Centaur

"Humans. They always think the world turns on their shoulders. The centaur people know secrets that you cannot fathom. Our warriors blaze through battle like fire on a dry plain. Your kind can enslave us, but never shall you break our spirits. We fear nothing beneath the open sky."
Zaedius

Centaurs are often depicted as savage barbarians, they are in fact a deeply spiritual people. The centaurs are an old race, coming to Nora from the Twilithe. When portals to Carcereth opened and the devils invaded the centaurs took up arms against them. They grew a strong racial hatred for all evil immortals and now guard the northern reaches of the Devil's Hand Peninsula and fight the devils found there.

Culture

Long isolated from the rest of the world the centaurs are a proud people. They exist in a somewhat primitive state forming loose tribes that shun humans and other races and see them as lesser beings who can never possibly understand their way of life.

The centaurs are not by definition savage, they simply cling to an older tradition and dislike being disturbed or meddled with. Tribal centaurs see no common ground between them and humans as only they can truly connect with nature. All centaurs are very spiritual, they feel a closeness with the land and believe it is their duty to protect it.

Centaur tribes are usually governed by a single sirriam who deals out justice as they see fit. Killing or even openly challenging a sirriam is a serious offense to all centaurs and is a crime that can only be paid for in blood.

Tribes

Four tribes (phyle), divided into demes.


Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.

While traveling near centaur lands, characters can often glimpse groups of 15 to 20 stoic centaur warriors from afar. Tribes hope these shows of force will deter outsiders from trespassing on their lands. If strangers still advance, a vanguard of two to four centaur chargers thunders towards the interlopers and demonstrates a militaristic march that stops just short of violence. Trespassers who remain peaceful amid the chargers’ taunts and can convince the vanguard that no other path around the tribe’s territory is available (and who also offer some service in return) may be granted supervised passage through the centaurs’ realm.

Travelers who stumble unwittingly into centaur lands, or who attempt to trespass stealthily but fail to obscure their presence, are swiftly tracked down by a band of two to 12 centaur foragers. These rangers harry trespassers, providing ample opportunities for them to flee. If the intruders resist, the foragers stalk them while calling in reinforcements (usually an additional two to six foragers accompanied by a centaur greenspeaker) to help repel the stubborn interlopers.

In rare instances, centaurs welcome travelers into their settlements and camps in sacred glens, savannas, steppes, and tors. Usually an enclave of clan chiefs rules these regions, and many of these leaders practice divine magic. Most tribes maintain ties to ancient nature deities. However, barbaric tribes in regions where travelers are rarely welcomed sometimes serve demon lords—especially Kostchtchie—and outsiders who happen upon the horrific rituals rarely leave alive.

Centaurs exhibit differences akin to human ethnicities, such as the Iobarian ethnicities of Azorva, Rashalka and Tsolniva.[2]

An unusual variant of centaur exist in the Exalted Wood in Razmiran. This breed possesses the head of a horse instead of a humanoid's, but has the body of a human; they speak a strange language that has proven difficult to interpret.[3]

Aloof towards other races and even at odds with others of their own kind, centaurs are an old race that is slowly coming to terms with the modern world. Most still live in tribes far from civilization, while some have abandoned their isolationist traditions and adopted a more cosmopolitan life. This is especially true in Cheliax.[1][4] These few iconoclastic individuals are generally shunned by their tribes, making the decision to leave a weighty one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers in expansionist countries.[1] In Cheliax, some of these outcasts have joined the ranks of the Hellknights,[4] while in Molthune, they have been known to volunteer for the Imperial Army.[5]

Centaurs exist throughout Casmaron and the Inner Sea region, and are particularly common in the the eastern River Kingdoms, Isle of Kortos, and Cheliax.[4] They can also be found beyond the Inner Sea area: numerous centaur tribes can be found across Iobaria and the Whistling Plains that lie east of Galt and Taldor. On the Whistling Plains, the centaur tribes even come up to camp and trade around the relatively civilised region of the Headwater Gap.[6]

City of Aelyosos.


Your nomadic tribe wanders in constant fear of a great white wyrm and feel helpless to stop the dragon’s aggression. Your tribe is filled with wise sages and great warriors, and they resent being cowed by any foe. You vowed that one day you would not have to be afraid any longer.


Centaurs are humanoids with the torso and upper body similar to a human and the lower body of a horse. They are not a half-breed but an entire species on their own, with their origin and connection to humans unknown. On average they are muscular and fit, though there are always the exceptions. Their ears are slightly pointed and raised. The hair on their head is usually the same color as their tail. A centaur’s lower body varies in the same color patterns of any horse from base colors of bay, chestnut, black to duns, appaloosa patterns, roans, champagne variations, pinto patterns, and greys. The hair on their body tends to gently fade out when meeting with their raised torso. Most centaurs' upper bodies are hairless, excluding facial hair and the hair on their heads. Few male centaurs have chest hair.

Average Lifespan: 70 - 80 years

Omnivore: Roughly 70% are said to live as vegetarian, a diet that is much easier on their bodies; meat is known to give many centaur digestive trouble

Favorite Treat: Anything salty! And wine

Pregnancy
10 to 11 months
Twins are mostly unheard of but when they occur there is a 75% chance one of them will not make it or likely suffer a birth defect of some kind; many of which are simply half the size of their sibling (ponies).
Pregnancy is extremely hard on female centaurs, requiring consistent monitoring, especially for the last 3 months where the chance for complications rises tenfold
50% chance of having a male or female

Anatomy
Yes, the age old question, centaurs do have two rib cages. The rib cage of the upper body hosts the respiratory and circulatory systems. This is where you'll find the centaur's impressively capacious lungs. These lungs work through an extraordinarily powerful diaphragm, meaning centaurs take very deep and long breaths. Centaurs have two hearts, the first and larger heart located in the upper body. The two hearts are necessary to keep the whole body and limbs vital. The two hearts are synchronized by a ganglion located at the halfway point of the centaur's body, where their upper body bends. A centaur's spine is curved and double padded to help absorb shock.
The second rib cage of the the lower body hosts the enlarged digestive system. The stomach and liver, however, are found towards the front, from the lower end of the human form, supported by small bones that keep the organs in place near the extended sternum of the horse. The second heart is found nestled behind the stomach, connecting to the much needed blood pumping of the hooves. Here is where the second rib cage protects the kidneys, caecum and large colon. The small colon soon follows and finishes off the excretory system.
History
Where, specifically, centaurs originate is unknown, though it's likely the same places you might find them today: The Horus Kingdom, The Arc Territories or The Kingdom of Hideaway. These places, known for their vast meadows and grassy hills, are the perfect environment for a wandering herd. For a while they were known to isolate themselves from other societies and keep out of all government affairs. Herds rarely stayed in one place for too long, constantly moving, acknowledging no kingdoms and no borders but causing no trouble or hostility.

Centaurs tend to hold up a strong view of peace and justice. Over time they began to question their purpose in relation to other humanoids. With controversies among kingdoms forming and wars brewing many centaurs began to realize it was their duty to step in and break their isolation.
They had focused inward for years and looked blindly to all that was occurring outside of their existence for so long that when they stepped out of their comfort zone it rumbled a few uneasy hooves. This time period, by traditional centaur, is referred to as The Splitting.
Some herds and individuals chose to enter and settle into a kingdom, in towns and cities that welcomed them, choosing a path they felt would truly bring proper change. These were the centaur who felt justice was better served with more direct involvement, using force, guidance and the aid of a structured kingdom. Herds split apart, breaking off to pledge loyalty to differing kingdoms, leading to wars among themselves. These now kingdom dwelling centaur are referred to as stags, meaning stagnation or immobile. They weren't necessarily stagnate but compared to wild, roaming, traditional herds, this type of living had been foreign and unnatural.
Some herds and individuals chose to remain as they were, avoid it all and continue to live among only themselves and their people, agreeing the outside world was not their business and that justice was to be fulfilled in only what they controlled inside themselves. These were your traditional wild centaurs. Of course, there were herds who did not fully integrate into a kingdom but did offer their allegiance or services in various ways they felt necessary to kings and queens they trusted. These were often called a Herd Pact, an agreement between a wild, traveling herd and a kingdom. They were to respond to calls of aid but otherwise function separately.
As far the centaur who found themselves living among others, the stags, they began to adapt to the influence of humans and other humanoids. These stags slowly loosened and lost track of themselves as a herd, becoming simple citizens and independently living beings.
Culture
Stags are commonly found on two opposite ends of the work force community: that of plowing fields as a farmer, a messenger or chauffeur, wagon/carriage puller. Then there's the noble knight or guard, ready for battle. That's not to say centaur do nothing else but it is these two distinct settings where you'll find them most.

Stags VS The Wild
Centaur everywhere are described as a rough around the edges type of species, yet capable of housing the biggest and softest hearts. Whether that's true or not, you be the judge. If anything, they are naturally intimidating, and don't be surprised if they take advantage of that, no matter where they are found.
Stags are kingdom dwelling centaurs that have integrated with society but wild centaur herds are those that travel from place to place, constantly moving without any acknowledgement of borders and isolating themselves from other humanoids.
There are several aspects that now separate stags from the wild. An easy to spot difference is clothes. Wild centaur are not so much accustomed to wearing much of anything. Male, wild centaur are almost always bare chested and the same is true for most females. There are some female centaur in the wild who wear a simple bandeau or something to keep their chest supported during their run. It is more about preventing movement than it is about hiding one's body parts.
Stags, however, will likely wear clothes to cover their upper body and even some over their lower end. Their reason lies in both protection and privacy, depending on the individual. Depending on where they live, clothing may even be required as to avoid what many might call indecency.

Wild Herds
Wild herds function in very individualistic ways. No one herd is like another in reference to their beliefs. What can be said about all herds is that they are very prideful and especially protective of their own. Wild centaur will defend their herd with their life. While some herds have grown hostile, most are not and will only act when it feels absolutely necessary. Every herd has a name, most commonly that of their lead stallion's surname, and they move freely within most kingdoms, sometimes answering calls for aid from certain kingdoms and sometimes keeping strictly to themselves and out of the affairs of others.
There is a dominance hierarchy in herds, or a pecking order, that governs them. Large herds are made up of multiple groupings called 'bands.' A band is run by one male and one female, called 'bosses.' The male and female boss do not have to have any relationship of any kind between each other, though occasionally they are siblings, mates, etc. These bands can house anywhere from 5 to 30 centaur. Bosses answer to the lead stallion and/or the lead mare.
The leader of the herd is often the strongest, fastest or eldest of the herd, dependent on that particular herd's values. Some herds even function using a hereditary line. A second leader is only set in power by being the mate. For example, if a single mare is granted leadership as lead mare then she rules alone but if she has a mate he is automatically given the title of lead stallion. The same is true if the lead role is given to a stallion, if single he rules alone, if he has a mate she is automatically given the title of lead mare.
The lead mare is responsible for leading the herd when traveling, determining the route and location. The lead stallion stays on the outskirts to protect the herd and during travel he remains at the rear to encourage stragglers along and keep the herd together. If the herd has only has one leader, a lead mare OR a lead stallion, then they often choose the route and location but allow a boss to travel at the front.
Single herds that contain no bands have no bosses and only answer to the lead stallion/mare. This ranking system slightly mirrors the way wild horse herds are run, revealing the animalistic nature of centaur.
Stallion = Mare > Bosses > Herd
Wild centaur specifically will host tournaments every few weeks on various skill-sets such as racing, fighting, jumping, etc to help rearrange or determine their hierarchy. These tournaments are only held upon a challenge request where a centaur challenges the individual ranked directly above them. If they win and move up in the same day they are put up against the next ranking individual, until they lose and the challenges cease. Being in higher rank grants you different privileges depending on the herd.

Herds will interact with other herds as they cross. Most herds are aware of one another and their values, forming friendships and rivalries. Centaurs will switch from herd to herd as they age or seek change, though the herd must accept their entrance upon their own rules. Every herd has a name and something they may be known for by other herds but many kingdoms are unfamiliar with this information due to disinterest or improper communication and approach.

Marriage
Centaurs do celebrate marriage, ceremonies being done in quite similar fashions as humans, only instead of a ring the female is presented with a headpiece. These headpieces can be made of anything, flowers and twigs or chains and jewels. The males are presented with an ear cuff. These ear cuffs are simple bands that wrap around the outer cartilage and, like the headpiece, signifies an everlasting love. After the ceremony the herd will run with the new couple at the lead, taking the herd on whatever route and location they choose. This is the one and only time a centaur other than the lead stallion or lead mare gets to decide on the route.

Education
There are no centaur-only schools that exist anywhere in Askeron. Wild centaur herds don't even have a school. The entire herd is considered the young's teacher. Stags attend public schools where they learn no centaur specific education. They attend the public school from ages 5 to 18.


Centaurs are a four-legged race of warlike creatures whose features combine equine and human elements. The centaurs in Central Tyria are ruled by the dominant Modniir tribe. The centaur alliance is engaged in a full-scale war with the human nation of Kryta, ostensibly to reclaim territory stolen by humans in 300 AE when Kryta was first settled.

In days gone by, the centaurs were spread across Tyria, but with the unification of the tribes they are now mainly found in Kryta with suggestions that they stage their attacks from the Woodland Cascades. They were also a prominent race in Elona until Palawa Joko's rise to power.

Physiology Edit

Centaurs have the head, arms, and torso of a human, but the body of a horse, although the nature of their biological relationship with either human or horses is unknown. They are often noted for their ferociousness in battle and speed. Different centaur tribes are considered more fitting for certain roles: for example, the Harathi centaurs are known as capable engineers, responsible for maintaining the siege weaponry of the Modniir-controlled alliance, but it is not known whether these differences in ability are genetic or cultural.

Centaurs can be very long-lived if allowed to age naturally. For example, the peace advocate Ventari, a centaur who was already considered an elder in 1072 AE, lived long enough to deeply influence sylvari philosophy, finally passing away in 1180 AE. He continues to exist as a spirit within the Dream of Dreams, attributing this to their beliefs of their "guiding spirit ancestors".

Elonian centaurs not only have equine features, but also resemble the swift gazelles that run across plains and savannas. These creatures are also more leonine than their distant Tyrian cousins, displaying some of the social behaviors of big cats—a group of Elonian centaurs is called a "pride." Their extended families normally prowl and hunt around a pride's breeding grounds, fighting to defend their territory.

One tribe from the Crystal Desert, known as the Orshad Raiders, were known to consume human flesh. It is not known if this practice was present in other tribes or was unique to this single group.

Culture Edit

Centaur family bonds have correspondingly diminished in importance as the war against humanity progresses. They still have defined family roles: in short, the males hunt and protect the tribe's borders while the females aggressively defend centaur civilians while administering the day-to-day operation of encampments. Males are more common on the battlefield, but as the conflict with humanity continues to drain centaur resources, more and more females are being called away from centaur homesteads to participate in the front line fighting.[1]

Religion Edit
The centaurs are generally a very spiritual people that combine nature worship with ancestor worship. This worship was always fairly militant and violent, with rites that routinely ended in ritualistic combat between centaur tribes or between individuals from the same tribe. Years of struggle and border warfare have hardened the centaurs to the point where their religious observances are even more violent and martial than they had been, especially with the Modniir's aggressive campaign of attacks on humanity.

Centaurs still have a deep reverence for their nature spirit, whom they vehemently deny is an aspect of the human goddess Melandru, but these days they focus on the proud, wild, and free aspects of their spirituality far more than the growing and nurturing aspects.[1]

In brighter times, Elonian prides gathered around massive "ancestor trees," where they believed the spirits of their forebears watched over them. According to arcane scholars, the fruit of these trees was seen as divine, possibly as a way to pass down spiritual wisdom from one generation to the next.

The centaurs have heard rumours of the emergence of the sylvari, but do not yet know what to make of them. Some, at least, believe the sylvari to be spirits of the land.[2]

Government Edit
In modern times, the bulk of centaur society in Central Tyria is structured more like a massive army under the control of a powerful warlord—specifically, War King Ulgoth the Mighty of the Modniir. In reaction to all the other sentient races pushing in on centaur territory with humanity being the first on their list of enemies, the Modniir mustered and organized the Harathi and Tamini tribes into a single large fighting force known as the centaur alliance.

The Modniir occupy the highest position in this tribal hierarchy, followed by the Harathi, and then the Tamini. The Modniir are ruthless and dictatorial, conscripting the less powerful centaur tribes into service and forcing them to fight according to the combat strategies and orders of battle laid out by the Modniir high command.[1]

History Edit
Early history Edit

A centaur in the Shiverpeaks.
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Reason: Missing discussion of recent developments in Central Tyria (centaurs being funded by Ministry Guard, Ulgoth's defeat, etc.)
In the past, the centaurs were spread throughout the world. They were first displaced by humans in around 300 AE when the human kingdom of Kryta grew, and humans began settling the slopes of the Shiverpeak Mountains, home of the Modniir. In 1072 AE, two centaur tribes, the Harathi and Modniir, convened in the then-Maguuma Jungle and attempted an alliance, but human intervention prevented it.

In 1075 AE, the Kournans decimated the Veldrunner by driving their prides westward, away from their territory, ancestry, and spirituality. General Bayel's pacification campaigns allowed the province of Kourna to recruit many of them as slave laborers. Exiled and refugee centaurs raided human villages to survive, and most developed a fierce hatred for humanity. In 1078 AE, the Modniir were wiped out by a band of Ebon Vanguard and norn, on the steps of the Eye of the North, sparking the current conflict.

Later, in 1165 AE, the Modniir were pushed further south by the rise of Jormag, where they were put into further conflict with the humans and norn, as the recently displaced races competed for territory.[3]. In 1219 AE, the Rising of Orr set fleeing humans against centaurs, and the Harathi of the Maguuma joined the battle.

Modern developments Edit

Centaur raiders.
By 1325 AE, the Modniir-led centaur alliance had spent centuries waging war on humans to reclaim Kryta for themselves. The centaurs struck a deal with the Lionguard and were not openly hostile to them or anyone else paying a visit to their havens. However, some individuals sought a life away from centaur society and their vicious war. Centaurs who openly spoke against the war or War King Ulgoth, such as Outcast Qindova, were exiled. During this time the Order of Whispers reported that centaurs had been seen meeting with the Flame Legion, which raised concerns in the Order in case any tentative partnership between the Flame Legion and the centaur alliance came to pass.[4]

Not all centaurs in Tyria were part of the Modniir-led war, however. The Maguuma were a tribe of peaceful centaurs living in the Maguuma Wastes, who had splintered from the Harathi sometime in the past. This tribe is currently found in Dry Top, as the tribe in the Silverwastes was wiped out due to the actions of Caithe and Faolain in the past.[5]

Elona used to have centaur herds, up until at least the events of Nightfall. In the years since Palawa Joko's conquest of the region in 1175 AE, it is believed that the Losaru and Veldrunner tribes were eradicated due to Joko's intense hatred of the species. While their territory was in the far southern regions of Kourna, and travel south of Vabbi had been restricted due to Joko's edicts, there had been no signs of any centaurs in the Elonian region. However, the Bone Palace integrated centaur bones into its architecture.[6]

Known tribes Edit
Harathi
Maguuma
Modniir
Tamini

Known camps Edit

Harathi Edit
Kryta
Kessex Hills
Earthworks Bluff
Earthworks Camp
Greyhoof Meadows
Greyhoof Camp
Meremoot Hill
Centaur Gathering Site
Overlord's Greatcamp
Thunder Ridge
Wallwatcher Camp
Gendarran Fields
Blood Hill Camps
Northfields
Harathi Hinterlands
Cloven Hoof Pass
Junction Camp
Northpasture Camp
Southforge Camp
Greenflin Plateau
Bridgewatch Camp
Greystone Rise
Forward Camp
Hangman's Saddle
Barricade Camp
High Timber Claim
Blackhold Mine Camp
Shieldbluff Point
Shorebluff Camp
Stoneman's Notch
Recovery Camp
Thunder Rock
Overwatch Camp
Trebuchet Bend
Trebusha's Overlook
Lake Doric
Watchtower Cliffs
Chieftain's Hollow

Maguuma Edit
Maguuma Wastes
Dry Top
Treadrock Uplands
Restoration Refuge
The Silverwastes
Far Silverwastes
Outer Refuge (formerly)

Modniir Edit
Kryta
Harathi Hinterlands
Modniir Gorge
Kingsgate Camp
War King's Greatcamp
Shiverpeak Mountains
Snowden Drifts
Darkhoof Heights

Tamini Edit
Kryta
Queensdale
Krytan Freeholds
Holdland Camp
Orlaf Escarpments
Cliffwatch Camp
Salma's Heath
Hidden Cliff Camp
Tunwatch Redoubt
Taminn Foothills
Righteous Hoofmoot
The Heartwoods
Heartwood Pass Camp
Kessex Hills
Earthlord's Gap
Cavernhold Camp
Gendarran Fields
Stonebore Vaults
Ambush Camp
Harathi Hinterlands
Splintered Teeth
Confinement Camp

Types Edit
See also: Category:Centaurs
Araxx Strongstride
Avvish Greatleap
Azarr Softhoof
Baharr Surestep
Captured Modniir Centaur
Captured Tamini Centaur
Centaur (NPC)
Centaur Chief
Centaur Emissary
Centaur Lancer
Centaur Trainee
Centaur Trampler
Centaur Warrior
Champion Crazed Harathi Commander
Champion Crazed Harathi High Sage
Champion Crazed Harathi Lancer
Champion Crazed Harathi Trampler
Champion Draithor the Drill
Champion Harathi Commander
Champion Harathi Overlord
Champion Harathi Warrior
Champion Modniir Beastmaster
Champion Modniir Chief
Champion Modniir Commander
Champion Modniir High Sage
Champion Modniir Leader
Champion Modniir Overlord
Champion Southforge Leader
Champion Tamini Chieftain
Champion Tamini Mogul
Crazed Harathi Commander
Crazed Harathi Sharpshooter
Crazed Harathi Trampler
Ehrgen Cragstrider
Elite Crazed Harathi Commander
Elite Crazed Harathi Lancer
Elite Crazed Harathi Sharpshooter
Elite Crazed Harathi Trampler
Elite Harathi Earthcallers
Elite Harathi Lancer
Elite Harathi Sharpshooter
Elite Harathi Trampler
Elite Modniir High Sage
Elite Tamini Archer
Elite Tamini Warrior
Gheni Quickpace
Gulthor Cruelhoof
Harathi Archer
Harathi Bodyguard
Harathi Commander
Harathi Engineer
Harathi Lancer
Harathi Logger
Harathi Marksman
Harathi Sharpshooter
Harathi Siege Master
Harathi Slave Master
Harathi Trampler
Harathi Warrior
Harathi Worker
Hruud the Reaver
Hruugar Ironhaunch
Iremm Swiftdance
Kuraii the Cruel
Maguuma Healer
Maguuma Hunter
Maguuma Lancer
Maguuma Mender
Maguuma Peacekeeper
Maguuma Scout
Maguuma Shaman
Maguuma Villager
Mallus the Impure
Modniir Beastmaster
Modniir Berserker
Modniir Defender
Modniir Engineer
Modniir Executioner
Modniir Hunter
Modniir Raider
Modniir Sage
Modniir Shaman
Modniir Ulgoth
Musa Sandskin
Nekhii Burnthide
Niiri Freemane
Noctis the Facemauler
Siegemaster Immelhoof
Tamini Archer
Tamini Captor
Tamini Chieftain
Tamini Raider
Tamini Siegemaster
Tamini Slaver
Tamini Taskmaster
Tamini Warrior
Timurr Pacesetter
Togonn Windmane
Vallog
Ventari
Veteran Berserker Councillor
Veteran Centaur Trainer
Veteran Crazed Harathi Commander
Veteran Crazed Harathi Lancer
Veteran Crazed Harathi Sharpshooter
Veteran Crazed Harathi Trampler
Veteran Harathi Bombardier
Veteran Harathi Commander
Veteran Harathi Lancer
Veteran Harathi Lieutenant
Veteran Harathi Sharpshooter
Veteran Harathi Stampeder
Veteran Harathi Trampler
Veteran Harathi Warleader
Veteran Harathi Warmaster
Veteran Hunter Councillor
Veteran Maguuma Hunter
Veteran Modniir Assault Leader
Veteran Modniir Beastmaster
Veteran Modniir Berserker
Veteran Modniir Hunter
Veteran Modniir Overseer
Veteran Modniir Sage
Veteran Modniir Shaman
Veteran Sage Councillor
Veteran Southforge Leader
Veteran Tamini Archer
Veteran Tamini Chieftain
Veteran Tamini Mogul
Veteran Tamini Warrior

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