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Caprini

Caprini are goatfolk - humanoid goats that make their homes in the peaks of Highspire and The Koza Isles. It is there that the similarities end - Spirean caprini are friendly good-natured and short of stature, whilst the Kozans are taller, more menacing, and among Taranthian circles are certainly considered dangerous.  

Caprini (Spirean Peaks)

The Caprini of Highspire lead peaceful lives in their homes in the peaks of their island. Those who crave something more have little room to expand on the island and so must take to the seas.
ability score increase: +2 Wis, +1 Con
age: Caprini reach maturity at 10, though are not considered adults until their early 20s. They live to their 70s.
alignment: Most Spirean Caprini tend towards neutrality, airing on the side of good.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and one other language
race features:
Cliff Dwellers
You are acclimated to living at the highest altitudes of Highspire. You ignore difficult terrain due to mountainous and rocky areas, and ignore the effects of high altitude.   Farming Lineage
You are proficient in animal handling and can convey simple ideas to farm animals.   Horns
You have horns that are considered natural weapons which deal 1d6 of your choice of bludgeoning or piercing damage. Caprini with horns that do bludgeoning damage gain the Charging Headbutt feature. Caprini with horns that do piercing damage gain the Bleat of Floot feature.   Charging Headbutt Caprini whose horns do bludgeoning damage only
If you move at least 20ft up to a target, you can attempt to shove them as a bonus action.   Bleat of Foot Caprini whose horns do piercing damage only
Your base movement speed increases to 35 feet.
Spirean caprini are white-furred goatfolk that live in the high peaks of Highspire. They have two main forms, those with slender builds and short, sharp horns, and those with large curved horns and thick woolen coats. Both forms have cloven hooves and short tails.

Caprini (Kozan)

The caprini of The Koza Isles are unique in the world in that they practise the use of "black magic" - though they loath the name. They stand taller than their Spirean cousins, though generally are much more diverse in appearance.
ability score increase: +2 Wis, +1 Con
age: Caprini reach maturity at 10, though are not considered adults until their early 20s. They live to their 70s.
alignment: Kozan caprini embrace chaos more than other cultures.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common and Beast-tongue
race features:
Feared Outcasts
Most people meet Kozan caprini with some degree of fear or trepidation. You are proficient in the intimidation skill.   Wielders of Magic
You are proficient in the arcana skill and have advantage when using this ability to discern magical effects and spells.   Horns
You have horns that are considered natural weapons which deal 1d6 of your choice of bludgeoning or piercing damage. Caprini with horns that do bludgeoning damage gain the Charging Headbutt feature. Caprini with horns that do piercing damage gain the Bleat of Floot feature.   Charging Headbutt Caprini whose horns do bludgeoning damage only
If you move at least 20ft up to a target, you can attempt to shove them as a bonus action.   Bleat of Foot Caprini whose horns do piercing damage only
Your base movement speed increases to 35 feet.
Kozan caprini stand 6-7 feet tall, and tend towards much longer horns than their Spirean cousins. Their fur colour ranges from a bright white to a jet black, varying between hues of grey and brown in between. Rarely Kozan caprini will be born with red and orange fur colours.

Culture

Common Myths and Legends

The Sunken King is supposed to be originally from The Koza Isles.

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