1. Races

Cervataur

a0dbf8f8-b5f8-46e5-9a8e-4415a0becf00.png

Cervataur

Wardens of the North

Type: Fey Visibility: Public


Cervataurs are nomadic, half-humanoid, half-caribou beings who migrate across the tundra plains and deep taiga in vast, ancient circuits. Smaller and more agile than centaurs, they are built for endurance rather than dominance. To the Cervataur, movement itself is sacred. Settlements that refuse to move, roads that scar the land, and cities that bind power to fixed geometry are all signs of imbalance.

They do not see themselves as rulers of the land, but as participants in a living circuit older than any mandala.


Appearance and Roles

Males bear branching antlers, often carved, bound with bone charms, or marked with soot and ochre.

Females do not bear antlers, but many practice subtle druidic rites tied to weather, migration, and herd health.

Both sexes carry bows and spears, and wear armor made from layered hide, bark, sinew, or traded metal worked to Cervataur needs.


The Two Circuits

The Cervataur of Reisa are organized into two distinct migratory tribes, each following a seasonal circuit through different terrain. They are not separate peoples. They are two expressions of the same culture, shaped by the land they cross.

The Lungra Circuit — Northern Tribe

The Lungra Circuit ranges through the tundra corridor west of Lake Vashrata, threading between the Dhūma glacier fields and the lake's edge in a long north-south oval through Velkari hill country. Their northern limit is the open tundra northeast of Bharak-Kûn, where the summer calving grounds lie on a flat, windswept expanse of Arctic sedge and pale grass. Their southern limit is the upland village of Drakmö, the deepest point of reliable contact with Velkari clans.

The northern tribe knows the tundra and the high upland. Their oral memory maps the glacier edge, the seasonal behavior of Lake Vashrata's western shore, and the Velkari camp cycles in the hills between Lungra and Scarfen. They are the more visible of the two tribes to settled Reisa — frontier soldiers at Bhadra occasionally see the herds moving along the upland horizon and record them as caribou migration.

Key stopping points on their circuit: the summer calving grounds in the far northern tundra; Scarfen, where the herds assemble in spring and autumn; Lungra Valley for seasonal exchange with Velkari traders; and Drakmö, where the deepest Cervataur-Velkari mutual understanding exists.

The Sarathi Circuit — Southern Tribe

The Sarathi Circuit ranges through the Viaspin Forest and Sarathi Highlands, a longer and more forested route that takes the southern tribe through terrain no mandala city closely monitors. They enter from the north by crossing the Durga River at the upland ford east of Fort Durgandha, push south through the upland fringe east of the Viaspin Swamp, winter deep in the Viaspin Forest, cross the Snow Lion Road quickly in the Kalorand Valley gap, and reach the Sarathi Highlands as their warmest southern grazing ground before turning back north through the Ardent Reach forest corridor.

The southern tribe knows the forest and the agricultural fringe. Their oral memory maps the Viaspin Forest in detail, the behavior of the Snow Lion Road's traffic patterns, and the slow encroachment of Kalorand's influence northward into the valley. They cross the road deliberately and quickly. They do not linger near settlements.

Key stopping points: the Durga Ford as northern entry; the deep Viaspin Forest for winter shelter; the Snow Lion Road crossing in the Kalorand Valley; and the Sarathi Highlands as the southern limit.


The Durga Ford Gathering

Once a year, in late spring, both circuits converge at the Durga Ford — a shallow upland crossing of the Durga River east of Fort Durgandha, unmarked on any map, known only by generations of use.

This is the central event of Cervataur life in Reisa.

The Lungra Circuit descends from the tundra. The Sarathi Circuit rises from the forest. For five to eight days, sixty to a hundred and twenty individuals share the same ground above the north bank of the ford. It is the largest gathering of Cervataur south of Scarfen, and Fort Durgandha, a few miles to the southwest, does not know it exists.

Pairing and population health are the biological core of the gathering. The two circuits are understood — without clinical framing — to be one people who cannot afford to become two separate bloodlines. Unions between Lungra and Sarathi individuals are the social centerpiece. There is no matchmaking authority and no ceremony outsiders would recognize as formal. What exists is a set of understood conditions: the gathering is the appropriate time and place, adults who have come of age since the last gathering are understood to be available, and elders of both circuits pay close attention to forming pairs without intervening unless something inadvisable is happening. Pairs typically spend one full circuit with the other's tribe before committing permanently. Children of cross-circuit unions are practically valued as individuals who carry knowledge of both routes.

Intelligence exchange is the strategic core. Both circuits together cover the entire wilderness between the glacier line and the Sarathi Highlands. Everything they know — predator movements, human encroachment, environmental changes, the health of migration corridors — passes between elders at the ford over several evenings. No city in Reisa possesses equivalent coverage of this territory.

Social resolution occupies the remaining time. Disputes accumulated within either circuit over the year are brought before elders of both for resolution. Young adults unsuited to their birth circuit may transfer permanently. The dead of the previous year are named aloud by both circuits together — once, clearly, not repeated.


Cultural Values

Migration is Law. To remain too long in one place is to invite decay.

Memory is carried, not written. Oral histories are mapped to routes, stars, and seasonal signs. The antler carvings left at waymarkers along both circuits are route notation, not art — a living cartographic system that no settlement scholar has transcribed.

The land is not owned. It is crossed, remembered, and returned to.

Predators are necessary. They cull weakness and preserve balance.


Attitudes Toward Other Peoples

Cervataur reactions are shaped less by species than by behavior.

Most Favored: Elves, who understand slow time and forest memory. Velkari, respected for living lightly and moving seasonally — the Lungra Circuit has deeper Velkari relationships than the Sarathi, but both tribes extend basic goodwill.

Tolerated: Reisans, viewed as dangerously clever and overly committed to fixed order. Harudjin, judged individually. Halflings, tolerated and sometimes liked, especially caravan-folk.

Distrusted: Dwarves, respected for craft but feared for what their digging does beneath migration routes. Ratlings, associated with ruin-haunted places.

Feared or Avoided: Dragons and Giants, cycle-breakers whose presence is an ill omen. Mandala authorities, avoided unless compelled by necessity.


Trade and Aid to Adventurers

Cervataurs rarely trade directly, but when they do, it is purposeful.

They may offer: Guidance through dangerous terrain if convinced the party respects migration paths. Warnings of large predators, warbands, or environmental shifts. Temporary shelter during storms. Limited trade in hides, antler tools, weather charms, dried meat, and medicinal roots.

They will not: Enter cities willingly. Assist in looting ruins. Help stabilize or repair mandalas. Guide adventurers who openly serve exploitative authorities.


What Earns Trust

Moving without waste. Using hunted animals fully. Accepting guidance without argument. Showing restraint with fire and steel. A Velkari PC speaking on the party's behalf. A Cervataur adventurer vouching for the party. Demonstrating understanding of what is actually happening at a waymarker, a ford, or a gathering ground before being told.

What Provokes Hostility

Blocking migration routes. Killing herd animals without need. Building permanent structures in open tundra. Using magic to dominate beasts. Removing antler waymarkers. Threatening or disrupting the Durga Ford gathering — the one act guaranteed to unite both circuits against a common enemy.


Role in the Campaign

Cervataurs are early warning systems, not allies of convenience. They sense changes in the land long before cities do. If they begin avoiding a region entirely, something is profoundly wrong. If they begin guiding outsiders deliberately, the world is already in crisis.

Access to the Durga Ford gathering is a meaningful campaign achievement. Both circuits together represent the most comprehensive source of wilderness intelligence in Reisa — terrain, threats, and environmental shifts across territory that no mandala city monitors. Getting genuine access to that knowledge requires earning it.

A Cervataur PC born of a cross-circuit union at the ford is known by name to elders of both tribes before any introduction is made.


Playing a Cervataur

Requirements: Minimum DEX 9, minimum WIS 9 Ability modifiers: +1 DEX, +1 WIS, −1 STR Languages: Alignment, Common, Cervataur, Elvish

Cervataurs are typically 6–7' tall at the shoulder and weigh 700–900 pounds.

Miniatures take up a standard 5' square.

Available Classes

  • Fighter: 7th
  • Ranger: 8th
  • Druid: 9th

Movement: 150' (50')

Armour: Leather, chainmail, shields

Weapons: Spears, javelins, bows, daggers, hand axes, staves. Cervataurs cannot ride mounts and cannot use boots, greaves, or leg-slot magic items.

Endurance: +2 bonus on saving throws against cold and exposure.

Beast Affinity: Normal animals must check morale before attacking a Cervataur. This does not affect monsters, undead, or trained war animals.

Circuit Origin: When creating a Cervataur PC, establish which circuit they were born into — Lungra or Sarathi — or whether they are a cross-circuit child. Circuit origin shapes starting relationships, known terrain, and which elders at the Durga Ford will recognize them on sight.


Cervataur Adventurers

Those who leave the circuits are understood to live outside ordinary expectations. They are often wardens sent to investigate threats beyond the migration routes, exiles or oath-breakers, vision-seekers, younger individuals testing themselves against the wider world, or those bound by personal debt or obligation.

Other Cervataur view them with a mix of respect, concern, and quiet suspicion. The circuits continue without them. The ford gathering happens whether they attend or not. But their absence is noted, and their return — if it comes — is the subject of the kind of careful attention that passes for welcome among people who do not make a ceremony of anything.

Playing a Cervataur

Cervataur

Requirements: Minimum DEX 9, minimum WIS 9
Ability modifiers: +1 DEX, +1 WIS, −1 STR
Languages: Alignment, Common, Cervataur, Elvish

Cervataurs are nomadic demihumans, half humanoid and half caribou, who migrate across tundra, plains, and deep forests in ancient seasonal circuits. They value movement and balance and rarely enter cities or build permanent settlements.

Cervataurs are typically 6–7’ tall at the shoulder and weigh 700–900 pounds.


Available Classes and Max Level

▶ Fighter: 7th
▶ Ranger: 8th
▶ Druid: 9th

Combat

Size: Cervataur are Medium creatures for combat and reach. 

Movement: 150’ (50’)

Armour: Leather, chainmail, shields

Weapons: Spears, javelins, bows, daggers, hand axes, staves.

Cervataurs cannot ride mounts and cannot use boots, greaves, or leg-slot magic items.


Endurance

Cervataurs gain a +2 bonus on saving throws against cold and exposure.


Beast Affinity

Normal animals must check morale before attacking a Cervataur.

This does not affect monsters, undead, or trained war animals.