Centaur & Human Steppe
Population
280,000
Government
Council of Khans
Races
Centaur & Human
Warriors
~70,000
The Nomad Plains stretch across 600 leagues of open grassland, rolling steppe, and seasonal wetlands forming the northern expanse of central Terathia. Here, magnificent centaur herds and human nomadic tribes maintain cultures of extraordinary freedom, following ancient migration routes etched into landscape and spiritual memory. The Plains represent a radically different vision of civilisation — one of movement rather than settlement, spiritual connection rather than ownership.
Centaurs and nomadic humans coexist in complex relationship — cooperating through shared traditions, seasonal councils, and the principle that the Plains belong to no individual. Approximately 70,000 warriors (30,000 centaur, 40,000 human cavalry) can mobilise within days. Yet the Plains' unity is fragile, maintained through tradition and shared identity rather than legal structure. The Alabastrian Empire eyes their territory for expansion, and younger nomads question whether ancestral traditions serve survival in a changing world.
The Plains' most sacred location — a crystal-clear spring allegedly containing the concentrated essence of all water in the world. It never freezes, never empties despite constant outflow, and purportedly can cure any illness. Access is restricted through ritual and spiritual preparation; those approaching with impure intentions allegedly become lost in the surrounding grassland and wander until spiritually redeemed or dead. Scholars who have attempted to investigate vanish without explanation or return claiming absolute loss of memory. The Heartspring is approached not as a resource but as a deity — the living heart of the Plains themselves.
Largest gathering point at the Three Rivers confluence. Three times annually, major tribes congregate for council meetings, cultural exchanges, and spiritual ceremonies. Thousands of tent structures can be erected and deconstructed within hours. Permanent infrastructure includes stone council lodge, astronomical observatory, and preserved historical sites.
Semi-permanent base for Khan Ashenmere's East Wind Tribe. Tent structures with wooden frameworks allow rapid setup and breakdown. Centre of nomadic scholarly tradition — storytellers, historians, and record-keepers maintain both oral archives and increasingly rare written records.
Network of carved caverns in the foothills — breeding grounds, archives, and sacred spaces closed to non-centaurs except by special invitation. Extraordinarily beautiful, with acoustics allowing conversations across miles and carvings depicting centaur history reaching back beyond recorded time.
The one location where permanent structures exist alongside nomadic encampments. Interface between nomadic culture and settled civilisation — merchants from the Federation of Free Cities and the Alabastrian Empire establish temporary markets. Tensions are constant between traditionalists and traders.
Sacred grassland with unusual acoustic properties — wind through native grass creates harmonic tones. Shamans conduct visions here; warriors prepare for battle through meditation. The Meadow shifts location with seasonal migration patterns; following it correctly requires deep traditional knowledge.
Lord of the East Wind Tribe, ~70 winters, the closest the Plains have to unified leadership though he deliberately avoids formal authority. Dying from old battle injuries, focused on ensuring his chosen successor can maintain Plains unity. Secretly fears the Plains will fragment after his death.
Young centaur shaman of extraordinary power, mid-twenties, affiliated with no specific tribe. Advocates for renewed spiritual focus and questions whether increasing trade corrupts sacred traditions. Some believe she is destined to unite the Plains spiritually.
Centaur warrior of legendary combat skill, mid-thirties. Advocates for military centralisation and permanent unified defence force. Building a warrior following and proposing formal military command — radical change to nomadic tradition.
Most successful trade negotiator in Plains history, fabulously wealthy by nomadic standards. Simultaneously economic liberator and corrupting influence. Secret: has been accepting bribes from the Alabastrian Empire to facilitate imperial access to Plains territories.
The Alabastrian Empire escalates aggressive border pressure. Khan Ashenmere hires the party to conduct espionage determining whether the Empire plans full-scale conquest. They discover Merchant Prince Torvin has been facilitating imperial access — do they expose him, knowing it will destabilise trade?
Centaur shaman Lysa conducts a massive ritual to strengthen mystical connections between the nomads and the Plains. It goes catastrophically wrong — plants wither, water turns poisonous, animals flee. The party must race to reverse it, possibly venturing into the Heartspring itself.
Kade Blackhoof grows impatient with consensus and stages a coup, establishing formal military authority. The party mediates (or fights in) a civil conflict between tradition and pragmatism that could determine the Plains' entire future political structure.
Ancient Grandmother Sorrel begins making specific predictions of imminent catastrophe — the return of something thought destroyed in the God Wars. Unexplained seismic activity and strange artefacts in the Glass Badlands suggest she may be right.
Economic competition between Torvin's pro-trade faction and traditionalist tribes escalates into quasi-armed conflict. The party is hired by both sides. The conflict threatens to split the Plains into factions vulnerable to imperial exploitation.
Mining town
Dwarven forgehold
Lakeside village
Trading post
Frontier outpost
Coastal watchtower
Monastery village
Highland shepherds
Naval garrison
Border outpost
Blighted village
Elvish settlement