location in nora
Capital Iremia
Largest City Xarpo
Ruling House Varies
Demonym ?
Formation ?
Area ?
Population ?
Common Languages Draconic, Elven

Labylithea is a region comprising of the Labylithean Islands and the southern tip of the Cascalavian Peninsula. It lies in the middle of the Blood Sea and lies at the juncture of Nora, Moro and Khemet.

Although the many islands are separated by sea above ground, in the lowerdark they are connected via underground tunnels strewn about in a circular maze-like pattern. This area is known as the Labyrinth.

Labylithea is the homeland of the minotaurs, consisting of several different states of various sizes. Unlike many other societies, the minotaurs considered themselves unitaurus or 'one-people' despite the independence and geographical separation of the states. All minotaurs share the same language, religious beliefs and basic culture.

Occupied by marauding leonin, flesh-eating minotaurs, and firebreathing dragons.

The symbol of Labylithea is the Labrys, a double headed axe.


Migration from the North

The earliest cities have been found to be as old as 5,000 PI. Lead by Mogis, the Bull-Father.

The Krátomakhia

Labylithea falls to a bloody civil war from 73 - 221 ARC.

It is only resolved when two warlords reunified the Minotaurs. Makrýsdox of the Skopos and Eurotyke of the Agros.

The Thevruminic Wars

War with Aquaria.


Badlands of Phoberos

Between Skophos and the human city of Akros stretches the desolate wilderness of Phoberos. Numerous canyons, said to have been cut in the earth during battles between Mogis and Iroas, crisscross the rocky badlands. As minotaurs prove adept at navigating such natural mazes, they often make camp in these crags, hidden from the sun and heat. A variety of other raiders and monsters similarly make their lairs in such places particularly cyclopes, basilisks, and harpies.

Deathbellow Canyon

Deathbellow Canyon is known for its stinking bogs, cave-riddled spires, and the ominous markings of Ragegore minotaurs. At the canyon's heart yawns the Kragma, a vast cave that resembles a screaming mouth. The Kragma is the grim meeting place of the Ragegore minotaur bands, where these Mogis-worshiping raiders make brutal sacrifices and endlessly quarrel, their war cries echoing through the canyon.

The Stratian Front

Soldiers from the Akroan army monitor Phoberos and patrol the borders of Akros, confronting any threats that might bring harm to their homeland. Such is an endless war that demands Akros's constant attention. While a few permanent encampments exist-like raucous Camp No Hope and the cavern Fort Sandmouth, most stratian patrols follow their own path through the badlands.

The Ashlands

Buried in white ash, the Ashlands offer a vivid reminder of the last time Mount Vesios erupted. Numerous undead wander these lands, many not realizing that they're dead as they wander half-buried ruins. These lands are also the home of the Felhide minotaurs and the bleached dragon oracle known as Timedrinker.


see Labylithean Islands

Loyloydi (west), Magea (east) and Solobaid (north).

The Labyrinth


Odunos, a necropolis on the coast.




Other island

Mainland (Phoberos)

Labylithean States




  • Deathbellow Raider
  • Fanatic of Mogis
  • Felhide Petrifier
  • Gnarled Scarhide
  • Kragma Butcher
  • Kragma Warcaller
  • Minotaur Skullcleaver
  • Mogis, God of Slaughter
  • Oracle of Bones
  • Rageblood Shaman
  • Ragemonger
  • Ordeal of Purphoros
  • Dreamshaper Shaman: This card perplexes me. A 6 mana 5/4 seems alright but the ability to chaos warp your stuff is intriguing. In the right deck this could do well to pull out your win con, but considering you need dreamshaper means you may just draw another of him. I feel this has potential, but I don’t know how to use it at the moment.
  • Soulreadper of Mogis: Since Jund Sac decks exist, this might be used to gain card advantage and really put the pressure on.
  • Sokphos Maze Warden: This is interesting to me in a casual based deck because of the damage that he can threaten and makes blocking awkward.
  • Herd 1 – Devotion: Fanatic of Mogis, Eternal Neheb, Rageblood Shaman, Kragma Warcaller. This Herd at the very least immediately does 7 damage from the fanatic. Then the rest of the minotaurs can attack for total 23 damage with trample. Unless they have a lot of fatties this should be enough to win.
  • Herd 2a – Tribal Lords: Neheb the Worthy, Rageblood Shaman, Felhide Putrifier, Kragma Warcaller. This Herd is all about stacking buffs and key words. Neheb gives first strike and possibly +2/+0. Rageblood gives the others +1/+1 and trample. Felhide gives everthying deathtouch. Kragma gives +2/+0 and haste. This means without nehebs bonus power you have 19 (5+5+4+5) power on the board with deathtouch, trample, firststrike and haste. So any blockers will die from 1 damage and the rest will pass through and your herd should survive if that was lethal. With Neheb’s heckbent bonus that power jumps to 27 (7+7+6+7).
  • Herd 2b – Tribal Lords Variation: Neheb the Worthy, Rageblood Shaman, Orduun Veteran, Kragma Warcaller. With this option we swap out Felhide for Orduun Veteran. The reason is that with 4 creatures attacking he gets the battalion Double strike which brings our damage output even higher. With this arrangement we lose the deathtouch bonus so we can’t just assign 1 damage to kill blockers. However, Orduun’s double strike brings our base damage to 26 (5+5+4+12) which may grantee lethal more often. With Neheb’s heckbent that will become 36 damage (7+7+6+16).
  • Herd 3 – Brother from Another Udder: So, with arcane adaptation you can make anything a minotaur and by anything, I mean any of the best beaters available in Pioneer. So, we’ve got Kragma Warcaller for haste, Emrakul The Promsided End, Ghalta, Dragonlord Atarka. Total power for this combination is 43 (4+15+14+10) with an additional 5 from Atarka. With that you will steam roll your opponent. The main issue is getting arcane adaptation on the board to cast Deathbellow. Thankfully Idyllic Tutor is being reprinted in THB.

Although minotaurs are known for their violence, they aren't particularly quick to anger. They are deeply passionate and fiercely loyal, which extends to their loved ones as well as their chosen gods. Those who don't worship Mogis tend toward gods who are just as bold as the minotaurs themselves.

Minotaurs who remain on the bloody path laid by Mogis tend toward lawful alignments, but those who leave and explore the wider world can pursue chaotic ones.

often named after heroes of old; parents hope their children will inherit the heroic qualities of their namesakes, though some do create their own names so their children can carve a new legend. When naming a minotaur character, players can choose to roll 1d8 or refer to the namesake chart below to determine what qualities their minotaur shares with past heroes.

Minotaurs are powerful, fiercely loyal creatures who have typically been cast as mere monsters

Most of the minotaurs that roam the badlands of
Phoberos are outcasts from the society of Skophos.
They are bandits and marauders, bloodthirsty killers
infected by the wild rage of Mogis. These minotaurs
have more in common with the monsters in the Monster
Manual than with the civilized people described in
chapter 1 of this book (including their Large size). Most
of them use only the barest minimum of technologytattered
clothes, piecemeal armor, and heavy weapons,
all scavenged from their fallen foes. They wander alone
or gather in bands under the leadership of the strongest
among them, and in either case tend to kill any human
they encounter. Three distinct bands are particularly
well-known by their Akroan foes.
Named for their blood-caked horns, the Bloodhorn
minotaurs have ragged claws to supplement their
charges and gores. Gleeful in their brutality, they
slaughter and devour any intruders they encounter in
the badlands, and particularly value the bone marrow
of young humans. They take pride in their overlarge,
razor-sharp horns.
The notoriously dour Felhide minotaurs are descended
from the warlord Thyrogog of the Ashlands. The Theriad
recounts the brute's defeat and the loss of his
great axe, Goremaster. Viewing Thyrogog's defeat as
a divine sign, the warlord's descendants retreated into
the Ashlands.
Burial rites among the Felhide minotaurs involve devouring
those who fell in battle, to remove their shame
from memory and fuel the survivors' revenge. Should
another scavenger reach a fallen Felhide before the rest
of the band can eat the dead minotaur's remains, the
minotaurs mobilize to track down as much of their dead
comrade's body as possible.

Ragegore minotaurs are the most ferocious o f their
kind, deeply infected by the bloodlust of Mogis. Ragegores
never withdraw from a battle, entering a frenzy of
furious delight at the sight of an enemy's blood. While in
the heat of battle, a Ragegore minotaur seems to feel no
pain and barely notices wounds that would kill a human.
Some Ragegores have been known to fall dead immediately
at the cessation of battle, their life sustained only
by their fury.

  • Ritualized warfare
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