Saturday, January 10, 2026

Capital Parkland - Part 10 - Coliseum District - Part 03 - Paths of Power

 

“Everyone has a role. Not everyone gets the mic.”

Minotaur society does not sort itself by birth, bloodline, or prophecy. It sorts itself by what you do when things get loud, weird, or dangerous.

Bands are families.
Tours are migrations.
The Coliseum is a crucible.

Classes are not careers so much as recognized ways of being useful.

ADVENTURER

Jack-of-all-trades, roadwise problem-solvers

Among Minotaurs, Adventurers are known simply as Fixers or Road Hands. They are the ones who make tours possible.

They:

·       scout routes

·       negotiate with locals

·       acquire supplies (legally or otherwise)

·       handle problems quietly so the show can happen loudly

Minotaur Adventurers are respected not for flash, but for reliability under pressure.

“If they’re smiling, it means the hard part already happened.”

Prowler Path



The quiet professionals of Minotaur society—the ones who move through the margins while the amps are still warming up. Where Bands negotiate with volume and presence, Prowlers handle what must be done before anyone notices there was a problem at all: covert talks, subtle intimidation, sabotage that looks like bad luck, and the retrieval of stolen gear without escalating into open conflict. They dress plainly by Minotaur standards—dark jackets, practical denim, horns angled back or capped—not to hide who they are, but to avoid drawing attention. Prowlers don’t brag, don’t shout names, and rarely take the stage, yet they are deeply trusted because they understand the culture’s unspoken rule: protecting the crowd matters more than personal glory. In a society that prizes loud declarations, a Prowler’s restraint is itself a declaration of mastery.

Scout Path



The Pathfinders of the Road and the Maze, those who walk ahead so that others don’t walk into disaster. They read the Road and the Maze the way musicians read a setlist, sensing shifts in terrain, mood, and resonance long before danger becomes obvious. A Scout maps corridors that refuse to stay still, tests Gauntlets that rewrite themselves, and chooses routes through hostile territory where timing matters as much as direction. Their gear is practical and layered—maps, rope, compass charms, dust-worn cloaks—and their horns bear scars earned from learning what not to force. Scouts rarely raise their voices, but when one says, “Don’t play here,” Bands listen without argument. In a culture built on volume and bravado, a Scout’s authority comes from responsibility: they are trusted not because they are loud, but because they bring everyone home.

Scrap Foot Path



The drivers, riders, and pilots of Minotaur culture—the ones who turn distance into destiny. To a Scrap Foot, a vehicle isn’t just transport; it’s a sacred companion, tuned with the same care as an instrument and spoken to with the same respect as a bandmate. Losing a ride is a personal tragedy, maintaining it a quiet act of devotion, and being forced to stay grounded is an almost physical discomfort. Scrap Foots are most alive in motion, carrying Bands between cities, Gauntlets, and shows that would never happen without them. While the path was once dominated by old road-warrior myths and loud male legends, a new generation—spunky, fearless Minotaur women tearing up the Long Road on bikes and rigs—has claimed it with undeniable skill. They’re fast, meticulous, and utterly unromantic about danger, and many Bands quietly admit that without their Scrap Foot, they’d never make it out of the parking lot, let alone onto the stage.

Troubleshooter Path



 The Rig Doctors of Minotaur society—the calm hands working while everyone else is shouting. They specialize in fixing what should not be fixable: blown amps, sprung traps, unstable explosives, and the kind of dimensional nonsense that happens when reality is pushed just a little too hard. Where others see imminent disaster, a Troubleshooter considers a problem to be stabilized, bypassed, or safely delayed. They work compact and focused, tool belts heavy, gloves scorched, rewiring systems mid-crisis with a patience that borders on uncanny. The path leans female and nonbinary, not by decree, but by temperament—improvisation, restraint, and the ability to juggle incompatible solutions under pressure. Minotaurs rarely sing their praises on stage, but everyone knows the truth: Troubleshooters are the ones who keep the Band alive between songs, and their quiet competence is a form of heroism the culture only fully appreciates when it’s gone.

 

CHANNELER

Those who bend reality because it listens

Minotaurs believe Channelers don’t control power—they negotiate with it loudly.

They are respected, slightly feared, and rarely interrupted.

Faustian Mechanic Path



The Minotaurs who look at a perfectly stable situation and ask, “What if it screamed?” Equal parts gear shaman, mad scientist, and techno-wizard, they build experimental instruments, spell-driven machines, and prototypes that blur the line between music, magic, and controlled disaster. Their workshops smell of ozone and hot metal, their bodies often bear the marks of self-experimentation, and their gender expression is as fluid as their designs—because identity, like machinery, is something you tune over time. Minotaurs tolerate their explosions because every so often, a Faustian Mechanic accidentally invents a new Gauntlet, a breakthrough containment method, or a sound that bends reality just enough to matter. Even within Minotaur society, they are half-outsiders, but when something impossible needs to exist right now, everyone quietly steps back and lets the Faustian Mechanic cook.

Sentinel Path



The living walls of Minotaur society: oath-bound guardians who plant their feet and decide, quietly and finally, that nothing is passing without permission. They serve as bodyguards, pit wardens, and champions in disputes, trusted not because they are gentle, but because they are consistent. A Sentinel’s word matters more than written law; once they take a stand, it does not move unless the oath itself is fulfilled or broken. Their gear reflects this philosophy—heavy armour worn plain, a single iconic weapon (often a halberd reimagined with brutal, concert-grade weight), and no excess decoration to distract from purpose. Inspired by mythic power-metal ideals, Sentinels embody endurance, restraint, and certainty. When a Sentinel blocks a doorway, the argument is already over.

Witch Path



The ones who remain after the amps cool and the crowd disperses, tending the psychic and spiritual residue left behind by loud choices and louder victories. They negotiate with aftereffects, soothe restless spirits, and stitch reality back together where summoning echoes have scorched it thin. Where other Paths chase glory in motion or volume, Witches work in stillness—marking boundaries, closing doors, and making sure nothing unwanted follows the Band home. Adorned with talismans, herbs, wires, and decorated horns rather than sharpened ones, they read the unseen currents of a place with the same fluency as others read a crowd. Minotaurs trust Witches not because they command attention, but because they stay when it’s over, ensuring that the mess is handled, the debts are paid, and the silence is safe again.

COMBATANT

Those who hold the line

Combatants are everywhere in Minotaur society, but not all Combatants are equal.

Brute Path - New Age



The Minotaurs who chose the road after it became unsafe. Where older Brutes carried tradition like a shield, these warriors strap it to engines and ride it screaming into the future. They favour bikes, chainsaws, and brutal patchwork armour scavenged from wrecks and old stages, each scar a receipt from a fight that mattered. To Minotaur society, New Age Brutes are not subtle and never meant to be—they are shock troops, enforcers, and living warnings that some problems are best met head-on at full throttle. They thrive in motion, grow restless when parked, and are most at home when the ground shakes beneath them. Feared by outsiders and respected by their own, a New Age Brute isn’t looking for glory so much as momentum—because stopping, in their world, is how you die.

Brute Path -Traditional



Traditional Brutes are the old gods of the pit—silent until movement is required, patient until restraint becomes impossible. They do not posture, boast, or chase spectacle; their presence alone draws a line in the dust that others instinctively respect. Where New Age Brutes roar forward on engines and chainsaws, Traditional Brutes advance on foot, carrying weapons older than the road itself and scars earned through ritualized violence rather than reckless fury. Among Minotaurs, they are trusted with the worst moments: stopping fights that should not escalate, ending threats that refuse to back down, and standing firm when the crowd turns dangerous. Gender means nothing in the pit—only whether you can hold it. When a Traditional Brute steps forward, the music usually stops, and whatever is happening next will be final, fair, and remembered.

Commander Path



Commanders are rare among Minotaurs, not because leadership is shunned, but because accurate coordination is more complex than conquest. A Commander doesn’t outshout the chaos—they shape it. They serve as tour marshals, militia liaisons, and the steady center in crises where Bands, crews, and civilians would otherwise pull in different directions. Their authority isn’t rooted in brute strength or mystique, but in clarity: calm eyes, deliberate gestures, and the discipline to listen before giving orders. Minotaur culture quietly acknowledges that the best Commanders tend to be those who hold space for others, guiding rather than dominating, and stepping forward only when the moment demands it. When a Commander raises a hand, the noise doesn’t stop—it aligns.

Many suspect Axel Thunderpipes qualifies.

Deadeye Path



Deadeyes are the quiet certainty at the edge of Minotaur chaos—the ones who solve problems before anyone else realizes there was danger at all. They cover perimeters during shows, provide overwatch in Gauntlets, and eliminate threats with discipline so clean it feels inevitable in hindsight. Deadeyes favour clean lines, long sightlines, and minimal ornament; their stillness is deliberate, their focus absolute. Among Minotaurs, missing isn’t a sin—it’s embarrassing—because the path is built on patience, restraint, and respect for distance. Many who choose the Deadeye path do so to escape the loudness arms race; they don’t compete in volume, only in results. When a Deadeye lowers their weapon, the problem is already over, and the music never had to stop.

PSYCHIC

The soul of Minotaur culture

Psychics are everywhere among Minotaurs—but one path stands above all.

Eruptor Path



Eruptors are walking warnings—Minotaurs whose emotions bleed directly into the elements and refuse to stay contained. Among their kind, an Eruptor’s power is not admired for its size, but for how well it is held back. Cold-fury Eruptors, in particular, are unsettling: their rage manifests as frost, silence, and creeping ice rather than fire or thunder, freezing the air around them when their concentration slips. Young Eruptors often struggle under the weight of this expectation, having been taught early that losing control is not just dangerous but also disrespectful to the Band and the pit alike. When an Eruptor moves with purpose—ice cracking beneath their feet, power leaking from clenched fists—it is a reminder that Minotaur strength is not always loud, and that the most terrifying force is the one still choosing restraint.

Mentalist Path



 Mentalists are the Minotaurs who end conflicts before anyone realizes one has started. Where others rely on volume, presence, or spectacle, a Mentalist applies pressure with thought, timing, and emotional leverage, bending rooms, crowds, and enemies without lifting a hand. They calm riots, dismantle threats mid-breath, and steer negotiations by knowing exactly which thought to nudge and when. This precision breeds resentment as often as respect—no one likes discovering the argument was over before they spoke—but results are undeniable. Overconfidence is common early on; survival teaches restraint. Among Minotaurs, Mentalists are trusted like loaded weapons left on the table: dangerous, invaluable, and watched closely—not because they’re reckless, but because they’re usually right.

Psi-Warrior Path



The Minotaur myth made flesh: protectors who step forward before anyone asks and stay long after others would leave. Where Bands chase glory and volume, Psi-Warriors answer instinct and pressure, interposing themselves between danger and the vulnerable with frightening certainty. Their psychic power is not flashy sorcery but disciplined, bodily force—Ki, grit, and will forge into shields, strikes, and impossible endurance. Many never wanted to be heroes, yet Minotaur culture considers that reluctance a virtue; the best Psi-Warriors act because someone has to, not because they seek applause. Over time, some embrace the role fully, donning costumes, symbols, and names that turn them into walking legends of the road. Others remain anonymous mentors and guardians, known only to the people they saved. Either way, a Psi-Warrior is recognized instantly—not by volume, but by the way chaos seems to slow down around them.

Rocker Path (The Cultural Core)



 Rockers are the living heart of Minotaur culture, the ones who remember Minos not as a place, but as a sound that still echoes through stone and blood. Through psychic resonance and raw performance, they do more than entertain—they anchor reality, pulling fractured timelines and unstable emotions into something the crowd can survive. A Rocker’s music carries memory, authority, and warning all at once; when they play, Bands listen, enemies hesitate, and even the city leans in to hear what comes next. Female Rockers in particular often embrace deliberate excess—volume, movement, and emotion pushed past restraint—because authenticity matters more than polish, and presence outweighs perfection. If a Rocker ever truly falls silent, Minotaurs know it isn’t peace that follows, but an opening, and whatever answers that quiet is rarely kind.

RITUALIST

Scholars of dangerous power

Ritualists are tolerated cautiously.

Minotaurs like results, not dissertations.

Artillery Mage Path



Spectacle incarnate, walking bombardments whose opinions arrive at the same time as their spells. Beloved by crowds, feared by enemies, and closely watched by everyone else, they specialize in overwhelming force—wide-area magic delivered with precision just good enough to be survivable. Their tradition traces back to the wizard fraternities of Newfoundland, where ritualized excess, nickname culture, and competitive spellcraft shaped magic into something loud, proud, and unmistakably public. Aviator gear, heavy metal leathers, and glowing ammunition are as much part of the performance as the casting itself. Among Minotaurs, Artillery Mages earn respect through results and reputation; nicknames are sacred and stealing one is an invitation to violence. When an Artillery Mage cuts loose, the battlefield becomes a stage, the spell lights the frame, and everyone knows exactly who did it—because that’s the point.

Magister Path



Minotaur society’s most carefully managed risk: brilliant, detached thinkers who live half a step ahead of everyone else—and occasionally a whole step off the map. They pursue theory for its own sake, blending arcane scholarship with heavy-metal pragmatism, scribbling sigils between shows and calmly annotating reality while it misbehaves. Minotaurs value Magisters for what they understand, not how they act; as a result, they are watched, fed, and deliberately kept away from dense crowds and high-emotion spaces. An unsupervised Magister isn’t malicious—just curious enough to cause an incident. Among Minotaurs, this is accepted with a resigned patience: dangerous minds are tolerated, even respected, so long as someone sensible is nearby when the notes turn sharp.

Rainmaker Path



Weather Dealers—Minotaurs who treat the sky the way others treat an amplifier: something to be tuned, respected, and never pushed past control without reason. They are hired to protect gatherings, intimidate rivals, or shape crowds through thunder, wind, and rain that move in deliberate rhythm rather than raw chaos. A Rainmaker does not rush; they listen to the storm before answering it, letting lightning frame their horns and rain fall where it’s needed most. Minotaur culture associates the path strongly with maturity and restraint—anyone can call a storm, but only a Rainmaker can hold one. Those who lose control don’t last long, regardless of gender, but the ones who endure become quiet authorities, trusted because when the sky breaks, it breaks exactly where they intend.

Final Cultural Truth

Minotaurs don’t ask:

“What class are you?”

They ask:

“What do you do when the amp hums and something comes through?”

And that answer tells them everything they need to know.

#drevrpg #alberta #ttrpg #hodgepocalypse #apocalypse #edmonton #canada #minotaur #colesium #heavymetal

Saturday, January 3, 2026

Capital Parkland - Part 10 - Coliseum District - Part 02 - It’s Tuesday at the Coliseum


 

“If it’s not loud, it’s not real.”

Minotaur culture is not subtle, not quiet, and not primarily concerned with outside approval. It is, however, deeply ritualized. What outsiders see as chaos is, to a Minotaur, a set of practices refined over thousands of years, several timelines, and more than a few bad gigs.

Many scholars (and at least one very nervous city planner) have compared Minotaur society to a mash-up of warrior lodges, touring crews, and heavy metal myth cycles.

Minotaurs consider this accurate and flattering.

Minotaur Territory: Black and White Stone



Minotaurs see the world in black and white—not morally simple, but structurally inevitable. The Coliseum fits this worldview perfectly. Every corridor has only two real outcomes:

·       You find the stage

·       Or the stage finds you

There is no centralized Minotaur government here, but the district is unmistakably theirs. Bands drift in and out constantly, parking tour vans along the outer ruins, stringing cables through archways, converting concession halls into rehearsal dens and armouries. Graffiti here is less tagging and more album art, layered murals recording victories, losses, and legendary gigs.

Each central arena chamber is informally “held” by a Band, led by a Chief—most commonly a Metal Chief, though Doom, Speed, Glam, and Thrash Chiefs all hold turf depending on the season. Disputes are not settled with knife fights or shootouts unless someone is truly off-key. Instead, rival bands settle conflicts through:

·       Battle of the Bands (literal and metaphysical)

·       Duelling Solos (psychic damage encouraged)

·       Crowd Verdicts (fans decide the winner, sometimes violently)

1.     The Ritual of the Soundcheck



(Also Known As: “Making the Place Behave”)

Before any major gathering, battle, negotiation, or risky decision, Minotaurs insist on a soundcheck.

This is not optional.

The ritual involves:

·       Testing volume

·       Tuning instruments

·       Letting the space “answer back”

If the sound comes back wrong—flat, distorted, or delayed—plans are postponed or rerouted. Minotaurs believe locations have moods, and the soundcheck is how you ask politely whether today is a good day to do something dangerous.

Outsiders who mock this practice are often politely escorted out before something answers.

2.     The Pit as Sacred Space



The mosh pit is not mindless violence.
It is controlled communal aggression.

Rules everyone knows:

·       If someone falls, you pick them up

·       If someone can’t continue, you shield them

·       If someone fights outside the rhythm, they are removed

Minotaurs believe the pit teaches more about trust and social cohesion than any council chamber. Many Minotaur disputes are settled by “taking it to the pit” rather than escalating to weapons.

Ed-Town medics quietly admit that pit injuries are usually cleaner than those from street fights.

3.     The Horn Rite



(Coming of Age / Identity Ritual)

At a certain age—or after surviving a major event—a Minotaur undergoes the Horn Rite.

This may include:

·       Sharpening, blunting, or reshaping horn tips

·       Adding metal caps, chains, or inscriptions

·       Etching scars or brands into the horn base

The rite is performed publicly, often backstage or at the Pipeline. It marks a transition: new role, new Band, new responsibility.

Touching another Minotaur’s horns without permission is one of the few near-universal taboos.

4.     Battle of the Bands (Literal)



When two Bands clash over territory, resources, or pride, they do not immediately fight.

They play.

Battle of the Bands events combine:

·       Musical performance

·       Crowd response

·       Psychic and emotional resonance

The losing Band yields ground, gear, or reputation. Violence can follow—but if the music was good, it usually doesn’t.

This practice is one of the main reasons Minotaur conflicts rarely spills into surrounding neighbourhoods.

5.     Road Baptism



(Tour Initiation)

New members—Minotaur or otherwise—must survive a Road Baptism before being considered “real.”

Typical elements include:

·       Long-distance travel under bad conditions

·       A first live performance in hostile territory

·       Carrying gear that is objectively too heavy

·       Being stranded briefly (and safely) to “find the beat.”

Those who quit are not shamed. Those who endure are family.

6.     The Aftereffect Protocol



(Unofficial, But Taken Seriously)

When something is summoned into the world via the Coliseum, Minotaurs follow an unspoken protocol:

1.      Finish the song (unless stopping it is worse)

2.      Contain with rhythm

3.      Do not panic the crowd

4.      Assign a Band to watch it

5.      Decide whether it can be reasoned with

If the aftereffect starts keeping time, negotiations begin.
If it doesn’t, security gets involved.

Axel Thunderpipes refers to this as “cleaning up your own feedback.”

6.     Dress as Declaration



Minotaur fashion is deliberate and communicative:

·       Chains = strength and reliability

·       Leather = road experience

·       Fur = survival

·       Spikes = warning

·       Wigs = commitment to the bit

Nothing is purely decorative. Even absurd outfits signal role, seniority, or mood. Minotaurs distrust anyone who dresses “neatly” for no reason.

7.     Death, Memory, and the Encore



Minotaurs do not fear death the way most species do. Their relationship with time is already broken.

When a Minotaur dies:

·       Their instrument is played one last time

·       Their name is shouted at a show

·       Their gear is inherited, not buried

If the crowd shouts loud enough, it is believed the fallen hear it—wherever they are now.

This is called The Encore.

9. Axel’s Rule (The Only Written One)



Major Clan Mottos

·       Thunderpipes Clan   - “If it’s loud enough, it’ll hold.” (Meaning: buildings, crowds, reality.)

·       Ironhorn - “Stand fast. - Break last.”

·       Black Hoof Syndicate - “We don’t rush the pit. We own it.”

·       Redstone Labyrinth - “Every wall remembers.”

·       The Chrome Bellow - “Shine hard. Hit harder.”

·       Stonehowl - “Let the stone hear you.”

·       Blood & Feedback - “Pain is a note. Play it clean.”

·       Riftwalker Herd   “Lost is a direction.”

·       The Broken Maze - “Nothing leaves the same.”

·       Ashhorn Collective - “From the burn, the beat.”

·       Roadbound Minos - “No home but the encore.”

·       The Low-End Kings - “If you feel it, it’s ours.”

Touring Bands & Sub-Clans

·       Steel Stampede - “Clear the floor.”

·       Feedback Minos - “Let it scream back.”

·       Pit Authority - “Controlled violence saves lives.”

·       Amp Hammer - “Break it in rhythm.”

·       The Last Labyrinth - “There is always one more turn.”

·       Chain & Chorus - “Sing together. Fall together.”

·       Doomhorn Revival - “The end still bangs.”

·       No Quiet Allowed - “Silence is hostile.”

Informal / Graffiti Mottos

(Often found spray-painted near ramps, tunnels, and backstage doors)

·       “Follow the riff.”

·       “The pit provides.”

·       “If you hear drums, you’re late.”

·       “Maps lie. Music doesn’t.”

·       “Encore or else.”

·       “Built by crowds.”

·       “We were never lost.”

Axel Thunderpipes’ Unofficial Motto

(Found stitched inside his jacket lining)

“Keep it loud. Keep it kind.”

No one admits who added the second part.

Usage Notes (GM / Author)

·       Mottos are not laws, but breaking them carries social consequences

·       They double as warnings, blessings, or threat assessments

·       Shouting the wrong motto in the wrong territory can start—or stop—a fight

Minotaur Names & Clan Names



“If it doesn’t sound good shouted, it’s not done yet.”

Male Minotaur Names (d20)

1.      Axel

2.      Dirk

3.      Raze

4.      Bronn

5.      Klaus

6.      Torque

7.      Magnus

8.      Vorn

9.      Slade

10.  Harken

11.  Jett

12.  Kragg

13.  Odinox

14.  Bale

15.  Rust

16.  Kord

17.  Vexler

18.  Ironhoof

19.  Flint

20.  Howl

Female Minotaur Names (d20)

1.      Amala

2.      Abigale

3.      Mirjam

4.      Nyx

5.      Riffa

6.      Kassandra

7.      Valkra

8.      Ember

9.      Maela

10.  Hexa

11.  Sable

12.  Lorna

13.  Steelrose

14.  Vega

15.  Briax

16.  Ashlyn

17.  Rune

18.  Calyx

19.  Storme

20.  Lyra

Cultural Note:
Minotaurs don’t care much about “male/female” name rules. If it fits the Band and sounds right on a mic, it works.

Clan / Band Names (Roll or Choose)

Classic Clan Names (d12)

These are the big, established families—good for politics and territory.

1.      Thunderpipes

2.      Ironhorn

3.      Black Hoof Syndicate

4.      Redstone Labyrinth

5.      The Chrome Bellow

6.      Stonehowl

7.      Blood & Feedback

8.      Riftwalker Herd

9.      The Broken Maze

10.  Ashhorn Collective

11.  Roadbound Minos

12.  The Low-End Kings

Touring Band / Sub-Clan Names (d20)

1.      The Thunderpipes

2.      Horns of Ruin

3.      Feedback Minos

4.      Steel Stampede

5.      The Last Labyrinth

6.      Riff & Gore

7.      Pit Authority

8.      Amp Hammer

9.      The Broken Encore

10.  Hoof on Fire

11.  Concrete Howl

12.  The Long Road Back

13.  Skullstage Union

14.  Chrome Maze

15.  Doomhorn Revival

16.  Chain & Chorus

17.  The Mosh Wardens

18.  Blood on the Fretboard

19.  Echoes of Minos

20.  No Quiet Allowed

Nicknames & Stage Handles (Optional Add-On)

Roll once or assign freely:

·       “Iron Lung”

·       “Crowdbreaker”

·       “Feedback Prophet”

·       “The Pitfather / Pitmother”

·       “Road Saint”

·       “Last Encore”

·       “Amp Ghost”

·       “Hornscar”

Example:

Axel “Road Saint” Thunderpipes
Valkra of the Steel Stampede
Rust Ironhorn, Pit Warden

Quick Generator (Fast Play)

Roll:

·       1d20 for given name

·       1d20 for Band name

·       Optional nickname if they’ve survived a famous show

Boom. Instant Minotaur NPC.

Minotaur Hair / Hide Coloration Table



d% / d20

Coloration

Roll for Pattern?

01

Albino (Ghost White, pink eyes)

No

02

Jet Black (Angus Stock)

No

03

Cream (Prairie Blonde)

No

04

Black & Brown (Burnt Umber Fade)

Yes

05

Black & Red (Rust Angus)

Yes

06

Black & White (Classic Holstein)

Yes

07

Blue-Grey (Stormhide)

No

08

Brown & Red (Prairie Brindle)

Yes

09

Dark Brown (Earthhorn)

No

10

Dark Red (Hellsteer Red)

No

11

Pure White (Snowdrift)

No

12

Red & White (Stampede Paint)

Yes

13

Smoky Black (Oilfield Soot)

No

14

Charcoal & Grey (Ashfall)

Yes

15

Rusted Gold (Harvest Ox)

No

16

Black with Silver Sheen (Chrome Hide)

No

17

Iron Grey (Weathered Steel)

No

18

Deep Mahogany (Bloodwood Red)

No

19

Black with White Frosting (Snow-Burned Tips)

Yes

20

Oil-Slick Iridescent (Rainbow Soot, only visible in certain light)

No

 

Design & Worldbuilding Notes

·       Results 17–20 skew more metal than agricultural, useful for:

o   Rockers

o   Eruptors

o   Gauntlet-touched Minotaurs

·       Result 20 is rare, unsettling, and loud in art — perfect for legends or focal NPCs

·       None of these imply status, purity, or hierarchy; they’re aesthetic lineage, not caste

Minotaurs often refer to these casually, like guitar finishes:

“Chrome hide, ashfall pattern, seen some things.”

Minotaur Pattern Table



(Roll if your coloration allows patterns)

Roll d8.

d8

Pattern

1

Belted – Thick band of contrasting color around the torso

2

Holstein – Large irregular black-and-white plates

3

Roan – Intermixed light and dark hairs, smoky at distance

4

Shaggy – Heavy mane and shoulder growth, winter-leaning

5

Spotted – Smaller irregular patches, often asymmetrical

6

Brindle – Tiger-striped grain beneath base color

7

Frost-Kissed – White tips on horns, tail, and mane

8

Changeling Hide – Roll twice more on Coloration and Pattern (reroll 8). The Minotaur’s appearance shifts over time, with seasons, stress, or major life events.

Changeling hides are considered badass, not cursed.

Minotaur Horn Style Table



(Purely Cultural, Deeply Personal)

Roll d10.

d10

Horn Style

1

Forward-Curved (Pit Fighter)

2

Wide & Level (Road Warden)

3

High Sweep (Showboat)

4

Broken & Filed (Survivor)

5

Capped in Metal (Tour Issue)

6

Etched with Glyphs (Minos Echo)

7

Wrapped in Chain or Leather

8

Asymmetrical (Gauntlet Scar)

9

Polished to Mirror Finish

10

Bare & Untouched (Statement)

 

Minotaur Quirk Table



Roll d12.

d12

Quirk

1

You believe it is the duty of the strong to protect the weak—especially in the pit.

2

You live frugally on the road. Waste is dangerous, loud excess is not.

3

You rant passionately when stressed. People assume you’re angry; you’re actually working things out.

4

Might makes right—but only against monsters, tyrants, and things that started it.

5

You love telling clan stories and will absolutely embellish for dramatic effect.

6

You play an instrument whether you’re a Rocker or not. Bagpipes, power fiddles, and improvised drums all count.

7

You snort loudly when intimidating or dismissing someone—and it works disturbingly well.

8

You don’t just “see red.” You live in it, decorate with it, and name your gear after it.

9

You treat your vehicle like a sacred beast and talk to it when no one’s listening.

10

You refuse to start a fight unless there’s good music playing—or you plan to fix that.

11

You collect jackets, patches, or bandanas from every place you’ve survived.

12

You believe silence is suspicious and tend to hum, tap, or rev engines to fill it.

 

Optional: Heavy Metal Naming Tie-In

After rolling coloration and quirk, many Minotaurs add a descriptive handle:

·       “Ashfall Raze”

·       “Chromehide Valkra”

·       “Stormhorn Axel”

·       “Redstampede Nyx”

If it sounds good shouted, it’s valid.

Minotaur Jacket & Patch Table



“You don’t earn it clean.”

Most Minotaurs wear some form of Road Jacket—leather, denim, chain-mesh, or patchwork hide. What matters isn’t the jacket itself, but what’s been added to it over time.

Roll once on each table, or mix freely.

Jacket Base (d8)

d8

Jacket Style

1

Heavy black leather biker jacket, scarred and polished

2

Patchwork hide coat stitched from multiple beasts

3

Sleeveless battle vest with reinforced shoulders

4

Long road duster, lined with fur or insulation

5

Denim jacket hardened with resin and rivets

6

Armored stage jacket with metal studs and plates

7

Oil-stained mechanic’s coat with burn holes

8

Custom-cut jacket sized for horns and heavy neck

 

Major Back Patch (Pick or Roll d12)

d12

Back Patch

1

Band Logo – Stylized horns, lightning, or skulls

2

Clan Emblem – Thunderpipes, Ironhorn, etc.

3

Coliseum Silhouette with the words “Survived It”

4

Labyrinth Maze with no exit marked

5

Burning Amp labeled “TURN IT UP”

6

Tour Dates crossed out, some circled ominously

7

Broken Crown with “Refused” stitched beneath

8

Pit Diagram labeled “Pick Them Up”

9

Minos Sigil partially torn or scorched

10

Vehicle Icon (bike, van, rig) with a name

11

Skull with Headphones

12

Blank Patch (intentionally left empty)

Blank patches are louder than they look.

Shoulder / Arm Patches (Roll d6)

d6

Patch

1

Alberta bull skull or prairie brand mark

2

Lightning bolt with a bite taken out

3

“ROAD CREW” / “SECURITY” / “DO NOT PUSH”

4

Gauntlet rune symbol (unexplained)

5

Greasehold, Westlock, or Castledowns marker

6

Old-world flag, faded and repurposed

 

Chest / Small Patches (Roll d8)

d8

Patch

1

“NO QUIET”

2

“PIT WARDEN”

3

Stylized hoofprint

4

Numbered patch (no explanation given)

5

“AFTEREFFECT RESPONSE”

6

Broken mic symbol

7

“ASK FIRST”

8

A name scratched out and restitched

 

Earned Patch (Roll d10)

These are never bought.

d10

Earned Patch

1

“FIRST ENCORE”

2

“GAUNTLET RUNNER”

3

“STILL PLAYING”

4

“PIT MEDIC”

5

“ROAD BAPTIZED”

6

“CONTAINED IT”

7

“DOOR CLOSED BEHIND ME”

8

“ASK AXEL”

9

“NEVER AGAIN”

10

“CAME BACK”

 

Jacket Wear & Damage (Optional, Roll d6)

d6

Condition

1

Burned along one edge

2

Repaired with mismatched thread

3

Bloodstains that won’t wash out

4

Scorched patch outlines

5

Torn and deliberately left that way

6

Looks pristine (deeply suspicious)


Cultural Notes

·       Patches are conversation starters, not decorations

·       Asking about a patch is polite

·       Touching one without permission is not

·       Removing a patch is a statement

·       Adding one for someone else is an honor

Axel Thunderpipes owns a jacket with only one patch on it.

It just says:

“KEEP IT LOUD.”

No one remembers when it was added.


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