Currently, centaurs are included under the Beasts & Monsters group. Copy and paste to join in-world:
See the Beasts & Monsters group for any leadership information. You are free to make your own unofficial Herd (Centaur group), according to the unofficial grouping rules.
To the classical-era Greeks, the human-horse hybrid people were a constant menace. Several thousand years later, history repeats itself. The ancient tales are full of their exploits, kidnapping would-be mates, drinking and revelling, clashing with anyone who would try to stop them indulging their base impulses, before seemingly vanishing from the human world.
In the mid-1800's, they re-emerged in force, a veritable army of centaurs descending on the Great Steppe of Central Asia. Just as people were getting to grips with the existence of supernaturals, a hundred thousand horsemen came out of nowhere to attack, striking across Mongolia, picking off isolated towns until fully a quarter of the country was under their control, establishing their own fiefdom named Hartefon. The attack, orchestrated by a ruthless centaur named Warlord Kiron after decades of planning, was the most brazen act by supernaturals since their unveiling to the public, and the human response was equally violent.
War broke out as China lent aid to the Mongolian people, and a brutal siege ensued against the lands held by the centaurs. Over the course of four years, tens of thousands of lives were lost on both sides, before the human forces were able to catch and kill Kiron in an extremely lucky ambush. With their leader lost, the centaurs opened to negotiation, giving up nearly half the land they took in exchange for an end to hostilities. Hartefon survived, establishing itself as a tribally-structured region, though human governments have refused to class it as a country of its own.
In the century and a half since, centaurs across the globe have struggled to overcome the bad reputation landed on them. Their natural proclivities do them no favors to that end, being largely a rowdy and brash lot. They are frequently unwelcome wherever they end up, being looked down upon as little more than irresponsible fratboys and violent party animals.
No one centaur has done more for the public image of the race than Lord Worsington. Nobody is sure of his real name or origin before he adopted his persona, and when he first showed up in London in 1891, the refined folk of Victorian society were shocked and appalled at the appearance of beastfolk openly in their midst. Worsington, however, refused to rise to society's disapproving stares and cutting comments. Donning a red hunter's jacket and top hat, cultivating a fantastic mustache, Worsington took uncommon pride in his grooming, dressing his lower body in rich dressage bridle, giving horse-drawn (by himself) guided tours (by himself) of London's royal parks. In days, word had gotten round, and Worsington became a celebrity in the city. Such was his fame at its height, that he was even given a ceremonial position by Queen Victoria in the Royal Stables, bestowing upon him the title of Lord. He proved to the world that whilst most centaur may be boorish and base, it's far from true for all of them.
Nowadays, centaurs have begun to find a little more acceptance than usual, at least the ones who haven't turned to an equine equivalent of biker gangs. With a reputation for working as hard as they party and the body to back it up, many find easy jobs in manual labour and other blue collar work, whilst others follow Worsington's example and try to rise above their base instincts to better themselves.
One thing's for certain, though. In a world where Epic Meal Time can become a cultural phenomenon, and a Jackass movie can bring in more than a hundred million dollars, there'll always be a place for those not afraid to live life large and to the fullest.
Centaurs are generally larger beasts, with the body of a horse and the upper torso of a human, as per classical depiction. They're as wide and varied as human races and horse breeds, from a heavyset nordic torso on the body of a shirehorse, to a petite torso on the body of a pony, centaurs have quietly spread across the globe long enough to deeply diversify. One way their upper half differs from humans is in minor features. The race as a whole has a number of cosmetic variances, some having pointed ears, others having small horns and other such superficial differences. The other way they differ is in their ageing. They tend not to get wrinkled and grey-haired as they reach old age, instead growing stocky, their features sharpening and taking on a stronger-looking bone structure, with a heavier brow and jaw, and a tendency to bulk out easier. An elder centaur male could make Ron Perlman look like Benedict Cumberbatch by comparison.
Centaurs live an average of 150 years, ageing slightly faster than humans, reaching maturity in their mid-teens. They remain in their prime until their 70s, when they tend to grow stockier and slow down a little. They remain active until around the age of 120, where they'll begin a decline into old age.
The following race attributes are shared by all centaurs.
Centaur are, historically, heavy drinkers. More than a simple social activity, it's an ingrained part of their culture for several thousand years. This has lent them an extremely hardy constitution, giving them resistance not only to alcohol (they take a lot more to get drunk than a human), but other forms of poison or toxin introduced to their bloodstream. It is not immunity, only lessening the results, and does not stop viruses or diseases.
Centaur are, as you'd imagine, capable of galloping as fast as a horse. At a regular gallop, they can hit 30mph easily, and if they push themselves, they can hit as much as 55mph for short bursts.
One of the reasons the centaurs proved so fearsome in the battle of the Steppes is that they simply never quit. Capable of galloping for hours on end, and then remain at a fast canter for further hours, getting by on two or three hours of sleep without fatigue, their armies were able to show a mobility completely unmatched at the time. It's a rare thing indeed to be able to claim you heard a centaur say they were tired.
Whilst the upper torso of a centaur is no more inherently strong than that of a human, the lower half matches the powerful musculature of a horse. Beside that, centaurs have a high metabolism and find it very easy to build muscle if they try.
All centaur may choose between the paths of Brewmaster, Warmonger and Outrunner. The paths are permanent, denoting where all their training goes and their place in centaur society, and gives the centaur access to some unique powers.
Commonly dubbed 'alchemy', brewmasters are the centaurs who have mastered the art of drink-making, to the point it has spilled over beyond the mundane. The centaur is capable of magic, though they cannot cast spells in the way any other race would, being comparatively limited magic-users. Instead, they must brew it up in the form of a potion to get the effect. Potions can keep for up to 24 hours after preparation, as many can be created as "casts per day" for conventional casters, and only spells which could realistically be activated by a potion (imbibed by the brewer or poured over the target, for example) can be taken. The potion is brewed according to their own body chemistry and may not be used by others unless the spell is designed to be cast on another.
Martial experts, tending to be larger and more muscular than other centaurs. Warmongers were once the backbone of the centaur army, though nowadays they are more commonly just the hardworking sort found working on construction sites or lumber yards. All warmongers get access to Charge and Stomp.
The muscular hind legs of the centaur have the capacity to make explosive charges, accelerating forward like a freight train in an instant and impacting with tremendous force that could fell a minotaur. They may only travel in a straight line when using this ability and only over a distance up to 10 feet. Impacting with anything immovable will likely be extremely painful for the centaur.
Centaurs can, with enough practice, learn how to rear up and slam their weight down on their front hooves with enough force to damage concrete. Many who do this frivolously find themselves being fined by local authorities for damage to the sidewalk.
Messengers and scouts, tending to be more lithe and quicker than other centaurs. Outrunners once excelled against the backdrop of other centaur with a level of speed and dexterity above and beyond their kin. In modern times, vehicles have made such stunning displays of velocity obsolete, leading to Outrunners finding it difficult to fit in with other centaurs. As a result, many make severe efforts to fit into human society. All Outrunners get access to Scout and Grace.
The Outrunner is capable of phenomenal displays of speed. Able to reach speeds up to an astonishing 75mph at full gallop, as well as being generally quick-witted and keen-eyed.
Unlike most centaurs, Outrunners are far more surefooted, cancelling out the Graceless weakness. They are exceedingly difficult to trip or off balance, capable of prancing across ice like it were a grassy field and being notably more athletic than their kin.
Centaurs must take the following two weaknesses:
Centaurs are, as a rule, clumsy creatures. With the body of a horse, but the frontal vision of a human, they are built for life in the open, lacking the co-ordination for indoor life. In tight quarters, the centaur will constantly bump into furniture and make a hash of things. Additionally, uneven ground presents problems, stairs are a nightmare to navigate without taking their time, their hooves will have almost no grip on any kind of slippery surface, and they're not very strong swimmers at all. (Note that Outrunners' Grace cancels out this weakness.)
Centaurs aren't good at saying no. From the ancient Greek myths that tell of them getting carried away and kidnapping women, to modernday centaurs who absolutely cannot resist yelling abuse at that minotaur they saw, centaurs are ruled by their desires. Any time temptation is placed before them to indulge their base desires, it takes a force of will for them to resist it. Needless to say, most centaurs living in human society for any length of time have a criminal record.
They must also take a third weakness, which may be one of the below or one of your own choosing. Outrunners must take two more weaknesses, including one of the following, since they do not take Graceless.
A sizeable portion of the centaur population hails from a bloodline with a particularly weak healing factor. They take around twice the time a human would to heal equivalent wounds. Broken legs are particularly bad news for centaurs with slow healing, as they'll be completely out of action for a long time.
Some centaurs...... well, they smell. There's no particularly known cause for it, nor why it afflicts some and not others, but it's particularly unpleasant when they do, a constant musky dungy smell. Other centaurs can put up with it easily, but non-centaur will be gagging and looking for an exit after more than a few minutes in their presence.