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==The Lost Rasilhi'in== During the bloody civil war of the rasilhi'in, one subrace tried to stop the madness; the cattle-faced children of Athwar-ke, Goddess of Jubilation. For this rationality and mercy, they united the other subraces against them and were driven out of Ishia entirely. They made their way to Saafsibben, the Archipelago of Pirates, where they settled down and interbred with a local tribe of [[ogre]]kin. From this strange union was born a pair of twinned races, both resembling humanoid cattle; the ''Asterians'', touched by savagery, and the ''Minotaurs'', who are larger and more imposing, but also naturally gentle and kindly. The twin peoples, as they call themselves, are a truly intertwined race; the two subraces can no longer interbreed with anything other than members of their own or the opposing subrace, and regardless of parentage, children will randomly be of one subrace or the other - indeed, a multiple pregnancy may very well produce offspring of both subraces! It is this interdependence that has kept the two subraces united, despite their continued moral drift; unbeknownst to them, whilst minotaurs retain their distant connection to Athwar-ke, asterians have fallen under the influence of [[Baphomet]], who is working to subtly corrupt the race as a whole to his own worship. Asterians and minotaurs share the following core racial traits: ::Size: Medium ::Speed: 30 feet ::Vision: Darkvision 60 feet ::Type: Humanoid AND Monstrosity ::Labyrinthine Recall: You gain Advantage on checks made to determine directions and find your path, indoors and outside. ::Horns: You can make a horn attack as a natural weapon, which does 1d6+Str Piercing damage for asterians and 1d8+Str Piercing damage for minotaurs. The demon-touched asterians look more like their original rasilhi'in stock, being under 6ft tall and with foot-long horns, and like them they age slowly, taking 30 years to mature and living for over 150 years. They gain +2 Constitution and +1 Strength. Baphomet's interest in subverting the race gives them the racial trait Demonic Luck, which allows them to grant themselves Advantage to an attack roll, ability check or saving throw once per day. They also maintain the more vicious temperament of their distant rasilhi'in kinsfolk, giving them the racial trait Reckless (you can grant yourself Advantage on all your melee attack rolls for one turn, but grant attacks against you Advantage until the end of your next turn). The more patient and kindly minotaurs are enormous, reaching heights of up to 8ft at the shoulder and with 2ft long horns, thickly muscled and intimidating despite their passive temperaments. They gain +2 Strength and +1 Constitution, and have the racial trait Bearer of Burdens, a crappier Powerful Build that lets them count as 1 size larger only for carrying, pushing and dragging capacity - just switch this out for Powerful Build, there's really no point to it. They also have the ability to make a Ram attack once per short rest, which can be done by moving at least 10 feet straight toward a target and then hitting it with their horns in the same turn; the target must then pass an opposed Strength check against the minotaur or take +2d8 damage and be simultaneously pushed 10 feet and knocked prone. {{D&D5e-Races}}
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