Haldir
2011-07-19, 03:22 PM
Capramaorn-
These [250 - 300 cm] tall creatures strongly resemble goats that commonly serve as domestic herds for orcs, elves, and humans. In terms of fur, skull, jaw, and horn shape, the domestic goat and the Capramaorn are exact in form, but differ in scale. The Capramaorn are a physically capable species, able to naturally switch between walking upright, freeing up their front limbs for the use of tools or to reach high mountain ledges, or on all four limbs, greatly increasing their speed and balance. The tail of a Capramaorn is as long as it’s body, and serves as an important balancing and stabilization tool. The powerful hind-limbs of the Capramaorn account for over a third of the creatures body mass. This allows the Capramaorn to perform jumps and other feats of acrobatics many levels above what a human can achieve. Though less massive, the forelimbs of the creature are almost always as long as the hindlimbs, Each limb ends in a tough, hoof-like protrusion, complimented by an elongated dew claw, allowing for very simple grabbing and object manipulation.
There are very few cases of permanent Capramaorn settlement. As a whole, the race tends to be nomadic. A [100 km^2] swath of territory may hold as many as five hundred related individuals, but be dominated by a single male Capramaorn. A family unit will migrate around their territory over the course of multiple years, oftentimes depleting a small area entirely of it’s resources before moving on. Because of the Capramaorn’s size and plant-based diet, a local ecosystem can be severely impacted by the presence of a wandering tribe. This devastation often puts tribes of Capramaorn into conflict with their neighbors. Orcs often view Capramaorn as ill omens or harbingers of misfortune.
This migratory lifestyle does not tend toward very complex societies or social interactions. The Capramaorn language is a confusing combination of verbal and body cues which are very reliant on context. The vocal organs of the Capramaorn are ill-suited for the complex sounds of the Common Azuldan language. Though limited in intellect, the Capramaorn have been known to engage other sapients in commerce and conflict, and there are many spells available to facilitate communication between species.
The social fabric of the Capramaorn is built on conflict. Males compete in highly ritualized combat to earn status and the right to mate. Primitive weapons such as spears, polearms, quarterstaves and a variety of thrown weapons are all considered to be essential elements of the Capramaorn martial art. However, the Capramaorn are a stone-working culture and there are currently no known examples of Capramaorn metalworking. Trade with humans and elves has slowly begun introducing metal weapons and tools into select Capramaorn populations.
Capramaorn young are born with the ability to walk, and are almost immediately immersed in the culture of violence. After three to five years of playful adolescent sparring, a young Capramaorn will be fully grown and is expected to begin participating in mating and status competitions.
Another lengthy description of a custom race for my game, Interracial Relations. Before I did anything official with the stat blocks, I was curious if I could get some opinions from the Playground. Any help much appreciated.
These [250 - 300 cm] tall creatures strongly resemble goats that commonly serve as domestic herds for orcs, elves, and humans. In terms of fur, skull, jaw, and horn shape, the domestic goat and the Capramaorn are exact in form, but differ in scale. The Capramaorn are a physically capable species, able to naturally switch between walking upright, freeing up their front limbs for the use of tools or to reach high mountain ledges, or on all four limbs, greatly increasing their speed and balance. The tail of a Capramaorn is as long as it’s body, and serves as an important balancing and stabilization tool. The powerful hind-limbs of the Capramaorn account for over a third of the creatures body mass. This allows the Capramaorn to perform jumps and other feats of acrobatics many levels above what a human can achieve. Though less massive, the forelimbs of the creature are almost always as long as the hindlimbs, Each limb ends in a tough, hoof-like protrusion, complimented by an elongated dew claw, allowing for very simple grabbing and object manipulation.
There are very few cases of permanent Capramaorn settlement. As a whole, the race tends to be nomadic. A [100 km^2] swath of territory may hold as many as five hundred related individuals, but be dominated by a single male Capramaorn. A family unit will migrate around their territory over the course of multiple years, oftentimes depleting a small area entirely of it’s resources before moving on. Because of the Capramaorn’s size and plant-based diet, a local ecosystem can be severely impacted by the presence of a wandering tribe. This devastation often puts tribes of Capramaorn into conflict with their neighbors. Orcs often view Capramaorn as ill omens or harbingers of misfortune.
This migratory lifestyle does not tend toward very complex societies or social interactions. The Capramaorn language is a confusing combination of verbal and body cues which are very reliant on context. The vocal organs of the Capramaorn are ill-suited for the complex sounds of the Common Azuldan language. Though limited in intellect, the Capramaorn have been known to engage other sapients in commerce and conflict, and there are many spells available to facilitate communication between species.
The social fabric of the Capramaorn is built on conflict. Males compete in highly ritualized combat to earn status and the right to mate. Primitive weapons such as spears, polearms, quarterstaves and a variety of thrown weapons are all considered to be essential elements of the Capramaorn martial art. However, the Capramaorn are a stone-working culture and there are currently no known examples of Capramaorn metalworking. Trade with humans and elves has slowly begun introducing metal weapons and tools into select Capramaorn populations.
Capramaorn young are born with the ability to walk, and are almost immediately immersed in the culture of violence. After three to five years of playful adolescent sparring, a young Capramaorn will be fully grown and is expected to begin participating in mating and status competitions.
Another lengthy description of a custom race for my game, Interracial Relations. Before I did anything official with the stat blocks, I was curious if I could get some opinions from the Playground. Any help much appreciated.