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Centaur culture is driven by their primal fey urges. Those urges tell them to be wild, be free, and make merry. They honor those ethos in many ways, but have two primary facets to their daily life.

Colorful and Individualistic

With the lower body of a large horse and the upper torso and arms of a human, centaurs combine speed and strength in their powerful forms. A centaur stands at about 5 feet high and weighs about 400 pounds average. The more beastial centaurs weigh about 2100 lbs and stand at 7 feet high, acting like nothing more than beasts and should be treated as a wild animal. They live about as long as their human counterparts.

Centaurs come in a variety of different patterns. Some centaurs have splotches of white and black, others look more like pure breeds, and some may have colors no horse could have like shades of pink, green or blue. Part of their fey nature allows them to have different combinations of patterns and colors to match the flowery glades they inhabit, but certain patterns tend to be in fashion for any given herd. They also adorn themselves in flowers and other earthy plants and materials. Flowers often are tied into braids and plants that smell good end up laced into long hair.

 

Primal Fey 

The first is the hunt. All centaurs are trained from birth to be excellent hunters. They hunt large creatures the size of mammoths and this takes a great deal of skill. They learn to use pikes, javelins, and the longbow and are well renowned in their realms for their archery. In their typical hunts there are three positions. The first is the head hunter who leads the hunt. The second is the peltast who's job is to pelt with javelins and try to move in to bring the beast down. The last is the archers which typically support the hunt by peppering with arrows and boxing in their target. When actively on the hunt, they stalk their prey making use of their color glamour's to match their surroundings to sneak in close. Once the peltasts are in position and the archers have snuck around to block paths of escape, the archers fire into a herd to scare them and have one break off from the rest of the pack. The peltasts move in to harass and further split the creature from its allies. Eventually it gets brought down, carved up and brought back to the tribe.

The second major facet is a dedication to the nomadic herd life. They carry everything they own on their backs, which includes tools to survive, craft, play music, and other things. They travel from site to site settling in for an amount of time before leaving for the next one. When they travel they practice their music, teach, whittle, or really anything that doesn't require sitting in one place. During stops the group splits with many going off to hunt. The ones who stay behind will weave clothing and armor, craft metal objects in make-shift forges, carve necessary tools, and even forage in the area. Metal objects are rare and valuable among centaurs, but only the metal useful for tools is much prized. When they have some free time, they often delight in the local fauna and flora, mixing patterns on their hides while decorating themselves with the local plants.

Music is a large part of their life whether they are on the move or stopped at camps. There typically is someone playing an instrument or singing songs of stories past. The herd shaman, with powers typical of a cleric or druid, leads the education of the herd in these songs. They also have friendly sport and competition, games often of hitting targets with javelins or bows, racing and the final sport they call polo.


Life on the vine

The fey wilds is a magnificent and dangerous place. The centaur herds live in the rolling hills of open plains, beautiful rocky grasslands, and the twilight forests that reflect the sun valley. Big game megafauna live here in herds with a few types of group predators which includes the centaurs. 


Like the wind

Centaurs value their freedom. They like feeling the rush of the wind in their tail as they run through the grassy fields and tend to be at odds with the satyrs, fairies, and other fey who wish to enslave them. The satyrs and fairies being primary antagonists. They often come into conflict which can end in bloodshed on both sides. It's still not unheard of to see centaurs among other creatures enslaved by the cult of the horns. With other creatures they tend to be indifferent if not kind. Should they raise the ire of the centaurs, they may become subject to the wild hunt.


Scouts to explorers 

When they become adventurers the motivation is often to see more of the world. When they move someone is required to scout ahead of the herd, these often become adventurers. If they don’t find passage willingly they typically get it wrought upon them with the magical fog that rolls through suddenly in the fey wilds. Most centaurs will end up as rangers, cleric, druids, fighters, sometimes rogues. Often they have the backgrounds of mercenary veteran when they make it to the prime material plane. When in the fey wilds they have hermit, sage, outlander, acolyte

 

Ability Scores.

You can increase any ability score by 2 and any other score by 1.

Size.

Medium

Speed.

40 ft.

Age.

Centaurs mature and age at about the same rate as humans.

Alignment.

Centaurs are inclined toward neutrality and chaotic freedom. 

Size.

Centaurs stand between 4 and 5 feet tall, with their equine bodies reaching about 3 feet at the withers. 

Fey.

Your creature type is fey, rather than humanoid.

Hooves.

Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build.

You count as one size larger for the purpose of determining its carrying Capacity.

In addition, 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.

Fey melding.

You can change your fur and skin pattern to match your surroundings. You have advantage on stealth checks.

Languages.

You can speak, read, and write Common and Sylvan.