Beast Races: The Caprasi!
"We're a curious sort. We travel and we fix things. Some of us, we collect things. Others, we trade them. Me? I prefer a little of it all. I like to travel and fix the things I collect, then trade them so I can get more things. I've seen all sorts during my time. The collapse of ancient ruins into the sea, the crumbling of long forgotten mazes to time, an explosion that blew up my favorite pie stand. I've seen it all. Now...what would you like to buy?"
--- Siegmaer Etherhorn, Caprasi merchant and expert on all things
Patient and well traveled goatlike humanoids, not unlike satyrs, but more goat than human are what people know the caprasi as. Few know them little more than herds of wandering stonemasons, while fewer others even know they exist. Some have made a name for themselves as shrewd and cunning merchants, like Siegmaer Etherhorn, who has made a name for themselves for being an expert on all things in their book Siegmaer's Traveling Emporium. What few renowned caprasi exist are hushed whispers in the circles of the powerful. When caprasi are involved, those who know of their temperment know its a serious issue.
Said to have descended from a goatlike creatures that originated in the Elemental Plane of Earth, the caprasi are similar in their temperment. Sometimes seen as slow, they are often sages or wise adventurers who have taken to pondering or absorbing all they can from their surroundings and circumstances before providing input or making decisions.
The caprasi, even at young ages, develop a patient and calm outlook on life. Many speculate that their extremely long lives and time in separate from the rest of the world skews them in this view, while others believe their closeness with the eternal nature of the earth gives them a timeless insight and persistent exposure to the subtleties of the world.
Even with their almost never-ending patience, caprasi are deadly foes when pushed to the edge of their wits. Armed with thick horns and the spirit of stone, caprasi once provoked are ceaseless in their elimination of threats and enemies to their lifestyle. It is in this element that they represent it the most, unmoving and unforgiving.
Born of the mountains, caprasi are hardy and stubborn denizens of terrain mostly left unexplored. Taking up residence in isolated mountain peaks or treacherous cliffsides, the caprasi tend to the earth and work toilessly to ensure the landscape withstands the test of time and outside forces. Their attunement with the very earth allows them to sense weaknesses otherwise unseen and gives them a good idea for where to work.
There are many places that attribute the astounding stonework and fantastical natural structures to the work of the Caprasi, subtle workmanship that allows these things to remain on display for the world as long as the people exist. caprasi take pride in their handiwork, similar to the way dwarves do for their accomplishments. Some take it to the point of elaborately leaving marks or imprints that bear their signature under certain circumstances, such as during full moons or if looked at from a certain viewpoint. In the rare occasion, some caprasi will actually create puzzles in the stonework for people to solve, only to lead to a compartment with a small treasure with their signature. These little treasures are rarely insignificant, but in many cases they are obscure to the point of being passed over by most adventurers.
The ones who don't spend their lives keeping natural structures intact end up being nomads who roam the earth looking for places to ply their skills, or merchants peddling wares they've recovered from seemingly unaccessible ruins. The ones that are most commonly encountered are those who live as traders, travelling far and wide to acquire and trade a large variety of treasures they've discovered.
Caprasi with enough experience can very quickly determine the weight of an item's worth in gold or other mineral currencies. With enough time as well, they can figure the composition and purity of some items if they are made from material they are familiar with. Its because of this that they give honest value to an item, if asked. This works in the reverse as well, as the most skilled caprasi can determine something being passed off as a fake given the chance to examine. Their skill doesn't extend to magical effects, but those can be learned by the most perceptive and persistent of Caprasi.
Due to their abilities, sometimes a family of Vulperis will befriend a caprasi. If the two find it beneficial, the vulperis family will travel with the caprasi on their travels and give insight to the historical or religious significance of the treasures they find on their travels. The caprasi will reciprocate by providing their invaluable knowledge of the materials and give them deeper understanding of the more practical and physical points to their finds. Because of the vast difference in lifespans, the caprasi partnership with a Vulperis family tends to span several generations with ease. In some cases, the caprasi is "adopted" into the family. In this rare circumstance, caprasi help defend and raise the pups with each new litter. \page
As old as the caprasi can get, a majority of them accrue a large amount of incredible experiences over their lifetimes. Most live through periods of war and turmoil, watching the events unfold from a distance in their earthen lairs. Some caprasi will involve themselves, if they feel the cause is just and will ultimately benefit them in the long run. It is said that once in a milennia, forces will come to the caprasi and press them to join their causes. Most of the time, it would be fruitless. If found worthy however, a caprasi is a good friend to have.
Despite their average and almost jagged stature, they are akin to earth elementals in their capability. As tough as the earth they shape, their years of careful observance makes them perfect in the vanguard. For those who care not to fight but wish to aid, they are usually found in the form of counsel or unit leaders for conflicts. A caprasi is said to have over a hundred years of experience in fighting, leaving them well suited to these roles.
Caprasi are not simply confident in their ability, they are certain of it. No caprasi will admit their weakness, but neither will they confess to feats unsuitable for them. They know their limits and know exactly how hard to push themselves, but never more than that.
Caprasi names have a variety of origins, but most are based of old and archaic pseudonyms from old legends spanning a number of different planes and civilizations. They may take parts of names that they resonate with or particularly favor and combine them to come up with a name they would like to go by. Caprasi do have names that supercede this taken names, as bestowed upon them by their lineage dating back to the original elementals. Normally this is translated from its original archaic form to a more understandable verbage in Common. Only the most ancient and powerful of lineages keep their original script, though it speaks nothing of the Caprasi who bear it.
Caprasi Taken Names Siegmaer, Iglin, Jormung, Extaer, Xelier
Lineage Names Etherhorn, Scorch-hoof, Longback, Brightmorn, Grandheart
Your caprasi character has a number of innate characteristics as the result of their rigorous heritage.
Ability Score Increase Your Constitution score increases by 2 and your Wisdom score increase by 1.
Age Caprasi reach adulthood around the age of 25 and can live surpassing 800 years.
Alignment Caprasi tend to try and keep from taking sides in conflict that doesn't pertain to them, lending a majority of their folk towards some form of neutral. They value acting as a neutral party, even among their own.
Size Most caprasi vary between 5 and 6 feet tall and end up being close to 300 pounds due to their dense musculature. Your size is Medium.
Speed Your base walking speed is 30 feet.
Darkvision Used to the long nights on mountain climbs, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were in bright light, and in darkness as if it were dim light. You can't discern color in the darkness, only shades of grey.
One With The Earth You have a climbing speed equal to your walking speed. In addition to that, you have a tremorsense of 30 feet due to your race's need to sense for changes in the landscape during steep climbs.
Horns Your horns are natural melee weapons, with which you’re proficient. When you hit with them, the target takes bludgeoning damage equal to 1d6 + your Strength modifier.
Trample If you move at least 20 feet before making an attack with your horns, you can attempt to shove that creature with your horns using your reaction. The creature must be no more than one size larger than you and within 5 feet of you. It must make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier.
Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, and lift.
Languages You can read, speak, and write Common and Terran.