"Wild" centaurs Ethnicity in Terra | World Anvil
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"Wild" centaurs

they have the lower halves, ears, and (in the case of males) antlers of a deer. horse centaurs are stubborn and hardy. Wild centaurs are clever and playful. while most of them integrate into normal societies, they do live in their own little communities here and there.

Naming Traditions

Feminine names

Kawe, Efi, Iawa, Nive, uaimo

Masculine names

Ukarat, Waich, Kech, Huc, Ulel

Unisex names

most of their names are unisex. things like 'running-squirrel', 'storm cloud', 'flying eagle', and 'hunting cat'.

Culture

Major language groups and dialects

forest common. Common.

Culture and cultural heritage

hunting is a big part for them. clans of wild centaurs often go on large hunts to have feasts every so often (usually once, maybe twice every few months.). they don't use bows though, they use spears.

Common Dress code

cover the important stuff.

Common Customs, traditions and rituals

when spring comes, they emerge from their homes and prance around happily.

Birth & Baptismal Rites

many times, the parents of a newborn name their children after the first thing they see outside their home after the birth.

Coming of Age Rites

when someone is seen as ready to hunt by themselves, they are given a spear and knife, and told to leave and not come back until they have felled a beast big enough to feed the clan.

Funerary and Memorial customs

funeral pyres.

Common Taboos

same as anywhere else.

Common Myths and Legends

they believe that precursor facilities are cursed. and will not go anywhere near them.

Ideals

Beauty Ideals

females love large antlers. and the men are fans of flat stomachs.

Gender Ideals

As a culture of hunters, wild centaurs don't have a real gender problem.. just 'if you can survive, you're good'.

Courtship Ideals

it's actually.. kinda similar to real deer. the males beat the fuck out of eachother to impress the females.. though because the males can. .speak. there's a lot more swearing

Relationship Ideals

wild centaurs by their nature (being part deer) are quite timid. so having a somewhat confident partner is big for them.
Encompassed species

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Centaurs

Ability Score Increase +2 str. +1 wis
Size Large
Speed 40 ft.

Hooves: your hooves are a natural weapon and deal 1d4 + your strength modifier   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 immediately follow that attack with a bonus action, making one attack against the target with your hooves.   Centaur stubbornness: centaurs have advantage on saving throws against being charmed due to their inherint stubbornness.   Equine build: Any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot. ------------------------------------ (Wild centaur subrace)   Antlers: Your antlers are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Goring rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your antlers as a bonus action.   Hammering antlers: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your antlers. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.   Wild centaur training: you are proficient with spears, Javelins, Shortswords, longbows and shortbows.   Mask of the wild: you can hide even if only obscured by light natural cover   Blessing of Yfree: wild centaurs are creations of Yfree, and as a result, are proficient in nature.   natural resistance: you have advantage on saving throws against being poison, and resistance to poison and disease ------------------------------ (Northern centaur subrace)   Antlers: Your antlers are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Goring rush: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your antlers as a bonus action.   Hammering antlers: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your antlers. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.   Northern centaur training: you are proficient with battleaxes, greataxes, and greatclubs.   Blood of the north: you are resistant to cold damage, and have advantage on saving throws against cold weather.   terrifying presence: you are proficient in intimidation.

Languages. Sylvan Common

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