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Creatures of Eonil
Centaurs
Centaurs
Summary
Centaurs are mythical beings born of Eonil in the earliest ages. With the body of a horse and the torso of a humanoid, they embody both primal strength and mortal wisdom. Once they roamed the lost western continent in great herds, guarding wild places. In the Age of Light, they came with the Ee’dornil to the Xaverion Islands, but by the early Age of Darkness, they had already begun to vanish. In the Fifth Era, they are little more than legend.
Origins & History
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First & Second Era: Created by Eonil herself as guardians of the wild. Their homeland was the great western continent, now lost.
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Age of Light: Centaurs crossed the seas with the Ee’dornil, establishing sacred groves and roaming grounds across the islands.
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Early Age of Darkness: An unknown calamity struck Eonil’s creatures. Many Centaur herds vanished. Some believe Ghor’s influence was involved.
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Later Age of Darkness: By the time the New Faiths rose, Centaurs were already nearly extinct. Those who remained were hunted or retreated into hidden sanctuaries.
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Fifth Era (present): Considered extinct, though some remote wilds are still avoided out of fear or reverence that Centaurs may yet linger.
Physical Description
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Lower body: Equine frame with coats in browns, blacks, dapple-greys, and rare whites.
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Upper body: Tall humanoid torso, often adorned with charms of feather, bone, or stone. Hair runs long and wild.
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Height: ~2.3 – 2.7 m tall when upright.
Culture & Society
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Herds: Nomadic tribes bound by kinship and oaths. Leaders were often druids or lore-keepers who carried the songs of Eonil.
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Values: Stewardship, balance, and guardianship of sacred places such as ancient clearings, rivers, and mountains.
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Faith: Centaurs recognize only Eonil as their mother and source of life. They do not acknowledge other gods.
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Skills: Masters of archery, herbalism, and living in harmony with the wild.
Magic & Abilities
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Natural attunement to the land — sensing its health or corruption.
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Ward-songs and chants that could calm storms, conceal paths, or rouse strength.
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Exceptional endurance, able to cross vast distances without rest.
Territories of Eonil (now lost)
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Meriquy: Once home to roaming herds; marked by ancient standing stones and overgrown way-markers.
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Tanea: Highland passes where Centaur guardians once watched the ridges.
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Other Isles: Rumors of sealed groves where trespassers vanish or return changed.
Reputation
Among mortals, Centaurs were revered and feared in equal measure. Old villages near their ranges once left offerings at the forest edge to avoid their wrath. By the Fifth Era, they are spoken of as myth—yet their name still carries weight in stories meant to keep travelers respectful of the wild.
Canon Notes
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Creatures of Eonil do not recognize or worship any god but Eonil.
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Centaurs were already nearly extinct by the time the New Faiths rose.
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Their downfall is linked to an unknown early-Darkness event, often whispered to be tied to Ghor.
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The western continent remains nameless to preserve Fifth Era mystery.