Land of Thryssamar

Thryssamar is a broad, untamed land of heavy forests and open plains where most Centaurs trace their roots. While Centaurs can be found elsewhere in the world, this region is their true home.

Thryssamar is a broad, untamed land of heavy forests and open plains where most Centaurs trace their roots. The land perfectly suits their dual nature: deep woods provide cover and tradition, while wide grasslands offer freedom to roam, speed, and vital hunting grounds.

Centaur legend speaks of Astrael the First Treader, a being who ran so swiftly that the land itself learned how to grow beneath his steps. When he vanished, mighty forests rose where his hooves struck deepest, and plains spread where the wind followed longest. It is held that as long as Centaurs honor the land with motion, memory, and restraint, Thryssamar will never truly be conquered — only wounded. Whether this is theology or history is a distinction the Centaurs do not draw.

Geography

  • The Eldrathen Wildwood: The heart of Thryssamar — an ancient forest of towering old-growth trees, tangled roots, and resilient wildlife. Dark, quiet, sacred. Treated with profound respect by all Centaurs.
  • The Savael Expanse: The vast area of savanna and rolling grasslands beyond the forest. Large herd animals migrate through seasonally. It is within the Expanse that many young Centaurs learn endurance, tracking, and cooperative hunting.

Culture and Way of Life

Centaurs organize themselves into large kin-groups called Strides. Loyalty is absolute to one’s Stride first, but all major decisions are made collectively through broad consensus. They are functional builders, utilizing wood, living trees, and stone only when necessary, and they actively avoid reshaping the land unless absolutely required.

Most Centaurs spend part of their lives traveling the world. Many return later in life. Dying away from Thryssamar is considered deeply unlucky — a cultural misfortune significant enough that Centaurs traveling great distances make arrangements for the possibility of not returning.

Political Structure

Leadership is based on respect, demonstrated wisdom, and proven ability to lead a Stride or a significant hunting party. Vaeloruun serves as a neutral gathering ground where all Stride leaders meet seasonally to discuss major issues, arbitrate disputes, and formalize treaties through collective agreement. The Centaurs lack a rigid centralized empire. This flexible structure ensures autonomy while allowing for unified action when the land is threatened.

Neighbors and Enemies

Thryssamar is located in the North-East plains and forests:

  • Elves (Caelthryn): Allied neighbor to the North. Shared interest in preserving the natural environment; a history of mutual respect. The Elves maintain a small outpost called Lirae’Thalan at the forest’s northern edge for diplomacy and trade. The Centaurs tolerate it because it operates respectfully, remains useful, and has not caused problems.
  • Humans (Kingdom of Tercento): Borders them to the South/East. Cautious diplomatic and trade agreements; the Centaurs remain wary of expansionist tendencies.
  • Pig-Faced Orcs (Gorhask Plain) and Goblins (Ashbound March): Various populations from the central mountains occasionally encroach on Centaur hunting grounds to the West, leading to frequent skirmishes where Centaurs use their speed to counter the threats.
  • Dwarves (Kingdom of Dun Kareth): Relations are strained due to historical conflicts over resource extraction and differing philosophies on land use.

Notable Settlements and Points of Interest

  • Vaeloruun (Capital): Where forest and plains meet, laid out in wide open circles rather than streets. Serves as the central hub for all major seasonal gatherings and treaties. The closest thing to a permanent city the Centaurs maintain.
  • Hirros Gale: Located deep in the forest, built around massive hollow trees with ramps and platforms. Known for its revered storytellers and long-memory observers.
  • Talren Savar: A plains settlement that shifts its physical location over time. A hub for hunters, messengers, and warbands where many Centaur scouts are trained.
  • Kethryl’s Crossing: A settlement along a major river acting as a controlled trade point. Outsiders typically enter Thryssamar here, if they are permitted entry at all.
  • Astrael’s Mark: A massive, perfectly circular depression in the center of the Savael Expanse where legend claims the First Treader vanished. The ground there is perpetually firm and never floods. The most significant Centaur ceremonial ground on the continent, used for grand races and rites of passage.

See also Centaurs, Elves, Humans, Pig-Faced Orcs, Goblins and Hobgoblins, and Dwarves.