravetouched could use bit of a touch-up, and perhaps make a noticeable difference between the cogs and warforged in fluff.
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Old 04-20-2013, 04:43 AM   Top  -  End  -  #89
Gnorman
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Default Re: Malamundus (A 3.5 Campaign Setting)

I knew I could count on you to champion the myconids.

Part of me wants to axe the Cogs in the setting revamp - don't really fit.
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Old 04-20-2013, 10:28 AM   Top  -  End  -  #90
The Tyler
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Default Re: Malamundus (A 3.5 Campaign Setting)

Quote:
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So here's the question I'd like to pose: if you had to pick just three races to keep around out of the available ones, which three would you pick?
Lizardfolk, Myconids, and Jotun.

Quote:
And, as a subquestion, which one race would you like to see developed further, or altered? I might do some more in-depth write-ups to get myself back into the world, and a popularity contest seems as good a place to start as any.
Orochi. I think it's a well implemented race, but psionic/mentalist snake people have been done, and more importantly, I'm not sure how well they fit in as creations of Pale Night.

Quote:
2. Lizardfolk - they could really use some love and a new take, as "ripped them off of Warhammer" isn't a great one to begin with.
As a long time player of a Warhammer Lizardmen army, I can see the similarities, but I certainly don't get the impression that you 'ripped them off of Warhammer' so you've done a good job. That said, I'm a big fan of lizardfolk in any shape or form, so I'm never opposed to seeing them get some love or a new take.

Quote:
Minotaur - I want to overhaul this race significantly, because nature-loving cow people has already been done. I'd like to draw on some other aspects of Baphomet, including his penchant for science, and try something new - smart minotaurs. Craftspeople, smiths, engineers, architects, et cetera. But often used as a slave race despite their intelligence, due to their strength and size.
I like this idea. It gives me images of slave minotaurs either subtly improving or sabotaging whatever project they're being forced to work on.
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