Cappy
Cappy
Cappy are a furred, semi-aquatic ancestry who have a well-deserved reputation as being among the friendliest and most outgoing people in all Tooj. Some go so far as to suggest that they are far t oo trusting and lack any caution in dealing with outsiders - a trait that has led to tragedy more than once.
Despite this, cappy society never loses its optimistic glimmer for long as steadfast refusal to judge the many by the few stands as one of the pillars of their community. Though repeat offenders are given little leeway before enough is enough and even the cappy are driven to anger.
They are uniformly vegetarian, highly social and seem to possess a natural affinity for the simple creatures that exist alongside them. Cappy populaces are usually gentle and unassuming communities, rarely committing to violence in any meaningful way, but are often made up of farmers, fisherfolk, priests and affable wayfarers offering aid to wayfarers in need.
Water Lovers
Cappy communities are almost exclusively located near large bodies of fresh water, in which family groups spend much of their time each day. Those rare few that are located elsewhere have large common bathing facilities that utilize water conjured by magic or simply carried
Bathing areas are important community locations where cappy villagers meet and make collective decisions in a relaxed environment. Decisions are by consensus, and the cappy are known for never explicitly arguing – an atmosphere that can be either relaxing or infuriating to a participant, depending on their stake in what is being discussed. by hand overland. Cappy kept away from their beloved baths for too long are prone to uncharacteristic irritability brought about by parasites or skin lesions.
Kin to All
Cappy have an innate empathy for living creatures that puts beasts as ease around them. Even normally dangerous, wild creatures have been known to traipse into and laze about their villages without any hint of aggression towards the villagers or other creatures in the vicinity. For their part, the cappy welcome these visits as minor blessings from the Asura and happily allow these creatures to come and go as they please. Cappy can learn to use their natural affinity for animals to communicate with and to some extent direct animals’ behavior, though they avoid doing so if it will cause the animals to come to harm. If threatened, a cappy often calls upon nearby animals to distract and harass their enemies, allowing them to escape or otherwise avoid danger.
Only to Defend
A cappy community’s response to aggression is consistent with their members’ earnest and peaceful disposition; they far prefer flight to fight and usually try to withdraw rather than cause harm. Though when circumstance forces the issue, a cappy takes up arms as readily as any - but usually only long enough to give them and their comrades a chance to flee. Cappy martial artists are even renowned across Tooj for specializing in techniques that misdirect or delay foes rather than cause injury. Harming or even killing another creature is seen as a dire taboo by many cappy, with those who commit such acts – even accidentally – often withdrawing from their communities in penance. Due to this philosophy, cappy are rarely found adventuring. When they are, it’s usually as healers or sages with practical views regarding the necessity of their and their companions’ work, or they were raised outside of cappy communities. In rare cases, they might even be pariahs who have turned away from cappy culture at large in the face of a dire threat.
Cappy Traits
Favored Ability Score. Wisdom and Charisma. Increase one by 2 and the other by 1.
Age. Cappy mature quickly, reaching adulthood in 10 years. They are also relatively short-lived with a lifespan of about 60 years.
Alignment. Friendly and outgoing, cappy tend toward good alignment, and are usually more concerned with fairness and neutrality when it comes to law versus chaos.
Size. Cappy average about three and a half feet in height and around 70 pounds in weight. Your size is Small.
Speed. You have a walking speed of 30 feet and a swimming speed of 15 feet.
Animal Empathy. As an action, you focus on one beast within 30 feet of you. Through gentle murmurs and calm movements, you convey simple ideas to the beast and gain a sense of what the beast most wants in the situation. You might be able to persuade a beast to perform a small favor for you, at your GM’s discretion.
Beast Whisperer. As an action, you may utter soothing words towards a nearby animal. Choose one beast that can see you within 30 feet of you must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Wisdom modifier. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and your allies.
Languages. You can speak, read, and write Common and one language of your choice.