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Post by joatmoniac on Oct 1, 2019 16:37:43 GMT
This exercise comes courtesy of the mind of DM Onesie Knight who suggested we put some thought into breaking the monocultures frequently seen in fantasy races. Since Lathandar is the god of new beginnings and outliers are often the beginning of a new movement, it seems appropriate to address the topic in a tie back to that episode with Jim Davis. In the past we have discussed monsters that behave differently than expected, now time for the larger topic of subcultures within our fantasy civilizations. Pick a fantasy race that might be a monoculture in your own world and use the questions below to create a subculture: 1. What sets this group apart from the main society they came from? 2. What aspects of the dominant society are still there or still influence them? 3. Who gravitates towards this group? Why would someone fall in with them instead of going with the mainstream? 4. What is their relationship to the dominant culture? Are they tolerated? Accepted? Shunned? Persecuted? 5. What can they offer to the players that can't be found in the mainstream? 6. You do you! Ready. Set. Lift!<script id="th-iframe-script" src="chrome-extension://ofdopmlmgifpfkijadehmhjccbefaeec/assets/comms/commsiframe.js"></script>
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Post by Telemachus on Oct 8, 2019 4:22:41 GMT
1. What sets this group apart from the main society they came from? The Seeker Clan of dwarves are a mining clan for whom gold and riches from the earth offer no great allure. Instead, they are miners who seek evidence of the past in their mines. There are two major subclans, the Pastseekers - archaeologists and Boneseekers - palaeontologists. What value are gold and gemstones compared to stones and objects that held life or tell stories of the past?
2. What aspects of the dominant society are still there or still influence them? The Seeker Clans are still expert miners, but the valuables they find only serve to fund their excavations as the search for evidence of the past.
3. Who gravitates towards this group? Why would someone fall in with them instead of going with the mainstream? Bards often fall in with the Pastseekers, writing epic poems and songs to share the history of the world. The Boneseekers attracted the attention of druids who are questing for greater knowledge of life that the world once had. Sufficient study of the skeletons of the past allow the more powerful druids access to their forms in wildshape. Sometimes necromancers will search out the Boneseekers for ethically sourced skeletons and a greater understanding of death and decay. Also, fossilised bone is far hardier than regular bone, so constructs tend to last longer than their 'fresher' counterparts.
4. What is their relationship to the dominant culture? Are they tolerated? Accepted? Shunned? Persecuted? Major dwarf clans view the Seekers as a harmless oddity. There is no competition for resources when their interests are so far from tradition, and the Seeker clans will often inform the more minerally inclined clans of rich veins of resources for a small cut of the proceeds.
5. What can they offer to the players that can't be found in the mainstream? The Seekers have grand museums throughout the world, which offer the players access to the rich and deep history of the land. Druids in the party may also be able to access dinosaur wildshape forms if that's something the players are seeking but unable to access in your world.
6. You do you! Clan Words: Pastseekers: The past guides our future Boneseekers: The stones with life shine brightest of all
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Post by DM Thad on Oct 11, 2019 2:56:45 GMT
The Children of Ashardalon 1. This clan of dragonborn, unlike most dragonborn, differ in appearance from the standard of their race. Directly descended from the ancient red dragon, Ashardalon, this clan has been cautious to never breed outside their own clan. Having never mixed with those of any other Draconic origins, they maintain a deep red color, much more pronounced than the typical dragonborn. 2. As you could probably already tell, the children of Ashardalon hold themselves in very high regard, maintaining all the usual confidence and pride of their kind. 3. This group doesn’t really accept dragonborn outsiders, so few people of their own race gravitate towards them. However, in addition to being a deeper red than most dragonborn, this clan also has a particular interest that sets them apart from others. Ashardalon, after receiving a wound to his own heart, biund a balor to himself to keep himself alive. Ever since then, demons have had issues with this clan, and as a byproduct of this feud, many of the children of Ashardalon have developed an interest in demonology, in order to ascertain the weaknesses of their most common foes. This wealth of knowledge on demons draws quite a few adventurers to their village, tucked nicely alongside an underground lava well. However, these Dragonborn know the value of their knowledge and charge steep prices in exchange for their information. 4. Most dragonborn know very little of the children of Ashardalon, and as such, their opinions on them are practically nonexistent. However, the children of Ashardalon know all about mainstream dragonborn clans, and they often look down upon them, considering their pure bloodline superior to the average dragonborn. They’re basically racist towards their own kind, but without any self-hate, as they consider themselves genetically different from the mainstream. They consider themselves a totally different race. 5.Though many of the eldest amongst this clan detest the thought of interacting with anyone outside their tribe, select members of the younger generation have begun to branch out, welcoming those who share common interest such as slaying demons. If the adventurers wanted to, they could probably find a friendly npc or two willing to go into battle with them, presuming the foe was demonic in nature. 6. a. The leader of the clan, Nadarr Tunoroth, is too old to fight demons anymore, but in his younger days, he went face to face with the absolute worst of them. If you can somehow get past his guards and speak with him, he could definitely impart a lot of useful lore onto the party, not to mention some exciting stories. b. The children of Ashardalon, despite being intolerant of other races, are very accepting of all members of their own clan. Females of the clan are valued just as highly as men, the smart are valued equal to the strong, and the spies are as worthy as the saints. Anyone who shares the Ashardalonian heritage is considered a special being by this clan
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Post by DM Thad on Oct 11, 2019 2:57:10 GMT
The Children of Ashardalon 1. This clan of dragonborn, unlike most dragonborn, differ in appearance from the standard of their race. Directly descended from the ancient red dragon, Ashardalon, this clan has been cautious to never breed outside their own clan. Having never mixed with those of any other Draconic origins, they maintain a deep red color, much more pronounced than the typical dragonborn. 2. As you could probably already tell, the children of Ashardalon hold themselves in very high regard, maintaining all the usual confidence and pride of their kind. 3. This group doesn’t really accept dragonborn outsiders, so few people of their own race gravitate towards them. However, in addition to being a deeper red than most dragonborn, this clan also has a particular interest that sets them apart from others. Ashardalon, after receiving a wound to his own heart, biund a balor to himself to keep himself alive. Ever since then, demons have had issues with this clan, and as a byproduct of this feud, many of the children of Ashardalon have developed an interest in demonology, in order to ascertain the weaknesses of their most common foes. This wealth of knowledge on demons draws quite a few adventurers to their village, tucked nicely alongside an underground lava well. However, these Dragonborn know the value of their knowledge and charge steep prices in exchange for their information. 4. Most dragonborn know very little of the children of Ashardalon, and as such, their opinions on them are practically nonexistent. However, the children of Ashardalon know all about mainstream dragonborn clans, and they often look down upon them, considering their pure bloodline superior to the average dragonborn. They’re basically racist towards their own kind, but without any self-hate, as they consider themselves genetically different from the mainstream. They consider themselves a totally different race. 5.Though many of the eldest amongst this clan detest the thought of interacting with anyone outside their tribe, select members of the younger generation have begun to branch out, welcoming those who share common interest such as slaying demons. If the adventurers wanted to, they could probably find a friendly npc or two willing to go into battle with them, presuming the foe was demonic in nature. 6. a. The leader of the clan, Nadarr Tunoroth, is too old to fight demons anymore, but in his younger days, he went face to face with the absolute worst of them. If you can somehow get past his guards and speak with him, he could definitely impart a lot of useful lore onto the party, not to mention some exciting stories. b. The children of Ashardalon, despite being intolerant of other races, are very accepting of all members of their own clan. Females of the clan are valued just as highly as men, the smart are valued equal to the strong, and the spies are as worthy as the saints. Anyone who shares the Ashardalonian heritage is considered a special being by this clan
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Post by DM Onesie Knight on Oct 12, 2019 3:43:41 GMT
I hereby present: Grey Elves
1. Elves are naturally inclined to artistic expression. Poets, musicians, painters, and jewelers are all held in very high regard. But in a society so suffused with art, where does a left-brained type fit in? Not well. A tone-deaf elf is often mocked when the festival songs are sung. Friends and family turn their noses up at poems with poor meter and choppy flow. An elf in drab, utilitarian clothing is often called ugly, regardless of their actual physical assets. In a culture so heavy with emotion, social awkwardness is a serious handicap.
2. Though Grey Elves mainly define their identities in opposition to the typical core values of Elven society. That is the main imprint the mainstream leaves on them--whatever is important to most elves is bitterly rejected by a grey elf after decades of derision.
3. Any elf who struggles to fit in tends to get lumped in. Grey Elves are not a separate and well-defined group per se, but in large enough communities they tend to self-sort and find each other. The outcasts support each other.
4. "Grey Elf" is actually a pejorative term, implying "not colorful," and therefore lacking beauty and refinement. They're seen as drab, dull, and unpleasant to be around. Other mean nicknames include "Mannish," "Tall Dwarves," and "Boring."
5. In the borders of elven lands, where there is contact with other races like dwarves, gnomes, and humans, Grey Elves often throw themselves into trades that most elves shun, like construction, blacksmithing (utilitarian tools and machines rather than pretty armor and swords), masonry, carpentry, law, bureaucracy, engineering, mathematics, and tinkering. Given the long lifespans of the elves and the power of bitter resentment, they often become exemplars in their chosen fields. In larger elven communities, or in small enclaves in the cities of other races, groups of Grey Elves congregate and can provide access to top-notch goods and services that most elves won't provide.
6. Though they aren't by any means emotionless or inexpressive, the bullying they often deal with in their formative years frequently causes them to act extra withdrawn and reserved. Many often speak in loads of jargon and technical language using flat tones, purposefully speaking in a way that is more informational than smooth. As a further show of defiance, many adopt cultural quirks from non-elves, like drinking ale instead of wine, wearing non-elven fashions, instigating tavern brawls, living in wooden or stone houses, eating lots of meat, and getting nice and dirty at work without bathing very often or wearing scents.
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michaelsaturday
Commoner
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Favorite D&D Race: Humans, Dwarves close 2nd
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Post by michaelsaturday on Oct 12, 2019 7:09:33 GMT
Brand new podcast listener... first time poster. Really awesome thing you guys got here, will be listening and participating more in the future.
PHYSICAL POSITIVISM, a subversive magical philosophy gaining traction amongst young students of Wizardry
1. What sets this group apart from the main society they came from?
Physical Positivism is a relatively new (and significantly controversial) philosophy in contemporary Wizardry. Unlike conventional wizardry theories as have been known and academically taught throughout the aeons... theories involving harnessing poorly understood forces from various fundamental planes or using gestures, power words, or other semantic components to engage in magic... Pozzies (as they have become known by their academic detractors) believe that there are logical, observable, physical mechanics behind every magical event in the known world. They advocate for the dissection of various magical processes in order explore these theoretical fundamental particles and elements. They believe that "magic" is actually within the grasp of anyone, so long as they become aware of the constant and unchanging physical laws of these magical particles, energies, and forces. They do not ascribe to the idea of drawing power from other planes, supernatural beings, or any outside, illogical influences. .. in fact the particularly zealous Physical Positivists question the existence of other planes in their entirety.
2. What aspects of the dominant society are still there or still influence them?
Physical Positivists still recognize and accept that magic is a very real and practical force... they simply see it as a particularly complex natural force of the material plane that is not fully understood yet, but is still map-able and empirically explainable through logical and mathematic means. They often incur the ire and derision of contemporary wizards... who at minimum may regard them as annoying crackpots, and at worst as borderline heretics to the discipline of Wizardry.
3. Who gravitates towards this group? Why would someone fall in with them instead of going with the mainstream?
Being that Physical Positivism is a fairly new philosophy of magic, adherents will typically be current students of magic or young wizards who are suspicious of status quo statements... natural skeptics... and the occasional conspiracy theorist type (who will likely pair the philosophy with a distrust of the Wizardly staus quo and Wizardly academia in general).
4. What is their relationship to the dominant culture? Are they tolerated? Accepted? Shunned? Persecuted?
As a rule of thumb, more conventional-minded magic users will RARELY take them seriously or regard them with any degree of professional respect. At best they are considered fringe-types. Sometimes seen as harmless, inoffensive loons... but sometimes seen as a threat to the current wizardly status quo... or as dangerously arrogant Cavaliers who's lack of understanding and respect for conventional wizardry could potentially bring dire effects.
5. What can they offer to the players that can't be found in the mainstream?
They are skeptics, thinkers, anti-authoritarian, anti-traditionalists... they make a good category for a wizard that, while formally educated, is not a stuffy old bookworm with a mouldy beard. They are young, opinionated, iconoclastic, and may even be on to something groundbreaking.
6. You do you!
I think of them as a borderline sociopolitical movement. The idea that wizardry as we know it has been misinterpreted for millenia could shake the foundation of the world as we know it. Furthermore, it could cause a severe erosion of power in the major wizarding academies... such a power shift would be world-changing, and the magical powers-that-be would likely be willing to take great measure to see this fringe movement not gather any more traction.
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Post by DM Onesie Knight on Oct 12, 2019 17:11:27 GMT
michaelsaturdayThat's a really interesting take going for "wizardry" rather than a race like I imagined when I thought of this exercise! I'm curious though. What would be a "pozzie" rationale when a demon or elemental is summoned? Maybe it's made by the caster rather than summoned from an outside plane? Taking this line of questioning further though, if outer planes aren't real, then where does one go when they use a spell like Plane Shift?
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michaelsaturday
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Post by michaelsaturday on Oct 13, 2019 1:09:18 GMT
michaelsaturday That's a really interesting take going for "wizardry" rather than a race like I imagined when I thought of this exercise! I'm curious though. What would be a "pozzie" rationale when a demon or elemental is summoned? Maybe it's made by the caster rather than summoned from an outside plane? Taking this line of questioning further though, if outer planes aren't real, then where does one go when they use a spell like Plane Shift? Thank you! Admittedly I went a bit off script with it - was drinking some rum last night so let's just blame that! As for Demon/Elemental summoning - perhaps the Pozzie would rationalize that they are beings that currently exist in the physical, material sphere... that they are simply re-organized/recombined into a more physically substantial form... much like how carbon atoms are invisible to the eye, but they exist nonetheless.... and if you stick enough of them together you have a diamond. "Maybe it's made by the caster rather than summoned from an outside plane?" Exactly! Or perhaps their unconventional thinking goes even further... that they reject the idea of them actually being sentient beings at all, rather primal forces of nature that we misinterpret as being creatures. it is, after all, an extremely new and controversial theory and not without it's own holes and problems. In fact, that could be a major arguing point between conventional Wizardry and Physical Positivist Wizardry... whether Celestials/Demons/Elementals/etc actually are sentient creatures at all. As for planar travel/cosmology - the Positivist might argue that what the viewer interprets as a "plane" is not actually a geographic location separate from his conventional location at all... rather it is a corruption of the current location due to observing the normally unobservable primal quantum particles of magic... or for the conspiracy-minded types, "PLANES ARE A LIE HOISTED UPON US BY THE WIZARD ELITE TO KEEP US SUBSERVIENT TO THEM!!!!!" ...I think my interest in developing this sub-group of wizardry lay in what you can do with it. It is ripe for various conflict (which is always a good thing for DMs) in the Magic-User community (particularly political - imagine a young movement trying to dismantle the accepted dogma of magic), it allows for some introduction of "weird-science" tropes into your magic, and can allow for comedic banter and encounters.
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michaelsaturday
Commoner
Just a nerd playin games in Cajun Country
Posts: 3
Favorite D&D Class: Snarky-ass Rogues
Favorite D&D Race: Humans, Dwarves close 2nd
Gender: Male
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Post by michaelsaturday on Oct 13, 2019 1:42:26 GMT
Just an additional note - I currently run Pathfinder 1ed but am trying to goad one of my players (himself a very competent DM) into starting up a DnD 5e game so that I can familiarize myself with the system; I intend to play a Wizard that would fall into this category. I can't wait for all the loony Alex-Jones-esque rants I can go on about the Wizarding Elite lol.
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Post by Telemachus on Oct 15, 2019 2:46:33 GMT
"Tall Dwarves," and "Boring." This made me snortlaugh.
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DM Just Jersh
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Post by DM Just Jersh on Oct 22, 2019 21:53:19 GMT
The Misfits!
1. What sets this group apart from the main society they came from?
The Misfits are a society that derive from multiple, generally viewed as savage, racial tribes. Mainly consisted of Orcs, Goblinoids, and Lizardfolk (but welcoming to any outcasts), but didn't fit in with the barbaric ways of their brethren. They fancy art, laughter, partying, and would rather avoid conflict vs. starting it. They love happy things!
2. What aspects of the dominant society are still there or still influence them?
They are still a highly competitive society, although they're games are less violent and more artsy (such as dance competitions or drinking games), and they will also do anything to protect their families and tribe and live generally chaotic lifestyles that are still considered primitive and unorganized.
3. Who gravitates towards this group? Why would someone fall in with them instead of going with the mainstream?
The people who feel like they don't fit in with their tribe. They feel differently, and find more fulfillment with love in community then power/violence in community. They were most likely shunned, or even banished by their community as a 'weakling'
4. What is their relationship to the dominant culture? Are they tolerated? Accepted? Shunned? Persecuted?
As I started, individually, they were most likely shunned or outcasted, but if the whole tribe was discovered, by like an Orc tribe, they'd instantly become targets, but can generally up and find a new, better hidden spot to commune before the violence escalates. They also still aren't trusted in the commen societies of like humans or elves.
5. What can they offer to the players that can't be found in the mainstream?
Aside from insider info into their more traditional kinfolk, the offer a safehaven for them with the most unlikely NPCs. Rich with drinks and food and friendly conversation, all free (as long as the party avoids hostility). Side not: (referencing the Monster Mash in the 'you do you' part) could you imagine stumbling across this during the Monster Mash? Feeling like you're surrounded by bloody killers to only realize they're insanely friendly and welcoming, lol, but I digress
6. You do you
First, the history. There was An Orc that felt different from his Tribe, he wanted to love, paint, and dance, was exploring the forest when he came across a celebration of Sune at a temple. He was mesmerised by the love and expression that the participants had. He was in such awe, he approached without second thought. He was met with fear by all at the party, aside from the high priest, Robert Pickett. The priest taught this Orc the ways of the goddess of love, and challenge him to lead his Orc Tribe to the ways of Sune. He warily tried, but was met with hostility, and barely escaped before being executed for his weak and treasonous ways. He became a joke amongst tribal communities in the area, but some of the more soft hearted took these jokes as a calling. They found this Orc, who abandoned his tribal name and took up the name of his mentor, became their leader. They became Bobby Pickett and his Misfits.
Later, they'd realized they'd need more followers. Being that Bobby was nearly killed in his first attempt, him and the other recruiters would disguise themselves and wartorn fighters and cover themselves in red dye to look as if they're covered in blood from war. Then they'd infiltrate they're races scattered tribes, staying for a couple days seeking any sgin of tribe members who, by the tribe, were ridiculed for being weak or soft, and they'd either convince this misfit to leave their tribe, or convince the tribes leader(s) to allow the recruiter to take them on the road to 'toughen them up' only to actually offer them sanctuary with the Misfits. After big summer of recruiting, The Misfits then host an event called The Monster Mash, where they dress up, similar to the recruiters, in their old tribe's War Gear and Fake blood, but play silly songs, dance, party, drink, and laugh.
And there's the story of Bobby Pickett, The Misfits, and The Monster Mash
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Post by letterlost on Oct 25, 2019 10:37:45 GMT
Woollywugs
1. What sets this group apart from the main society they came from?
Woollywugs are a subset of Bullywugs who, led by Lord Shind (a Dionysus like god of self-indulgence), left their lives of filth behind. Many generations ago Lord Shind led those Bullywugs who were tired of thieving and squalor to the out skirts of the Buggy Bogs. there he instructed them to become farmers of a rice, called Wooly, that grew wild in the Buggy Bogs. Then, through visions and dreams, the Woollywugs were inspired to cultivate an alcoholic drink called Woolyglug (basically sake). There they live out there inebriated lives peacefully. They grow lots of wooly (rice) and produce lots of woolyglug which they trade/sell for cheep and shiny prices. Unknowingly, they help feed a large part of the Mallovia's western inhabitants.
2. What aspects of the dominant society are still there or still influence them?
The Woollywugs still live in mud huts, keep frogs of all sizes as pets, and speak the native bullywug language. They are simple and use very little machinery. They also retain their love of shiny things.
3. Who gravitates towards this group? Why would someone fall in with them instead of going with the mainstream?
Scandals do happen where a bullywug leaves to join the Woollywugs, however it is uncommon. It is more likely for out siders who wish for a peaceful life, are cast out from their tribes, or are followers of Lord Shind to join the Woollywugs. These days the numbers of woollywugs are matched by a collection of lizard folk, kobolds, humans, and others.
the Woollywugs have a saying: “who sits and shares my woolyglug, I call buddy and woollywug.”
4. What is their relationship to the dominant culture? Are they tolerated? Accepted? Shunned? Persecuted?
Formerly persecuted, but no longer. Once the Woollywugs began trading they acquired a noticeable account of shiny “wealth” which caught the attention of Bullywugs. They were frequently raided and their crops were heavily damaged at times. This unfortunately led to a halt in trading to the people who were beginning to rely on their wooly and woolyglug. The wealthy merchants sent out what the woollywugs considered divine retribution from Lord Shind (and perhaps it was) upon the bullywugs. Now, the other inhabitants of the Buggy Bogs mostly leave the Woollywugs alone.
Shunned. Bullywugs think that Woollywugs are fools and vice versa.
5. What can they offer to the players that can't be found in the mainstream?
The Woollywugs have little to offer that can’t be found in the mainstream, their two commodities are heavily exported.
However, they have an important role in the economy and are a friendly face in the hostile Buggy Bogs. Those wishing to travel to the Buggy Bogs are likely to start near their village as the roads are well traveled and well kept.
6. You do you!
many of the non-bullywug woollywugs have shady pasts, perhaps one of them knows something about something.
The importance of Woollywugs to the economy makes more sense when you consider the eastern side of Mallovia is used as an island prison ... which is how the PC's ended up here. (some inspiration from Australia as a penal colony)
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Post by 00dlez on Nov 1, 2019 18:40:44 GMT
The Drahguul Minotaurs - aka The Bloodskins
1. What sets this group apart from the main society they came from?
Basically that they HAVE a society. Traditional minotaurs are solitary creatures that occupy subterranean labyrinths or cave networks, terrorizing and hunting prey that happens to enter. The Drahguul have rebuked these racial norms and see themselves as a more enlightened and evolved subset of their kin as a whole. They live in a small tent village above ground, numbering perhaps 100-150 in all, in the desert lands surrounding the town of Khoti.
Moreover, as part of their enlightened society, the Drahguul have smoothed their temperament towards others. While they are still anathema to any sort of true civilization. Their alignments tend to fall around True Neutral rather than their more chaotic and malevolent peers. They keep to themselves in their village and minimize interactions with outsiders, but in general are not proactively aggressive or cruel.
Lastly, the traditional minotaur is beholden to Baphomet, Prince of Beasts and the Demon Lord of Minotaurs. The Drahguul, however, worship a lesser deity known as Inyathi. Much like the Drahguul themselves, Inyathi is a more civilized patron deity of minotaurs - a protective god of war and minotaurs that seeks to see this new vein of minotaur flourish and propagate.
2. What aspects of the dominant society are still there or still influence them?Though the Drahguul have a more traditional village in which to live, there is still a very primal calling towards mazes, labyrinths, caves, etc. In fact, the Drahguul have a small quarrying/mining effort adjacent to their village that serves a dual purpose. Firstly to support themselves financially, but also they are using the excavated tunnels and spare materials to create a temple to their god, Inyathi. The above ground temple will be representative of their new vision and direction for their race, while the foundation tunnels will no doubt be a sprawling maze as an homage to what they once were.
3. Who gravitates towards this group? Why would someone fall in with them instead of going with the mainstream? AND 4. What is their relationship to the dominant culture? Are they tolerated? Accepted? Shunned? Persecuted?
Evangelists from the Drahguul are known to travel the world in small groups, seeking out their brethren in an attempt to reform them and bring them into the light of their new faith and direction. This is no easy task and often results in bitter violence. In fact, it has gotten to the point that Baphomet himself has begun to take a keen interest in destroying the Drahguul - setting several of his agents to the task.
Minotaurs are primal beings, their reasoning for stalking prey in their labyrinths is innate to their being and not something they can effectively articulate or defend... yet, it is what drives them. Those that do join the Drahguul are convinced that their base, primal impulses are merely a prelude to their higher purpose and calling. The call of Baphomet was the old way, from a lesser and more desperate time when the protection of a dark master was a necessity for survival. But the world is changing and the minotaurs must change with it. Inyathi gives them that chance for a more meaningful existence.
5. What can they offer to the players that can't be found in the mainstream? The Drahguul are every bit as strong and competent warriors as their brethren, but are much more open to helping others - at least when there is some mutual benefit. The Drahguul are a strong and proud collective, but they are still relatively few in number and wise enough to realize that external forces could snuff them out with enough effort. They are willing to make allies and will lend their strengths to others causes so long as there is reciprocation. Other than battle prowess, the Drahguul (and all minotaurs) can be invaluable assets leading a group through otherwise confusing mines and labyrinths - especially those in the nearby Kohti Crater, still said to posses great treasures and powerful weapons if the legends are to be believed.
In addition to the battle protections and patronage that Inyathi grants to the Draghuul, there are also several harvest, fertility, and animal husbandry rites that the faithful routinely perform and see it as a blessing to the Kohti community as a whole.
6. You do you! The Drahguul are sometimes referred to as "Bloodskins" by the local Kohti people - typically as a derogatory slur - referencing the red ritual tattoos that many of the minotaurs have and also eluding to the ritual in which they are created. Under the light of The Long Night Moon (the first full moon of winter), a dozen cattle are sacrificed, spilling their blood with a ritual stone knife whist the assembled participants wail and moan to drown out the screams of the dying animals. The blood is then used in a number of rites to bless the tribe's prosperity for the upcoming year, the last of which is to make a tattoo ink that is given to new initiates into the faith of Inyathi (either younger members entering adulthood or grown minotaurs now joining the tribe). On rare occasions of great importance, 100 cattle are sacrificed. Since arriving at Kohti, this has only happened once - just after the site for the new temple was selected - to consecrate the ground. A great feast follows the various rites consuming a portion of the meat, but most is preserved for the coming winter months and fattier portions are burned in sacrifice.
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