In celebration of Ursula K Le Guin, I'm making folk tales and myths for one of my alien species. Very fun. My favorite part is coming up with dichotomies that, to my knowledge, don't really exist in human culture. One of the main ones is ice and rock are opposites. Ice melts, it floats through the air in the form of snow, destroys life with its cold. It obscures and hides and lies. Rock is solid and firm and doesn't lie. It doesn't get destroyed easily but when it does, it begets life. Life springs from the soils; struck together, they create a spaek for warm fire.
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And of course, if you have any questions, you're more than welcome to ask me! Also I imagine it would be easy to adjust the lore for Pathfinder 2e as well, tbh. Also, I am fairly new to things like this so despite my best efforts if this is totally unbalanced then... My bad lol.
General Information
Capram are a goat-like people who are native to the planet of Capra, a very mountainous and mostly inhospitable planet with one major fertile valley being where all known life resides. In order to live in harmony, they are traditionally split between four clans, all focusing on a different industry:
Hirca - They live on the valley floor in tall communal homes to maximize space for agriculture. They are the main food producers for all Capram.
Wilia - They inhabit the alpine forests and work with the wood and lumber, living in and amongst the trees they cultivate.
Orea - They are found in the alpine pastures with the alpaca-like limu and live in communal long houses. Weaving and textiles are their main industry.
Sabira - Their homes are carved into the rock along the mountain cliff faces. Mining, masonry and stonework are their industry.
The Capram worship a set of gods, but the primary one is Inaya. She is the Goddess of Art and Story and the main force that separates Capram from other animals. She is a neutral goddess who doesn't like stagnation and whispers inspiration into the ear of her people. Sometimes if someone acts on impulse, they might say that Inaya moved them to do so. Stories are kept alive through oral storytelling tradions kept by the Story Keepers. They not only entertain, but also are spiritual guides and mentors in their communities. Lessons, history, entertainment, holders if tradition, are all overseen by Story Keepers.
There was balance in the four clans until the Starex Company arrived. The Starex Company is a group that goes from remote outer planet to outer planet. They didn't realize that Capra was inhabited at first and had planned to extract its mineral resources, but it decided to take advantage of the fact that they were the ones to introduce Capram to the concept of a larger galaxy. They tightly control the local population and their communication with and understanding of the larger galaxy. Whether this is a good or bad thing depends on who you ask. Regardless, Starex is a company first and foremost and run the colony as one. For better or for worse.
Those who do not fall in line with Starex are banished and exiled from Capra, never to return so that they don't "complicate" Starex's presentation of Capram. In other words, most of the Capram seen around Absalom Station or elsewhere in the Pactworlds are a diaspora separated from their home and people, forming pockets of community where they can.
Appearance
Capram are bipedal goat-like creatures. Due to their alpine homes, color is equal to life and so often wear bright and clashing colors. The horns of male Capram are painted in intricate patterns that relate to their personal and family history, and women have shawls that have the same purpose. Even meeting strangers, a Capram can tell the other's clan, their profession, expertise in their field, as well as the same for their parents, spouse, and children.
Hit points: 8
Size: Medium
Speed: 25 feet
Ability boosts
Dexterity
Constitution
Free
Ability flaw
Strength
Languages
Common
Capram (simplified)
Any language, amount equal to INT modifier
Heritage specific languages
Native: Capram (traditional)
Exiled: 1 Regional
Traits
Uncommon
Humanoid
Ignore Difficult Terrain due to uneven surface
Heritages
Native
You were born and raised on Capra. It is all you know. Your only knowledge of beyond your skies has been what has been told to you by the Starex Company. They govern the planet and though you know they likely are misrepresenting the outside world, failure to obey their commands and rules is likely to bring punishment to your family or get you exiled. You are a member of one of the four clans whose locations lend themselves to the four main trade and crafting industries: Hirca (farming), Orea (weaving), Sabira (mining), Wilia (woodworking). Though you do understand the general works of the others. As such, you are at least trained in crafting, even if you do not go on to pursue it as your main purpose in life.Â
Exiled
You have never known Capra, not directly. You were born off planet to those who had been exiled by the Starex Company, forbidden from ever returning. Scattered throughout the galaxy, you don’t have the same sense of home and community as other Capram but are especially aware of and trained in the complex societal rules of your local area as a result.Â
Feats
At the first level you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As a Capram, you choose from the following feats.Â
Level 1
Capram Lore
The Story Keepers and elders have passed down folklore and histories of your people, imparting upon you life lessons that you take to heart. You gain trained proficiency in Diplomacy and Religion. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Capram lore.Â
Headbutt
Your naturally hard head allows you to headbutt with ease for 1d6 bludgeoning damage.
Horizontal Pupils
Your enhanced vision allows you to see a bit more around you. You are Trained in Perception
Natural Grace
Frequency: Once per day
Trigger: You fail an Acrobatics check or Reflex saving throw
You have an almost supernatural control over your movements which can sometimes save you in dangerous situations. You can re-roll a triggering skill check or saving throw, using the second result even if it’s worse
Strength in Numbers
Frequency: once per 10 minutes
Trigger: You roll a saving throw.
Requirements: You’re adjacent to two allies.
Herd mentality is strong in Capram, but it's also a survival mechanism that has stood the test of time and served them well. You roll the saving throw twice but must use the second result, even if it's worse.
Sure Footing
You grew up climbing rocky faces and near-vertical walls. You gain a Climb speed of 10.
Level 5
Bouldering
You have become more confident in your balance and climbing ability. Your Climb speed is now equal to your land speed.Â
Inaya’s Whisper
Frequency: Once per day
Trigger: You fail a Skill check
You can call upon Inaya, Capram goddess of Story, to re-roll any skill check, using the second result even if it’s worse
Iron Gut
Your stomach is particularly durable. When you succeed at a Fortitude save to reduce your sickened value, you reduce it by 2 (or by 3 on a critical success).
Level 9
All-Around Vision
Capram can see in all directions and so cannot be flanked and have an advantage against surprise attacks.
Altitude Awareness
Due to a body build for high altitudes, you have a natural acclimation to low-oxygen environments. You are not Fatigued in Thin Atmospheres and are instead Fatigued in Severely Thin Atmospheres and do not have to make a Fortitude save.
Barreling Charge
You rush forward, moving enemies aside to reach your foe. You Stride, attempting to move through your enemies’ spaces. Roll an Athletics check and compare the result to the Fortitude DC of each creature whose space you attempt to move through during your Stride, moving through its space on a success but ending your movement before entering its space on a failure. You can then Strike, regardless of how your Stride ended. You can use Barreling Charge to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.
Level 13
Five-gods Ram
Prerequisite: Headbutt
You attack in an unceasing flurry of charging headbutts. Stride or Climb and then make a ramming horn Strike. If the Strike is successful, you immediately push the target back 10 feet, then Stride or Climb and make a second ramming horn Strike against them. If the second Strike is successful, you immediately knock the target prone, but if the second Strike is a failure or if you’re unable to complete all the required actions, you become stunned 1. Both Strikes count toward your multiple attack penalty, but the penalty doesn’t increase until you’ve made both of them.Â
Follow Their Lead
Trigger: An adjacent ally Strides.
You synchronize your movement to that of your allies, moving alongside them to keep close in the fray. Stride after the triggering ally, remaining adjacent to your ally for the duration of their movement until they stop or you've moved a distance equal to your Speed, whichever occurs first.
Solo Climb
Prerequisite: Bouldering
You can navigate vertical surfaces with ease. You no longer need to use your hands while climbing.
Level 17
Inaya’s Breath
Frequency: Once per day
Trigger: If you would die
Inaya, Capram Goddess of Story has determined yours is not done yet and breathes life back into your weary body. If you have the dying or unconscious conditions, you lose the dying and unconscious conditions. If you’re at 0 hit points , you have 1 hit point. Increase the value of your wounded and doomed conditions by 1. You can use this reaction while unconscious.
Reliable Grace
Frequency: Once per hourÂ
Prerequisites: Natural Grace
You have exceptional control over your body. You can now use Natural Grace once per hour instead of once per day.