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The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.

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Description      Structured Info      Skills      Culture & History

Description


Centaur are a proud race, originally human as far as Sages can find for history, which occurred during the war between the Wood Elves and Humans. Magical bastardizing of a species is frowned upon by all, but regardless it happened. There is rumor though that there were Centaur-like races before the war, and that these beings may have taken in the new version as their own... blending the species to acquire the strengths and wisdom of each. The mysterious half man, half horse is in legends, but whether they relate to the current race is hard to say.

Average Appearance

(Not Required. This describes the average appearance of the NPC population of this race in the game, available as reference material for quests and story lines.)


Build: Toned
Height: 7'0" Hoof to Head
Weight: Very Heavy
Eye Tone: Human range; varies.
Hair Tone: Varies. Tail usually matches.
Skin Tone: Varies. Fur tone most commonly: chestnut, ebony, and albino.


Structured Section


This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.

Unique Quirks

Lower Torso: Horse/Pony body and legs.

Upper Torso: Human, abdomen (at belly button) up to head.

Human appearance requirements apply to upper torso. Lower torso must retain normal horse/pony structure and coloring, but patterns are allowed.

Language

Centaur, Dire Wolf, Human


Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 2 AY
Lifespan: About 200 years.

Pregnancy

To Procreate, Partner Must Be:
Centaur only. Age of maturity is considered 36 AY.

On a d100 roll (pregnancy):
80-100 Unsuccessful
30-79 One Child
1-29 Twins

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
Centaur, appearance of parent's choosing.

Rules/Restrictions


Death/Battle: Mortal in battle, normal death applies.

Strengths/Weaknesses

(Required)

Specialty: Agility
(Doubled stat at registration.)

Weakness: MP
(-30 MP at registration.)

Physical Qualities

(Required. SP can be invested to improve the qualities similar to stats: 3 SP will increase a Quality by 1. For more idea of what each Quality does, see this Chart.)

0=Disabled, 1=Below Average, 2=Average
3=Above Average, 4=Exceptional, 5=Godly

Movement

Running: 5

Flying: 0

Swimming: 1

Senses

Smell: 3

Hearing: 4

Sight: 3

Appeal

Intimidation: 4

Charisma: 4

Timidity: 1


Race Skills

As you level, you will gain skill points (sp) to spend on various things, including skills.
Invest your SP accordingly below if you desire to raise or acquire something listed.

Improve a Quality


To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.

Improve an Attribute


To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.

Attributes


Vigor
Agility
Influence
Aptitude

Additional Senses

Costs 1 SP to unlock an extra sense and requires a minimum of 4 points in a Physical Quality above to unlock any the following:

Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.

Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.

General Skills


Type/Cost:
Rolls:
Requirements:
Description:
Type/Cost:
Rolls:
Requirements:
Description:


Reference Material

The following information is NOT required for your character.
It is here for a guide on ideas of how to play your race and how NPC characters generally act.

Cultural Preferences

Around Varlonan, these are the typical aspects of this race's lifestyle preferences.


Weapons: Bows & Arrows, Blunt One-Handed, Spears

Armor: Upper Body armor is sometimes used though not preferred. Lower torso is often exposed and vulnerable, though there are some armorsmiths that will customize armor for the Centaur.

Currency: Gold and Trade.

Diet: Omnivore. With the environments they stick to, it is easy to come by fish and plenty of things like berries, mushrooms and nuts. They stick to a more raw and natural diet, but have been known to sometimes cook foods for festivals or after big hunts.

Attire: As a proud species, they typically keep themselves dressed only with necessities or adjust to local "proper" customs when travelling.
On Lower Half (most often bare except for horseshoes) - Saddle Blankets, Tail Accessories or Braiding, Brandings, Horseshoes.
On Upper Half (less material is a preference) - Humanoid blouses, sashes, war paint, tribal markings.

Environment: Forests, plains.

Homeland: Decus Renovatio

Relationships

Partners: Male Centaur seemed to gain a strange mix of both their human ancestory and their colt/stallion nature. They are unpredictable, typically lusting after females with displays to gain their attention (sometimes at their humility or peril), but then settling down once a partner is obtained and treasuring that partner until death separates them. Female Centaur on the other hand are quite stubborn and picky about choosing a mate. Their mare instincts make them curious of all other available males, flirting and being playful with them while 'leading them on' a bit until they are satisfied it is the right male for them. Once a mate is settled on however, the female will show favor to her mate and ignore all other males, settling down until one of them dies. If either mate dies, the other will grieve for a time but will eventually choose another mate again.

Friends: The Centaur typically are friends to noone but each other. Due to the history of their kind, they distrust others highly and shun them immediately. However, if you are lucky enough to gain the favor and friendship of a Centaur, that bond of trust will be strong and lifelong, almost like family instead of friendship. Break that trust however, and generally you'll be little more than an enemy in their eyes and would be wise to avoid them.

Foe: An enemy of one Centaur can often be the enemy of them all. If you have wronged a Centaur, and it's friends have learned of it, you have not gained one enemy... you've gained several. It is wiser to either be unimportant and ignored by a Centaur, than to make one upset with you. They are stubborn, and rarely let go of personal grudges.

Children: Though they were not a creature by nature originally, the magic they were forged from was strong enough to allow full functionality of the blending of their human and horse bodies. When children are born, they are born as live Centaur (much the same as a horse would give birth), carried in the womb of the horse portion of the body, not the stomach of the human half.

Territory: Though they have no origional homeland, it is said that their retreat to the Forgotten after banishment is their claimed home. The secluded forests and mountains of this place allows them their privacy and solitude, where they can settle down with little worry of outsiders coming after them. They typically do not build 'homes' structure wise, but instead have a central building where the Centaur will gather together during poor weather or ceremonies. Otherwise they roam the forests and fields freely, resting against a tree or in long grass for naps between hunts.

History


Many decades past, the Humans waged war against the Wood Elves because Humans had expanded their towns to the edges of the forests and beyond, cutting down trees to construct their houses and buildings; uprooting plant life and trees to plant farms, raise livestock and raise their families. Though this wasn't out of a sense of greed or entitlement, but out of necessity. The Wood Elves also had a necessity; to protect and maintain their ancestral home, pass on their druidic healing arts, and to preserve their basic way of life for the future. The Forest Elves held the early advantage in the inevitable war.

While Humans were adept at fighting with weapons, the Wood Elves excelled. Where the Humans would send to war their most able-bodied young men and hardened war veterans, the Wood Elves would easily outnumber their opponents sending every man and woman to war with sword & spear, bow & arrow. The elves also had a higher survival rate thanks to their shamans. The only advantage humans had was their use of horses. Humans had used mounted soldiers and archers for generations, due to the need to move fast, cover more ground, and power through enemies due to their own "average" physiques. Wood Elves, out of practicality, never used horses, preferring to rely on their own innate speed. Choosing stealth and natural cover over charging strength.

Although the humans were out-maneuvered and out-classed, they were also resilient. In an attempt to increase their numbers, they began to train their women. As the humans began to realize their advantage, they looked for a way to enhance it and make it even deadlier. The humans gathered their most skilled cavalry, whether they be man or woman, and brought them and their steeds before their mages, who proceeded to meld the two creatures into one creature built for war.

Thus, the Centaur was born.

Fighting alongside their fellow magically engineered war brethren, the Dire Wolves, the Centaur began to turn the tide of war in favor of their side. At night, as the fighting would slow, the Centaur would be welcomed back home and heralded as heroes. Bards would sing of their bravery. The fairer sex would throw itself at the returning stallions while young awe struck men would bashfully make advances towards the beautiful phillies.

The cycle of bloodbath by day, hero worship by night repeated itself with no interruptions until the end of the war came. No more drums echo'd on the mountains, or cheers and laughter filling the night air.

The humans had won.

A treaty was drawn between the elves and the humans; the humans could advance further into the woods and cut down more trees as needed for their farm lands, but may not clear the forest of trees entirely. The treaty holds to this day, and Wood Elves and Humans are friendly allies still.

But the Centaur and Dire Wolves were not as lucky. Once heralded and lauded as heroes, their usefulness ended not long after the war. During the war, the humans saw them as monsters, but as their monsters. Without an enemy, they were now just monsters.

The humans drove the Centaur and Dire Wolves way into the forests through discrimination, hatred, loathing and bitterness. Not a single arrow notched, and no sword unsheathed. Just a new cultural status quo.

Now, the Centaur and Dire Wolves still live and travel together, having formed an amazingly adept hunting society. The old hatred of the Wood Elves remains, and transgressions/wars take place regularly. Mostly out of competition for resources, but occasionally just for the thrill of the hunt. (History By: GMinotaur)