Capricornia
The Capricornia are the goatkin, humanoids that hail from the harsh coldness of the mountains far to the north of the world. At 2.5 meters they tower over the other sapient species.
A single individuum is called Capricornium, usually abbreviated to Cap. A small minority of caps have emigrated from their homeland over the years, but due to their size it often seems like there are more caps living in Nierovia than actually do.
Appearance
The most striking part of a caps appearance is their horns. Both males and females have horns, though the males have much more pronounced ones. About one fifth of male caps height comes from their horns, which means male caps tower over female ones despite the otherwise similarily sized bodies.
Caps have six appendages, of which two are usually classified as legs, while the other four are arms, as the former end in parted hooves, while the latter end in clawed hands. The middle arms are found just underneath the shoulders and the upper arms. Despite the nomenclature used, caps will often walk on hands and feet, especially if they need additional stability or need to brace (see culture below).
Generally caps are broadshouldered and heavyset, with an appropriate level of strength for their size. Their body is covered in thick brown fur from head to hoof which is lighter around the belly and the inside of legs and arms. Their heads are vaguely goat shaped but wider, with two eyes on either side, which boast excellent vision in blinding snowy days and cold dark nights.
Cap children are usually born in litters of three to four, and raised by the entire clan of relatives, which also informs the social structure.
Culture
Cap culture is centered around the most common family unit, the clan. This clan organizes around the oldest female member of a family, though is not always led by her, with the descendents of her and her mate and their descendents and so on. Caps are monogamous and mate for life. Male Caps that reach maturity will join their mates clan when they decide to start a family together.
Conflicts between caps are generally settled by duels usually fought by the males, in which Caps will repeatedly butt heads until one backs off or is knocked unconscious. Traditionally, the challenger will lightly headbutt the defender to initiate, after which they take turns. Starting with the defender, one cap will charge or bring their head down from a bipedal stance, while the other cap braces for impact and may not move once in the bracing position. It is up to the cap charging to determine the pace between bouts. Once victory is achieved the conflict is considered settled and may only be challenged again after 6 visits by The Divine Engine, which roughly translates to one years time.
The Divine Engine
One final aspect of Cap culture is their religion. As the strongest cap is the one who wins their duels and can get their will by cap culture, the Divine Engine, which caps instinctively try to challenge when it visits their homelands, is the ultimate cap. It has never lost a bout and thus must be the mightiest thing in the world.
Cap clans usually worship either the Divine Engine itself or the Engines creators and in either way, they seek to show their devotion. This can take two main forms. Young Caps will occasionally challenge the Engine, by bracing on The Divine Path when the train is approaching. The Engine always wins, knocking the cap off the path, but this is mostly safe, with caps usually only sustaining minor injuries.
The second form of worship are the clans totem poles. Trees are felled and their trunks are driven into the ground along the divine path. In it the Caps carve the history of their clan so that the Engine may learn who lives in certain paths. When a clans matriarch dies and the clan shatters, one descendant clan may inherit the totem pole, while the others must create a new one.
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