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Centaurs

Cerntaurnos was the brother of King Cernunotus. He was a lesser fey lord, but held dominion over the fey steeds of all kinds. He was the lord of the calvary and a major influence over the Wild Hunt. He grew to fell in love with The Unicorn Lady and tried to covet her. She frequently turned away his avances until he asked the The River Lord his help in wooing the Lady of his dreams. This was before The River Lord's corruption, but he was still a lord of trickery and deceit. He made a deal with Cerntaurnos. He told Cerntaurnos that he would turn him into a horse of The Unicorn Lady's dominion. As she would frequently travel as a unicorn herself, she may be enthralled by his beautiful horse like form, and be with him. Little did Cerntaurnos know, however, that he would lose his intelligence in this deal. Tricked by his desire, he became mundane stallion. Through this time he had many children as a great stallion on the planes of the Othersphere. However, each of his offspring was born with the upper body of a human, and the lower body of a horse. It was eventually discovered that these beings being created were the children of the deceived Cerntaurnos, however his deal had been made and the contract binding. It was this event that lead the fey to banish The River Lord. All of the children of Cerntaurnos were cast out of the Otherwhere, and became known as Centaurs. They now live on Meldran in a reclusive society of nomadic warriors of fey origin.
Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
Age: Centaurs mature and age at about the same rate as humans.
Size: Your size is Medium, yet you tower over most other humanoids.
Speed: Your base walking speed is 40 feet.
Fey: You are considered fey instead of humanoid. You have vulnerability to cold iron.
Charge: If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can use your bonus action to make a hoof attack.
Hooves: Your hooves are natural melee weapons, with which you’re proficient. If you hit with a hoof, the target takes bludgeoning damage equal to 1d4 + your Strength modifier.
Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.
Survivor: You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
Languages: You can speak, read, and write Common and Sylvan n.

Naming Traditions

Unisex names

Most beings of the Othersphere only have one name and they are the only ones with that name. They consider names to be of great power, not as a means of control, but as a way of becoming a legend without ambiguity as you alone hold that name.

Culture

Common Etiquette rules

Centaurs are a proud race, regardless of their origin. They see themselves as the children of the fey lord who tended the noble steeds of the hunt. They know they are above the rank of steeds, and consider any treatment as a beast of burden to be utmost insult, worthy of dueling by warriors. They carry what they need, and nothing else. Carrying the weight of another is seen as disrespectful to themselves, and as a sign of weakness to the individual who cannot pull their own weight. Additionally, requesting to ride on a centaur is akin to admitting you are so weak you cannot carry yourself, and must be a burden to others. Centaurs see this as worthy of being left behind to be eaten by scavengers, or to be mercy killed.

Common Dress code

Centaurs have a culture involving hair and braids among the warrior class, but care little for dress in other aspects. Many go unclothed, or with necklaces and beads or bones in decorative fashions around their necks. Many hunters and warriors paint their skin in white stripes to match their equestrian half. Centaurs enjoy decorating themselves in jewelry of beads, bones, and gold, often adorning many necklaces, bracelets, and earrings. The warriors also take good care of their spears, decorating them and personalizing them as a personal brand. Those that wear bucklers may also paint stories and legends on the leather exterior.

Art & Architecture

Centaurs are a nomadic people that do not typically use structures, or keep many things. Anything you need you are expected to haul with you. The only exception to these are the blacksmiths and other professions that require trade tools. These are usually set up on carts pulled by those that use them.

Birth & Baptismal Rites

Children are not recognized as truly existing until they are 3 summers old. Before that time, they have no name, and are allowed to grow out their hair, and act fairly independently. When they turn 3, their heads are shaved and they are formally given a name and welcomed as a member of the community.

Coming of Age Rites

When a centaur reaches the age of 15, they  may chose to undergo the "warrior ritual." To partake in this ritual, the individual fasts for 24 hours, ending the fast with consuming a psychoactive tea. They are then expected to gain a vision of a great beast in which they must go out and kill. Failure to receive a vision means you are not worthy, and they must take the Skill Ceremony. If you have a vision, and go out to hunt this beast, they must bring home proof of a kill. If the centaur managed to injure or touch the beast, but not kill it. Then they may chose to become a "hunter" to provide for the tribe. This does not have the same honor as a warrior, but is still a prestigious job.
When they complete the Warrior Ritual, the centaur can grow their hair out into their first braid. They become the warrior class. Those that chose to not undergo this ritual or fail it, instead go through a different ceremony known as the Skill Ceremony. During this ceremony, an individual completes a series of tasks and tests. Their ability to do these tasks well determines how many choices they may have. In the end, they reach their hand in an unmarked box and pull out a carving that represents their new job in the tribe. Their skills during the tests determines the number of options in the box. Additionally, options may be limited based on necessity to prevent too many people getting the same job. Such options are: Blacksmith, woodworker/builder, healer and herbalists, scribe and law keepers, tanner, grocers/growers, brewmasters, cooks, "home mothers", and laborers. Prisoners of war taken during battle are servers, and serve all other centaurs.

Funerary and Memorial customs

Centaurs do view the ending of a life without ceremony, leaving the dead out for scavengers. Because a corpse rejected by scavengers is seen as having something wrong with it, and a source of potential disgrace, there has risen a tradition of covering a body in fat and oils to encourage scangagers to eat it.

Ideals

Beauty Ideals

The centaurs of Meldran have dark complections with dark white and black stripes across their equestrian half akin to that of a zebra. When children turn 3 summers old, their heads are shaved and they are officially recognized as a member of the society and given a name. From this time to the time they are adults, they typically keep their hair short or shaved. Warriors, however, are allowed to grow their hair long. The number of braids in their hair determines how many enemies they have defeated, (youth being the first "enemy"). Meaning they start growing their hair out and into a braid upon initiation. They put beads in their hair as well, red for kills, blue for touches (touching an enemy in battle with your hand and escaping unharmed), yellow for prisoners taken, White for allies saved or brought back, and black for egregious wound suffered. A warrior who has lost in battle or captured by an enemy will typically have a braid cut off by the enemy (usually the most well adorned one), which is often worn around the human waist of the centaur. These warriors are the only one ones that can have children among centaur tribes, but may chose a companion from outside of the warrior class. Therefore a female warrior and male warrior may have children together, or a female warrior may have a child with a non warrior male. Two non warriors who have had children against the customs of the tribe will their child traded to neighboring tribes. Women warriors who get pregnant will no longer be permitted to fight in battle until they have their child. They can chose to remain with the child until the child is three, or denote a "home mother" to care for the child while they go to battle. Having a child as a warrior allows the mother to have a braid with a single golden bead at the end.

Gender Ideals

Among the fey, gender is extremly fluid to the point that typical roles do not exist, people simply are as they wish to exist, and titled appropriately. Even Queen Mórrígan has been known to take on the form of a man on occasion. King Cernunotus sometimes takes the form of Badhbh, a female being of black hair, and a black feather cape that becomes a representative of Nauma. It's all a matter of preference in appearance among the fey. They have a very relaxed system of courtship and relationships.

Courtship Ideals

Only the "Warrior" class is allowed to have children but they may chose a partner from any class. Non warrior classes may have sexual relationships, but children are not permitted. If a child is born outside of the warrior class, they are usually traded as a "ward" to neighboring tribes. (Wards being the lowest class of individuals that are rendered incapable of having children and act as servers warriors.

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