Great Plains
🌾 Great Plains Region · western Ulvenor · Inhabited

Great Plains

„Western Plains of Ulvenor" · „Kobold Plains" · „Land of Marshes and Tribes" · „Plains of the Longest War"

The Great Plains are an enormous and restless region of western Ulvenor, considered one of the cradles of humanoid life. Today they are the home of kobolds, centaurs, old marshes, free cities, the longest war of the world, and the western roads to unknown continents.

Great Plains kobolds centaurs marshes steppes world's longest conflict Hirch Javorica Skull Hunters Southern Forests Sorcer western continent elemental magic ancient history Alpha humanoids Beta humanoids

From the Chronicler's Atlas

Continent Ulvenor
Region western Ulvenor
Position the western part of Ulvenor, between the western coast, the southern forests, the imperial border, and the inland steppe regions
Climate predominantly mild and grassy, with damper marsh regions, drier steppe belts, a forested south, and changeable seasons
Ruling Power divided between kobold cities, kobold tribes, centaur tribes, goblin groups, and independent seats
Political Control fragmented between kobold cities, centaur tribes, smaller goblin groups, free seats, and the border influence of the Empire
Terrain broad grass plains marshes swamps river lowlands low hills rocky regions forest edges deciduous forests kobold cities centaur camps caravan trails western coast old port garrisons
Population kobolds centaurs forest centaurs steppe centaurs goblins Skull Hunters elves humans dwarven travelers gnomish merchants adventurers travelers from the Empire
Neighboring Regions western coast of Ulvenor Green Sea Empire of Magnursar Third Defensive Line of the Empire Southern Forests Great Elven Empire northwestern goblin regions western ocean

📖 Summary

The Great Plains belong among the most important regions of all Ulvenor. In ancient times the first Alpha humanoids appeared here, and later the Beta humanoids began here to build the first more lasting settlements, farms, tribes, and cultural communities. After the catastrophe of Henstir the local climate changed, marshes arose, the old land bridges to the west appeared, and new migration paths drew part of the humanoids onto the unknown western continent. Later the Great Plains became the home of the kobolds, who developed in the wet and overgrown marshes but never built a single empire. Instead, independent kobold cities arose here, distinct cultures, magic schools, tribal unions, and defended territories. Beginning in the third millennium before the imperial calendar, the centaurs migrated here from the Yellow Plains, starting one of the longest unbroken conflicts of the world. The Great Plains are today a varied land of green grasses, marshes, hills, rocks, forests, cities, raids, trade roads, and restless borders with the Empire.

01

Cradle of Ancient Humanoids

The Great Plains belong among the oldest inhabited regions of Ulvenor. In ancient times the first Alpha humanoids began to appear here, who, on the broad grass spaces, by the watercourses, and in the sheltered marsh belts, formed the first simple communities. It was not yet a civilization in the later sense, but it was one of the first places where humanoid life began to organize itself more lastingly. With time the Beta humanoids developed out of the Alpha humanoids, and the Great Plains changed from a place of mere survival into a land of first settlements, tribes, shelters, fields, and simple forms of administration. Thanks to ample space, water, game, and a changeable but not entirely inhospitable environment, populations held here for a long time and in great numbers. It is precisely for this reason that the Great Plains are often considered one of the cradles of the humanoid history of Oia.

02

Henstir and the Transformation of the Old Plains

The catastrophe of Henstir struck the Great Plains as well. The nature that had been, for long ages, relatively hospitable began to change. Rains came, frosts, cooling, the breaking of old paths, and the transformation of the marshes, the rivers, and the grass regions. From an originally very favorable country there became, for a time, a harder and less predictable land. This change, however, did not mean the end of the Great Plains. On the contrary, it created new chances for adaptation. It was precisely in this time that some humanoid populations adjusted to the damper regions, others to the steppes, and still others set out beyond the borders of the known world. The Great Plains became not only a place of survival, but also one of the main crossroads of ancient migrations.

03

Old Land Bridges and the Western Continent

On the west of Ulvenor, after the catastrophe of Henstir, the old land bridges appeared, which arose as a result of the cooling, the freezing of the oceans, and the change of sea levels. These temporary paths allowed part of the humanoid populations to cross from Ulvenor onto the unknown western continent. According to later estimates, it may have been as much as a tenth of all humanoids of the then western regions. As soon as the climate began to stabilize and the oceans melted, the land bridges vanished. Those who had set out westward could no longer return the same way. This ancient loss carries a peculiar echo in the history of Ulvenor, because precisely the western sea will later become the site of expeditions that change the world much later, in the time of humans, the Empire, and the coming of elemental magic.

04

Birth of the Kobolds

After the climatic changes, vast marshes, swamps, and densely overgrown wet regions began to develop on the Great Plains. It was precisely in such an environment that, out of one branch of the ancient humanoids, the kobolds gradually arose. Their lizard features, their tail, the supple build of their bodies, and a more frugal physiology were no accident, but the result of life in an environment where every step meant the risk of falling, sinking, or being attacked from hidden water. The kobolds learned to survive in a land that was exhausting for other races. Their movement in mud, among roots, in shallow water, and in overgrown territories gave them an advantage that later carried into their culture and warfare. The Great Plains thus became not only their home, but the place that literally made them.

05

Kobold World Without a Single Empire

The kobolds never built a single empire. Not because they could not raise cities or organize a society, but because their culture rested on the idea that every city and every territory has the right to decide its own fate. In the kobold world a unifier never arose who could or would turn the Great Plains into one centrally ruled power. This model gave them great inner freedom, but it also repeatedly weakened them in wars. Against goblin raiders, the elven pressure, and later against the centaurs, individual cities and tribes often fought separately. The kobolds could defend their territory stubbornly, but they rarely had the strength to extend their power far beyond the borders of their own marshes, cities, and traditional plains.

06

Cities of Artifacts, Rites, and a Different Society

Kobold cities are different from human, elven, and dwarven centers. They often grow up around marshes, rocky terraces, river arms, or old sacred places. Instead of one great royal dominant, they tend to have several centers of power: a city council, an order of mystics, the houses of juggernauts, trade circles, ancestor temples, and places where magical artifacts are kept. Kobold culture is practical, but not primitive. Their cities can be full of peculiar mechanisms, natural sanctuaries, ritual objects, water channels, towers for watching the movement of the plains, and places where magic, the memory of forebears, and defensive strategy meet. Foreigners often do not understand how kobold societies are arranged, because their rules answer neither to imperial hierarchy nor to elven tradition.

07

Kobold Magic and the Strength of the Forebears

The kobolds developed their own relationship with magic. For a long time they did not belong among the most advanced magical races, but thanks to their ability to adapt and to learn, they could draw on peculiar natural and spiritual powers tied to the forebears, the land, and their own bodily discipline. This power later became the foundation of the traditions of the mystics and the juggernauts. The mystics sought to understand the world through rituals, the observation of nature, the work with energy, and later also the study of human elemental magic. The juggernauts, on the contrary, joined magic, body, and martial discipline. Thanks to these traditions, the kobolds could defend themselves even against stronger opponents who underestimated their size, speed, and seeming fragility.

08

Goblins on the Northwest of the Plains

The Great Plains never belonged to the kobolds alone. To the northwest, in distant times, goblin groups arrived who had migrated from the northeast and gradually built here their own tribes, hideouts, and short-lived power blocks. Some lived on the edge of the kobold world as raiders, others took part in trade or mercenary service. It is precisely the goblin presence that will later be tied to the rise of the Skull Hunters, secret guilds, and groups of bounty hunters who would build a reputation far beyond the borders of the Great Plains. The goblins never built a lasting empire here, but their influence on the history of the region is far greater than their scattered seats would suggest.

09

The Coming of the Centaurs

Around the third millennium before the imperial calendar, centaur tribes migrating from the Yellow Plains began to arrive in the Great Plains. They sought a new home, more space, better pastures, and a land more suited to their mobile way of life. The southern and central parts of the Great Plains offered them exactly what their old homeland was gradually losing. Their arrival, however, met with kobold resistance. To the centaurs the plains were a new chance, to the kobolds they were a foreign intrusion into a land that had been their home from the earliest days. It was here that one of the longest unbroken conflicts of the world began, the war between kobolds and centaurs, which to this day has no real victor.

10

The Longest Conflict of the World

The conflict of kobolds and centaurs is not a single war in the usual sense. It is a long chain of raids, battles, retaliations, truces, personal revenge, tribal campaigns, and territorial disputes. Sometimes whole northern parts of the plains burn, at other times it is only local clashes at watering places, river fords, or the borders of hunting grounds. Most kobolds do not trust the centaurs, and most centaurs see the kobolds as an obstacle to their own future. Even so, there are exceptions. Some tribes and cities have learned to negotiate, to trade, or at least to tolerate the presence of the other side. Such places, however, are fragile, and usually depend on a particular leader who can keep his own warriors in check.

11

Northern and Southern Face of the Plains

The northern part of the Great Plains is more conflict-ridden. It is here that the steppe centaurs often press into regions traditionally belonging to the kobolds, and it is here that the most tribal clashes, movements, raids, and local wars arise. The land here is more open, harder, and well suited to quick raids and counter-raids. The southern edge of the Great Plains is different. It passes into deciduous forests, the elven influence, and the territory of the forest centaurs. This part is calmer, more spiritual, and more closely tied to natural magic. It is not without conflict, but in place of direct pressure and tribal wars, diplomacy, old agreements, shamanism, and ties to the elves play a greater role.

12

Hirch, Javorica, and the Variety of Kobold Cities

The Great Plains are known for the striking difference of their kobold cities. Hirch lies beneath the great crags of Kuilor and acts as a harder, more commercial, and more multiracial city. Javorica, on the other hand, rises in a broad lowland and is tied to magic, learning, and one of the most important kobold schools of elemental magic. Whoever saw Hirch and Javorica side by side could hardly believe they are cities of the same race. This, however, is typical of the kobold world. Every city has its own rules, its own culture, its own relationship to magic, trade, and war. The kobolds are not a single empire, but a mosaic of cities, tribes, and traditions.

13

Western Coast and the Voyage of Sorcer

The Great Plains border the western coast of Ulvenor, which in human history became exceptionally important under the rule of Konrad I, called the Usurper of the Throne. It was during his rule that a garrison was set on the western shore that was to support expeditions across the ocean and find out whether another continent truly lay beyond the sea. One ship at last managed to reach the unknown western continent. Its return, however, ended in catastrophe, and only one man survived, known as Sorcer. His return had an enormous impact on the history of Ulvenor, because he brought to the Empire the knowledge of elemental magic. By this the western coast of the Great Plains became the indirect beginning of one of the greatest transformations of human power.

14

Border With the Empire

The eastern part of the Great Plains borders the Empire. It is here that smaller raids of kobolds, centaurs, and other groups take place, who cross the border for plunder, prestige, or revenge. Most are not real attempts to conquer territory, but rather swift forays, after which the attackers fall back into the plains. The Empire, however, does not underestimate this border. The Third Defensive Line is so built that a larger army cannot pass unnoticed. Any real attempt at invasion would draw a swift response from imperial troops in the interior. It is precisely for this reason that the raids remain limited, and neither side, for the most part, wishes to be drawn into open war.

15

Present Great Plains

The present Great Plains are immense, moving, and restless. Here live kobold cities, centaur tribes, forest communities, goblin groups, travelers, merchants, mercenaries, mystics, juggernauts, and bounty hunters. Every road across the plains means the chance of trade, of discovery, of a raid, or of an old revenge. The region is one of the most important territories outside the Empire precisely because it cannot be wholly mastered. It is too vast, too varied, and too divided. Whoever would understand the Great Plains must not see them as a single country, but as a living space full of cities, tribes, marshes, pastures, forests, and wars that never quite stop.

Sub-Locations

4
Free City of Hirch 🏛

Free City of Hirch

Free City „Hirch · City Beneath Kuilor · Free Hirch"

Hirch is one of the most important kobold cities of the Great Plains, lying beneath the crags of Kuilor. Under Hatur it became a Free City open to trade, foreigners, and cultural exchange.

The Free City of Hirch belongs among the most important seats of the Great Plains. Originally it was a strong kobold center beneath the great crags of Kuilor, which profited from a sheltered position, trade routes, and access to the surrounding marshes and steppes. Under the rule of Hatur, Hirch became a Free City, which meant opening to various races, faiths, merchants, exiles, and travelers. Later the city was taken by Pender the Strong, which added another historical layer tied to goblin power and the Skull Hunters. Today Hirch is a hard, lively, and politically complex city, where kobold traditions stand side by side with foreign influences.

Hirch free city kobolds Kuilor multiracial city Pender the Strong trade Great Plains
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City Beneath the Crags of Kuilor

Hirch lies beneath the great crags of Kuilor, which from ancient days gave it natural protection and a strong visual landmark. The cliffs shield the city from some raids, provide watch points, and at the same time form a network of passages, storehouses, sanctuaries, and older hideouts that the kobolds used even before the rise of a true city center. Thanks to its position Hirch became an important hub between the marshes, the steppes, and the trade routes of the Great Plains. It does not feel like an elegant magical city of the Javorica kind, but more like a hard, layered, and practical seat that has had through all of history to survive between trade, war, and a restless neighborhood.

Hatur and the Rise of the Free City

Under Hatur, Hirch became a Free City. This step meant that the city ceased to function only as a kobold tribal or municipal center and began to open itself to foreigners, merchants, various faiths, and other cultures. Hatur understood that isolation can shield a city, but in the long run it also weakens it. The status of a Free City meant greater legal independence, more open markets, the possibility of settlement by non-kobold inhabitants, and the rise of a city council in which, alongside the old kobold houses, merchants, craftsmen, mercenaries, and representatives of smaller communities gradually gained their voice. For conservative kobolds this was a dangerous weakening of tradition, for others the beginning of a new era.

A City of Many Layers

Hirch is today a city of many historical layers. There is the old kobold core with ritual places, houses of mystics, and ancestor sanctuaries. Around it have grown merchant quarters, caravan yards, foreigners' districts, mercenary inns, and warehouses beneath the cliffs. Every part of the city has its own rules and its own memory. In Hirch one can meet kobold families many generations old, goblin merchants, human caravans, dwarven travelers, gnomish craftsmen, and exiles who in more closed cities would never have won the right to remain. This very variety is the reason why the city is strong, and at the same time politically restless.

Pender the Strong and the Goblin Trace

One of the greatest wounds in the history of Hirch was its conquest by Pender the Strong. This goblin warrior and unifier showed that not even a free and well-protected kobold city was untouchable. The taking of Hirch became a trauma, but also the moment that changed the city forever. After Pender's influence there remained in the city goblin contacts, secret networks, mercenary groups, and later also ties to the Skull Hunters. Hirch is therefore not only a kobold city, but also a place where kobold, multiracial, and goblin histories overlap. Many of its inhabitants would gladly forget this part of history, but the streets of the city remember everything.

What Freedom Means in Hirch

The freedom of Hirch does not mean equality nor safety. It means above all the possibility to live outside the direct rule of one tribe, one empire, or one religion. The city is open, but not soft. Law here often rests on agreements, promises, guild protection, the city council, and the ability to pay for guards or support. It is precisely for this reason that Hirch is attractive to adventurers, merchants, and all who seek a new beginning. It can offer wealth, information, work, and shelter. Just as easily, however, it can swallow a person in its debts, intrigues, old goblin ties, and kobold rules that foreigners often do not understand.

Javorica

Javorica

Magical City

Javorica is one of the most important magical cities of the Great Plains and the kobold center of the study of elemental magic, founded around the legacy of the scholar Nuriak.

Javorica is a kobold city in the wide lowland of the Great Plains, known as the heart of kobold magic. It was here that Nuriak founded the first known kobold school of elemental magic and laid the foundations of a tradition that could rival the human magical supremacy of the Empire. While in Magnursia magic became part of the imperial power, the academies, and military strategy, in Javorica it was understood as a tool of survival, adaptation, experiment, and the defense of one's own world. The city is today the seat of mystics, schools, observatories, ritual marshes, and magical workshops that make it one of the most peculiar centers of magic in Ulvenor.

Javorica kobolds magic Nuriak magic school elemental magic Great Plains kobold mystics
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A City in the Lowland

Javorica lies in the wide lowland of the Great Plains, where grass spaces alternate with damp belts, river arms, and old marshes. Unlike Hirch it is not hemmed in by cliffs, but open to the horizon, the wind, and the waterways. It is precisely this openness that shaped its character. The city does not defend itself only with walls, but with a network of channels, watchtowers, magical marks, patrols, and ritual places set across the surrounding country. A foreigner may feel that Javorica begins long before its true gates, because its rings of protection, its sanctuaries, and its magical points reach deep into the surrounding plains.

Nuriak and the First Kobold Magic School

The most important figure in the history of Javorica is Nuriak, the founder of the first known kobold school of elemental magic. In a time when elemental magic was above all the domain of humans from the Empire, and when it seemed that no one could rival Magnursia in this respect, Nuriak was able to understand that the kobolds could not merely imitate human magic. Nuriak built a system that joined the kobold traditions of the mystics, the strength of the forebears, the knowledge of the marshes, the work with the body, and the study of the elements. It was not a copy of the imperial schools, but a path of its own. It is precisely for this reason that Javorica did not grow as a weaker version of Magnur, but as an entirely different magical center.

Magic as Survival

In the Empire, magic became a tool of power, prestige, and expansion. In Javorica it was, from the beginning, above all a tool of survival. The kobolds used it to defend the marshes, to warn of raids, to strengthen warriors, to heal, to find water, to protect the harvest, and to confound enemies who tried to enter their territory. It is precisely this practical relationship that makes the magic of Javorica exceptional. The local scholars do not concern themselves only with pure theory, but with how a spell can be used in mud, wind, rain, in battle, in retreat, or in the defense of a small settlement. The magic of Javorica is less showy than the imperial kind, but often more supple.

Schools, Mystics, and Experiments

Today Javorica is home to several magic schools, circles of mystics, and experimental workshops. Some are devoted to elemental magic, others to work with the energy of the forebears, the defense of the city, healing, or the joining of magic with the bodily training of the juggernauts. Among the schools there is rivalry, but also the awareness that all of them defend the same kobold world. The city is known for its readiness to experiment. This makes it a place of discoveries and of accidents. Some scholars here probe the boundary between elemental magic and older kobold rites, others try to craft spells suited to marshes, the movement of small units, or fighting against centaur cavalry.

Rivalry With Magnursia

Javorica became one of the few places outside the Empire that could earn a true reputation in the field of elemental magic. This drew the interest as well as the mistrust of Magnursia. For the imperial mages it was unpleasant to see that a kobold city, which does not belong among the great empires, could create its own schools, methods, and spells. The rivalry between Javorica and the human magical tradition is not always openly hostile. Sometimes it is an exchange of knowledge, at other times the theft of scrolls, the poaching of scholars, espionage, or the effort to find out whether kobold magic hides something the Empire could use. Javorica must therefore be not only a school, but also a fortress of knowledge.

A City That Thinks Differently

Javorica shows one of the most important traits of the kobolds: the ability to learn differently from others. The kobolds here did not take human magic as a finished system, but took it apart, mixed it with their own traditions, and adjusted it to life on the Great Plains. It is precisely for this that Javorica became one of the leading magical cities of Ulvenor. For adventurers Javorica may be a place of scholars, of forbidden experiments, of old kobold rites, of political intrigue, and of magical secrets. It is not a city that tries to amaze by the height of its towers. It amazes by having survived in a time when everyone thought that magic belonged above all to humans.

Skull Hunters 🕸

Skull Hunters

Hidden Network „Morthakar · Goblin Bounty Hunters · Guilds of Skulls · Secret Brotherhood of Hunters"

The Skull Hunters are not a single city, but a network of hidden guilds, safehouses, mercenary groups, and bounty hunters that arose from the goblin followers after the fall of Pender the Strong.

The Skull Hunters represent one of the most dangerous goblin traditions tied to the Great Plains. They are not an ordinary tribe nor a state, but a scattered network of secret guilds, hideouts, mercenary bands, assassins, and bounty hunters who operate across all of Ulvenor. Their origin is tied to the fall of Pender the Strong and to a part of the goblins who, after losing the hope of their own empire, understood that power need not sit upon a throne. It may hide in information, in killing, in fear, and in the ability to find anyone.

Skull Hunters Morthakar goblins assassins bounty hunters mercenaries secret guilds Pender the Strong Great Plains
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Origin After the Fall of Goblin Power

The Skull Hunters arose from part of the goblin groups that, after the fall of the great unifying ambitions, understood that the dream of a lasting goblin empire was, for their time, lost. Pender the Strong had shown that the goblins could shake cities and history, but his fall also showed how fragile a power resting on a single leader can be. Some of his followers and distant heirs therefore did not set out along the road of a new kingdom. Instead, they began to build a smaller, more hidden, and more supple power. They founded groups that lived by tracking, killing, intimidation, protection, the collection of debts, and the hunting of those who thought they could hide.

A Network Instead of a City

The Skull Hunters have no single capital. Their true strength is their scattered nature. They work in kobold cities, human ports, dwarven trade routes, goblin camps, and remote inns on the borders of the Empire. Wherever there is trade, blood feud, or a price on a head, they too may be there. Their hideouts tend to be inconspicuous. It may be the back room of an inn, an abandoned warehouse, a cellar in a foreign city, a cave by an old trail, or a false guild of ordinary mercenaries. The Skull Hunters survive precisely because they never act like a single, easily attacked organization.

Morthakar

The most feared group among the Skull Hunters are the Morthakar. Their name is spoken only with care, because it is tied to the fall of houses, the killing of important warriors, and the disappearance of people who were considered unreachable. The Morthakar are not ordinary killers. They are the symbol that no wall is high enough and no name famous enough. Their members learn to track, to wait, to negotiate, to creep, to use poisons, traps, and the weaknesses of others. Sometimes they kill the target directly; at other times they ruin his reputation, allies, or supplies. For the Morthakar death is not always the first choice. Sometimes it is far more effective to let the victim live long enough to understand that he has already lost.

Events Changed From the Shadow

The Skull Hunters have shaped many events, even if rarely openly. They stood behind the death of several important warriors, helped to alter the course of local wars, removed witnesses, sought out fugitive nobles, and sold information to those willing to pay. Their interventions often appear in chronicles only as strange coincidences. Some rulers use them and at the same time fear them. Kobold cities sometimes hire them against centaur leaders, human houses against rivals, goblin tribes against traitors, and merchants against debtors. The Skull Hunters have thereby won a peculiar standing: they are not an empire, but their name can change the decisions of those who rule empires.

Code of the Skull

Although they appear chaotic, the Skull Hunters have their own rules. A contract must be paid, betrayal within the network is punished by death, and a member who reveals the hideout or name of another hunter is considered prey. Their code is not moral, but practical. It serves to keep the network alive. The Skull Hunters do not ask whether the target is good or evil. They ask whether the contract is real, whether the reward is enough, and whether its fulfillment will not destroy the balance of the network. It is precisely this cold practicality that makes them one of the most dangerous non-governmental actors of Ulvenor.

Southern Forests 🌲

Southern Forests

Forest Borderland „Southern Edge of the Great Plains · Forests of the Forest Centaurs · Green Border of the Plains"

The Southern Forests form the passage between the Great Plains and the elven south. Here live the forest centaurs, who have taken on part of elven culture, natural magic, and shamanic tradition.

The Southern Forests are the green and more spiritual edge of the Great Plains. They form the passage between the open grass regions, the kobold world, the centaur routes, and the elven forests to the south. They are full of deciduous trees, clear brooks, forest meadows, old groves, and places the forest centaurs hold sacred. It was here that part of the centaurs entered into long-term contact with the elves, taking on part of their culture, shamanism, and natural magic. The Southern Forests are quieter than the northern plains, but their quiet is not weakness. They are a border, a sanctuary, and a defended space alike.

Southern Forests forest centaurs elves natural magic shamans deciduous forests Great Plains southern border
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Green Border of the Plains

The Southern Forests form a natural passage between the open Great Plains and the older forest regions tied to the elves. The land here changes gradually. Grass spaces break into groves, sparse trees grow denser, the watercourses run clearer, and in the shadow of leafy crowns the way of life of the local inhabitants also changes. Unlike the north of the plains, the land here is not as open to quick raids. The forests slow movement, hide trails, and form natural borders. For the centaurs, accustomed to the speed of the open plains, this meant the need to adapt. It was from this adaptation that the peculiar culture of the forest centaurs arose.

Forest Centaurs

The forest centaurs are calmer, more spiritual, and smaller than many of the steppe tribes. This does not mean they are weak. Their strength only flows from a different relationship to the land. They do not rely so much on the swift attack across an open plain, but on the knowledge of forest paths, hidden passages, herbs, animals, and the rhythm of nature. Their seats are not great cities. They are rather forest camps, wooden halls, open circles around sacred trees, smaller palisade villages, and places where herds and families can move with the seasons. The forest centaurs have kept their mobility, but their movement is finer and more bound to the forest.

Union With the Elves

The Southern Forests are known for the long-standing bond of the forest centaurs with the elves. The elves did not shape the centaurs here by force, but by culture, by teaching, and by a shared relationship with nature. The forest centaurs took on from them part of the shamanic traditions, the knowledge of healing plants, the reverence for old trees, and certain forms of natural magic. This alliance was not always simple. The centaurs remember well that their race was once created by elven intervention, and so toward the elves they feel a mixture of reverence, mistrust, and historical pain. Even so, it was precisely in the Southern Forests that the most stable form of coexistence between the two peoples arose.

Natural Magic and Shamans

The shamans of the forest centaurs belong among the most respected figures of the Southern Forests. They are not only healers or seers, but also mediators between the tribe, the forest, the animals, and the old spirits of the place. They believe that the land remembers pain and blood, and so it must be treated as a living being. Their magic is less showy than the elemental spells of humans or the experiments of Javorica. It shows itself in healing, in the protection of trails, in communicating with animals, in calming wounded soil, in hiding a camp from enemies, or in strengthening hunters before they set out into the more dangerous parts of the plains.

Beauty and Defense

The Southern Forests are one of the most beautiful places of the Great Plains. Here grow splendid deciduous trees, meadows full of flowers, clear brooks, soft moss, old groves, and open clearings where tribal councils gather. The place feels quieter than the rest of the plains, and many travelers here for the first time understand why some centaurs refused the purely martial way of life. This beauty, however, does not mean safety for enemies. The forest centaurs know every passage, every ford, and every silent path. If their territory is threatened, they can fight from ambush, vanish among the trees, and use the forest as an ally. The Southern Forests are a sanctuary, but also a fortress without stone walls.

Strategic Importance

The Southern Forests form a strategic border between the Great Plains and the elven south. To the kobolds they are a place where the influence of centaurs and elves grows stronger. To the centaurs they are a refuge, a spiritual center, and proof that their race need not live only by war. To the elves they are a buffer zone that protects their northern border from the unrest of the plains. It is precisely for this reason that no war of the same kind as in the north is waged over the Southern Forests. Influence spreads here more slowly: through agreements, marriages, shamanic vows, old debts, and mutual protection. Whoever tried to take the Southern Forests by force would gain not only land, but would awaken the anger of the centaurs, the elves, and of the forest itself.

Hooks for GM

Story fragments waiting for their heroes, ready for use at the game table.

Peace at the Ford

A kobold city and a centaur tribe try to strike an agreement on the shared use of an important ford. The Skull Hunters, however, receive a contract meant to break the peace before it becomes a dangerous precedent.

Nuriak's Lost Scroll

In Javorica a trace appears of one of the original writings of Nuriak. Imperial mages, kobold mystics, and independent merchants will try to obtain it, because it may contain a method for joining elemental magic with the strength of the forebears.

The Shadow of Pender in Hirch

In the Free City of Hirch someone begins to use the old symbols of Pender the Strong. The city fears that goblin influence is returning, while some factions claim it is merely a political provocation.

A Forest That Refused the Path

In the Southern Forests an old trail used by forest centaurs and elves alike has vanished. The shamans insist that the forest itself has closed the passage, because someone has broken an ancient agreement.

A Ship From the Western Coast

At an old coastal post from the days of Konrad I, part of a ship's log of an expedition that preceded Sorcer's return has been found. The record suggests that something may still remain on the western continent that could change the magic of Ulvenor once again.

A Juggernaut Without a City

A young kobold juggernaut refuses obedience to his city and begins to unite smaller settlements against the centaurs. Some consider him a protector, others the first dangerous unifier the kobold world has never had.

Connections

Factions

  • Kobolds of the Great Plains
  • Centaurs of the Great Plains
  • Forest Centaurs
  • Skull Hunters
  • Morthakar
  • Empire of Magnursar
  • Great Elven Empire
  • Javorica Magic School
  • Free City of Hirch