|Expansion:||Labyrinth of the Minotaur|
The Labyrinth was built many centuries ago beneath the capital city of the Minotaur on the Isle of Agramon. Much of the Labyrinth was constructed of stone reinforced with iron - very industrial but not simplistic. Numerous entrances to the vast underground maze were located throughout the world and several can still be found today. While exploring the Labyrinth, players will find remnants of the collapsed capital city, submerged halls overgrown with moss, and industrial clockwork rooms powered by dark magic.
Collapsed Capital City AreasEdit
Upon entering the Labyrinth via one of the ruined watchtower entrances, players will find themselves in vast rooms and hallways choked with rocks and other debris. These are the remains of the city that once thrived aboveground and has since fallen through the Labyrinth's ceiling leaving behind piles of rubble and mangled architecture.
Submerged, Moss Ridden AreasEdit
As players venture further into the depths of the Labyrinth they will come across once flooded sections of the underground. Noted by their rough, worn stone architecture and moss-stained features, many of these rooms still contain water hazards requiring players to swim to their destination.
Industrial Clockwork AreasEdit
As the number of Minotaur dwindled over the centuries, those remaining in the Labyrinth created an army of constructs using a combination advanced mechanical engineering and dark magic. This army, as well as many failed experiments, was built deep within the Labyrinth in the clockwork rooms of the Minotaur. It is rumored that the most powerful Relics and the darkest magic can now be found in these areas.
The fearsome Dracolich, one of the oldest and most powerful creatures to walk the earth, resides deep within the Labyrinth guarding untold treasures. This skeletal dragon commands hordes of undead to guard its chambers and search for other Relics strewn about the corridors of the Labyrinth.
During the height of their technological and mystical advancements, the Minotaur created a huge construct in the image of their king, Maghras. Over the centuries the construct has laid dormant, guarding the most prized Relics of the Minotaur. However, with the recent activity in the Labyrinth, the construct has begun to stir once again.
The Greek legends of Cerberus no doubt gained their origin from this giant three-headed hell hound. The fell beast has been bound for thousands of years as a guardian over the Minotaur Relics.
Muxog the Goblin Chief
Evidence found within the Labyrinth indicates that the Minotaur may have been the progenitors of what is now known as the goblin race. The goblin tribes found within the Labyrinth are more vicious and advanced than any found throughout the Realms. Their leader, Muxog, is even more so.
- Spider Construct
- Demon Wolves
- Demon Doppelganger
- Stone Golem
- Metal Golem
- Undead Drakoran
- Corrupt Minotaur
- Undead Minotaur
Long ago, the island now called Agramon was the home of the ancient race of called the Uruz. Their capital city was a marvel of architecture, a fair city above ground but an even larger and more mystical one beneath. The Uruz spread out from their home island to explore the world. In the neighboring lands of Midgard, Hibernia, and Albion they came in contact with the fledgling kingdoms of man. They left only vague impressions on the men they encountered, sparking tales of bull gods and horned men, but making no solid ties.
Though they preferred to live underground and limit contact with the surrounding areas, these outlying clans also began to lose touch with each other and with the central island. This worried the high Council. They proposed a great undertaking, a nexus that would unite the lands, not through conventional tunnels, but through dimensional magics.
The High Chief Maghras placed his three sons in charge of the construction, and made them each emissaries to one of the outlying lands. To Hibernia he sent his eldest son, Yashrig. To Migard he sent his second son, Deifrang. To Albion he sent his youngest son, Korazh.
The nexus project was an incredible triumph, and brought great glory to the sons of Maghras. Travel between the realms and the great city increased, and it seemed a golden age of Minotaur society had begun. Emboldened by the success of their first great magical undertaking, the Minotaur began to seek to test the limits of the powers that could be gained and manipulated through these magics.
The Uruz High Priests spoke of new, closer contact with their Gods, granting access to previously unknown mystical forces. They began working on a new undertaking, one even greater than the travel nexus. The capital began to produce Relics of great power, items that would increase the power of the Uruz race and carry their legacy through the ages. But these advances had a darker side. The underground city became more of a fortress as the Uruz feared to lose these new relics. The tunnels dug deeper, the twists and turns became more disorienting, and the traps more fiendish. The relics which were meant to bring unity and strength brought only greed, paranoia, and violence.
Dissatisfaction and chaos began to build in the great capital. Some of the priests of Vartigeth, God of Knowledge and Survival, began to speak against the relics. There was immense distrust between those who worked closely with the relics and those who stood apart. Maghras began to sense that things were going very wrong. His priests no longer listened to his orders, and the trouble was no longer confined to the priests. It seemed that everyone who had any contact with the relics at all was becoming slightly mad. As this corruption grew the High Chief gathered around him those in the city he could still trust, but found them precious few.
Maghras sent his sons to the lands they had visited before, to raise reinforcements. By the time they returned the Uruz nation had erupted in full scale civil war. While originally they fought united, during the course of the war the brothers grew apart. Each strove against the other for Maghras' approval, seeking credit for any victory and blaming the others for any defeat. After a while they began to conceal more and more from each other, and cooperate less and less.
This loss of cohesion spelled defeat for Maghras and his sons. Without all three bands working together, the corrupt forces won battle after battle. Realizing there was no way to achieve victory, the High Chief instead made a plan for survival. Maghras sent his sons into dimensional rifts with their remaining forces. To each son he issued one final command: if he failed, they must prevent the relics from doing any more harm. The sons could not disobey and departed, while the High Chief remained to sink the city and seal the ways behind them.
This was the last straw for Yashrig, Deifrang, and Korazh. Each blamed the other for the loss of their city and the death of their father. During their exile, these once loose war-parties have become real clans. With no true name to call themselves, they adopted the names of their founders. Through the generations the names have been passed down, inherited by each chief in succession.
The historians of Vartigeth have been diligent in preserving the history, though the version each possesses is colored by the individual memories of the clan's founding members. Each clan tells the tales of the betrayal of the other brothers; rumors and suspicion have turned into legacy. The Last Command has survived the ages, along with a hundred other instructions and tales, fragments of old spells and old languages. The history of the great island city is mingled with the histories of the other lands where Uruz once wandered.