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		<title>Nova Refuge Wiki - User contributions [en]</title>
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		<updated>2026-06-28T15:04:19Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Efri&amp;diff=118</id>
		<title>Efri</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Efri&amp;diff=118"/>
				<updated>2024-01-27T00:22:28Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;{{Species |image= |imagewidth=300px |title=&amp;quot;Dryads&amp;quot; |name=Efri |pronunciation=EFF-ree |homeworld=Unknown}} yay  ==History== yay  ==Society== yay  ===Religion=== yay  ==Biology...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Dryads&amp;quot;&lt;br /&gt;
|name=Efri&lt;br /&gt;
|pronunciation=EFF-ree&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=117</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=117"/>
				<updated>2024-01-27T00:13:20Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a large, intimidating mammalian [[Natives|Native]] species, their intelligence comparable to a [[Human]]'s. They are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they are thought to have been composed always of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it exists in a distant corner of the stars, shrouded in strange mist that confounds the technology of ships. Even [[Helexith]] does not enter this region of space, as the Wrognoth previously bested them during an attempted conquest. The Wrognoth command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families, which is foundational to their lives and identities. Blood bonds among Wrognoth are incredibly strong, and Wrognoth possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn and replicate the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]], with whom the Wrognoth frequently share close bonds.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
While the Wrognoth religion remains very mysterious, it is a foundational element of Wrognoth society, observed and celebrated every day. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], particularly among members of their clan and family. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul. It is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth have a considerable amount of fur on their bodies, which varies in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey. It is always solid-colored, with no patterns on their fur or their skin. Their eyes are bright hues, ranging from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black. Their head is bestial, with long, pointed ears on the sides of their heads and a thick muzzle. Their heads and faces and ears are furred, and they possess relatively thick manes, as well as short and scrappy bottle brush tails, which lends credence to Humans referring to them as wolf-men. However, they have no fur on much of their chest or back, nor does fur entirely cover their arms and legs. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought, rather than flexing muscles, as do their five-fingered, humanoid hands. Both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller.&lt;br /&gt;
&lt;br /&gt;
In terms of size, most fully-grown Wrognoth rival a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. They are capable of hearing and smelling over great distances, tracking by scent, sensing fear and other emotions, and of seeing in extremely low light. Wrognoth generally live under or around 200 years, though some may live longer.&lt;br /&gt;
&lt;br /&gt;
===Sex, Reproduction, and Internal Pouch===&lt;br /&gt;
Wrognoth give live birth to one, two, or three children; Wrognoth frequently have more than one child at a time. Couples generally mate for life, with loyalty and bonds on a spiritual level. A stranger attribute to Wrognoth reproduction and rearing of the young is the inner, expandable pouch both male and female Wrognoth possess in their abdomen. Humans refer to this as a &amp;quot;pseudowomb,&amp;quot; comparing it to the pouches of Earth marsupials. The pouch is designed to protect their growing young, offering warmth, air, and biofeedback to the adult Wrognoth. This pouch is accessed via the throat, and Wrognoth possess a unique musculoskeletal biology to swallow large objects as a result. Witnessing Wrognoth &amp;quot;swallowing&amp;quot; their young has led Humans to wrongly believe Wrognoth eat their own offspring. However, when Wrognoth come of age to speak, they are considered too old for the pouch. Many Wrognoth face suspicion amidst other species for possessing the ability to so easily smuggle things inside of them, and some Wrognoth even undergo surgery to seal off their pouch in order to avoid intrusive scans. To use the pouch for anything other than the Wrognoth's own young is considered highly taboo and dishonorable in their own culture, however. Considerable punishments await those Wrognoth who defy the spirits by such an action.&lt;br /&gt;
&lt;br /&gt;
===Har nul===&lt;br /&gt;
A little known and less discussed aspect of Wrognoth culture and biology is their &amp;quot;mating season,&amp;quot; referred to among Wrognoth as the &amp;quot;har nul.&amp;quot; Once every ten years, Wrognoth of both sexes feel extreme drive to choose a mate for life, a Wrognoth with which they will reproduce and rear their young. Some Wrognoth cultures have developed drugs to aid in fighting the call. Most Wrognoth cannot ignore this urge without the aid of such drugs. Denied too long, the need for a life partner will drive the Wrognoth to violent urges, mood swings, and uncharacteristic behavior. It is said a Wrognoth who denies this drive without some other form of aid for too many decades will eventually go mad. Some Wrognoth choose to spend this drive in battle, throwing themselves into a berserk rage either against their foes or on a hunt like a beast, after which the calling is spent. Rages last different amounts of time per individual Wrognoth, with most lasting several days. To mention the har nul in public is considered very poor form; it is understood as part of their existence, but they prefer not to discuss it publicly. For other species to mention the har nul is a mighty offense.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
During every winter season on their home planet, no matter where the individual is in the universe, both male and female Wrognoth grow antlers from their skulls. These antlers vary widely in size and shape, with females having smaller, fewer-pronged antlers than males. They are shed during the spring, to be regrown the following year. It is said the antlers of a Wrognoth grow much larger when the individual enters their har nul. Some Wrognoth saw off their antlers, especially those in the military whose antlers would disrupt their ability to wear armor. Others tie their antlers in particular patterns to control their shape and growth, wearing them as badges of pride and ferocity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=116</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=116"/>
				<updated>2024-01-27T00:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. They are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they are thought to have been composed always of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it exists in a distant corner of the stars, shrouded in strange mist that confounds the technology of ships. Even [[Helexith]] does not enter this region of space, as the Wrognoth previously bested them during an attempted conquest. The Wrognoth command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families, which is foundational to their lives and identities. Blood bonds among Wrognoth are incredibly strong, and Wrognoth possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn and replicate the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]], with whom the Wrognoth frequently share close bonds.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
While the Wrognoth religion remains very mysterious, it is a foundational element of Wrognoth society, observed and celebrated every day. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], particularly among members of their clan and family. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul. It is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth have a considerable amount of fur on their bodies, which varies in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey. It is always solid-colored, with no patterns on their fur or their skin. Their eyes are bright hues, ranging from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black. Their head is bestial, with long, pointed ears on the sides of their heads and a thick muzzle. Their heads and faces and ears are furred, and they possess relatively thick manes, as well as short and scrappy bottle brush tails, which lends credence to Humans referring to them as wolf-men. However, they have no fur on much of their chest or back, nor does fur entirely cover their arms and legs. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought, rather than flexing muscles, as do their five-fingered, humanoid hands. Both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller.&lt;br /&gt;
&lt;br /&gt;
In terms of size, most fully-grown Wrognoth rival a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. They are capable of hearing and smelling over great distances, tracking by scent, sensing fear and other emotions, and of seeing in extremely low light. Wrognoth generally live under or around 200 years, though some may live longer.&lt;br /&gt;
&lt;br /&gt;
===Sex, Reproduction, and Internal Pouch===&lt;br /&gt;
Wrognoth give live birth to one, two, or three children; Wrognoth frequently have more than one child at a time. Couples generally mate for life, with loyalty and bonds on a spiritual level. A stranger attribute to Wrognoth reproduction and rearing of the young is the inner, expandable pouch both male and female Wrognoth possess in their abdomen. Humans refer to this as a &amp;quot;pseudowomb,&amp;quot; comparing it to the pouches of Earth marsupials. The pouch is designed to protect their growing young, offering warmth, air, and biofeedback to the adult Wrognoth. This pouch is accessed via the throat, and Wrognoth possess a unique musculoskeletal biology to swallow large objects as a result. Witnessing Wrognoth &amp;quot;swallowing&amp;quot; their young has led Humans to wrongly believe Wrognoth eat their own offspring. However, when Wrognoth come of age to speak, they are considered too old for the pouch. Many Wrognoth face suspicion amidst other species for possessing the ability to so easily smuggle things inside of them, and some Wrognoth even undergo surgery to seal off their pouch in order to avoid intrusive scans. To use the pouch for anything other than the Wrognoth's own young is considered highly taboo and dishonorable in their own culture, however. Considerable punishments await those Wrognoth who defy the spirits by such an action.&lt;br /&gt;
&lt;br /&gt;
===Har nul===&lt;br /&gt;
A little known and less discussed aspect of Wrognoth culture and biology is their &amp;quot;mating season,&amp;quot; referred to among Wrognoth as the &amp;quot;har nul.&amp;quot; Once every ten years, Wrognoth of both sexes feel extreme drive to choose a mate for life, a Wrognoth with which they will reproduce and rear their young. Some Wrognoth cultures have developed drugs to aid in fighting the call. Most Wrognoth cannot ignore this urge without the aid of such drugs. Denied too long, the need for a life partner will drive the Wrognoth to violent urges, mood swings, and uncharacteristic behavior. It is said a Wrognoth who denies this drive without some other form of aid for too many decades will eventually go mad. Some Wrognoth choose to spend this drive in battle, throwing themselves into a berserk rage either against their foes or on a hunt like a beast, after which the calling is spent. Rages last different amounts of time per individual Wrognoth, with most lasting several days. To mention the har nul in public is considered very poor form; it is understood as part of their existence, but they prefer not to discuss it publicly. For other species to mention the har nul is a mighty offense.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
During every winter season on their home planet, no matter where the individual is in the universe, both male and female Wrognoth grow antlers from their skulls. These antlers vary widely in size and shape, with females having smaller, fewer-pronged antlers than males. They are shed during the spring, to be regrown the following year. It is said the antlers of a Wrognoth grow much larger when the individual enters their har nul. Some Wrognoth saw off their antlers, especially those in the military whose antlers would disrupt their ability to wear armor. Others tie their antlers in particular patterns to control their shape and growth, wearing them as badges of pride and ferocity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=115</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=115"/>
				<updated>2024-01-27T00:03:40Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. They are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they are thought to have been composed always of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it exists in a distant corner of the stars, shrouded in strange mist that confounds the technology of ships. Even [[Helexith]] does not enter this region of space, as the Wrognoth previously bested them during an attempted conquest. The Wrognoth command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families, which is foundational to their lives and identities. Blood bonds among Wrognoth are incredibly strong, and Wrognoth possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn and replicate the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]], with whom the Wrognoth frequently share close bonds.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
While the Wrognoth religion remains very mysterious, it is a foundational element of Wrognoth society, observed and celebrated every day. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], particularly among members of their clan and family. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul. It is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth have a considerable amount of fur on their bodies, which varies in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey. It is always solid-colored, with no patterns on their fur or their skin. Their eyes are bright hues, ranging from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black. Their head is bestial, with long, pointed ears on the sides of their heads and a thick muzzle. Their heads and faces and ears are furred, and they possess relatively thick manes, as well as short and scrappy bottle brush tails, which lends credence to Humans referring to them as wolf-men. However, they have no fur on much of their chest or back, nor does fur entirely cover their arms and legs. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought, rather than flexing muscles, as do their five-fingered, humanoid hands. Both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller.&lt;br /&gt;
&lt;br /&gt;
In terms of size, most fully-grown Wrognoth rival a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. They are capable of hearing and smelling over great distances, tracking by scent, sensing fear and other emotions, and of seeing in extremely low light. Wrognoth generally live under or around 200 years, though some may live longer.&lt;br /&gt;
&lt;br /&gt;
===Sex, Reproduction, and Internal Pouch===&lt;br /&gt;
Wrognoth give live birth to one, two, or three children; Wrognoth frequently have more than one child at a time. Couples generally mate for life, with loyalty and bonds on a spiritual level. A stranger attribute to Wrognoth reproduction and rearing of the young is the inner, expandable pouch both male and female Wrognoth possess in their abdomen. Humans refer to this as a &amp;quot;pseudowomb,&amp;quot; comparing it to the pouches of Earth marsupials. The pouch is designed to protect their growing young, offering warmth, air, and biofeedback to the adult Wrognoth. This pouch is accessed via the throat, and Wrognoth possess a unique musculoskeletal biology to swallow large objects as a result. Witnessing Wrognoth &amp;quot;swallowing&amp;quot; their young has led Humans to wrongly believe Wrognoth eat their own offspring. However, when Wrognoth come of age to speak, they are considered too old for the pouch. Many Wrognoth face suspicion amidst other species for possessing the ability to so easily smuggle things inside of them, and some Wrognoth even undergo surgery to seal off their pouch in order to avoid intrusive scans.&lt;br /&gt;
&lt;br /&gt;
===Har nul===&lt;br /&gt;
A little known and less discussed aspect of Wrognoth culture and biology is their &amp;quot;mating season,&amp;quot; referred to among Wrognoth as the &amp;quot;har nul.&amp;quot; Once every ten years, Wrognoth of both sexes feel extreme drive to choose a mate for life, a Wrognoth with which they will reproduce and rear their young. Some Wrognoth cultures have developed drugs to aid in fighting the call. Most Wrognoth cannot ignore this urge without the aid of such drugs. Denied too long, the need for a life partner will drive the Wrognoth to violent urges, mood swings, and uncharacteristic behavior. It is said a Wrognoth who denies this drive without some other form of aid for too many decades will eventually go mad. Some Wrognoth choose to spend this drive in battle, throwing themselves into a berserk rage either against their foes or on a hunt like a beast, after which the calling is spent. Rages last different amounts of time per individual Wrognoth, with most lasting several days. To mention the har nul in public is considered very poor form; it is understood as part of their existence, but they prefer not to discuss it publicly. For other species to mention the har nul is a mighty offense.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
During every winter season on their home planet, no matter where the individual is in the universe, both male and female Wrognoth grow antlers from their skulls. These antlers vary widely in size and shape, with females having smaller, fewer-pronged antlers than males. They are shed during the spring, to be regrown the following year. It is said the antlers of a Wrognoth grow much larger when the individual enters their har nul. Some Wrognoth saw off their antlers, especially those in the military whose antlers would disrupt their ability to wear armor. Others tie their antlers in particular patterns to control their shape and growth, wearing them as badges of pride and ferocity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Or%C3%BBnn&amp;diff=114</id>
		<title>Orûnn</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Or%C3%BBnn&amp;diff=114"/>
				<updated>2024-01-26T22:24:38Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Dwarves&amp;quot;&lt;br /&gt;
|name=Orûnn&lt;br /&gt;
|pronunciation=ORR-rune&lt;br /&gt;
|homeworld=Dhome}}The Orûnn are a species of short Natives from the planet [[Dhome]] in [[Mahlok]] space. Skilled engineers and miners, most swear allegiance to [[Helexith]], helping the Mahlok build and man their great starships and engines of destruction. Unable to breathe the same atmosphere as most other sapient races - surviving on methane instead of oxygen - they are forced like the [[Achmer]] to wear breathing gear at virtually all times when not in their subterranean homes on Dhome.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Culture==&lt;br /&gt;
The Orûnn were defeated by the Mahlok after a long war in ages past, bending the knee and joining Helexith forever after. It is unknown of the Orûnn are slaves of Helexith or willing participants in their war machine. Their homeworld of Dhome seems to enjoy a somewhat autonomous existence, overseen by a Mahlok governor but ruled by a Council of Ancients from each of the Orûnn clans. They pay homage to the god [[Helexith (god)|Helexith]], but their primary religion remains the same as in ancient times: the worship of the spirits of their ancestors. The oldest Orûnn are called Ancients. Their age and physical appearance are unknown, as few have ever seen them. The Orûnn are extremely reclusive, rarely leaving the tunnels of Dhome or the interior of Mahlok spacecraft, bases, or vehicles. They are known to be stoic, rarely speaking much.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Standing about 4 feet tall on average and requiring the use of a breathing apparatus to survive on most planets besides their homeworld, the Orûnn do not appear physically intimidating. They are, however, extremely tough and strong, with dense bones and muscles thanks to the high gravity of Dhome. Their survival suits are often heavily armored as well, and they rarely take them off, seeming to find them just as comfortable as a second skin. Beneath their helmets, they are known to have tough, leathery grey skin, large ears, and large black eyes. They have hair composed of thick strands of black, dark brown, red, or green material. Males have beards of it on their faces, often surprisingly long for a species that usually wears an enviro-suit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Or%C3%BBnn&amp;diff=113</id>
		<title>Orûnn</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Or%C3%BBnn&amp;diff=113"/>
				<updated>2024-01-26T22:17:05Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;{{Species |image= |imagewidth=300px |title=&amp;quot;Dwarves&amp;quot; |name=Orûnn |pronunciation=ORR-rune |homeworld=Dhome}}The Orûnn are a species of short Natives from the planet Dhome...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Dwarves&amp;quot;&lt;br /&gt;
|name=Orûnn&lt;br /&gt;
|pronunciation=ORR-rune&lt;br /&gt;
|homeworld=Dhome}}The Orûnn are a species of short Natives from the planet [[Dhome]] in [[Mahlok]] space. Skilled engineers and miners, most swear allegiance to Helexith, helping the Mahlok build and man their great starships and engines of destruction. Unable to breathe the same atmosphere as most other sapient races - surviving on methane instead of oxygen - they are forced like the [[Achmer]] to wear breathing gear at virtually all times when not in their subterranean homes on Dhome.&lt;br /&gt;
&lt;br /&gt;
==History &amp;amp; Culture==&lt;br /&gt;
The Orûnn were defeated by the Mahlok after a long war in ages past, bending the knee and joining Helexith forever after. It is unknown of the Orûnn are slaves of Helexith or willing participants in their war machine. Their homeworld of Dhome seems to enjoy a somewhat autonomous existence, overseen by a Mahlok governor but ruled by a Council of Ancients from each of the Orûnn clans. They pay homage to the god [[Helexith (god)|Helexith]], but their primary religion remains the same as in ancient times: the worship of the spirits of their ancestors. The oldest Orûnn are called Ancients. Their age and physical appearance are unknown, as few have ever seen them. The Orûnn are extremely reclusive, rarely leaving the tunnels of Dhome or the interior of Mahlok spacecraft, bases, or vehicles. They are known to be stoic, rarely speaking much.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Standing about 4 feet tall on average and requiring the use of a breathing apparatus to survive on most planets besides their homeworld, the Orûnn do not appear physically intimidating. They are, however, extremely tough and strong, with dense bones and muscles thanks to the high gravity of Dhome. Their survival suits are often heavily armored as well, and they rarely take them off, seeming to find them just as comfortable as a second skin. Beneath their helmets, they are known to have tough, leathery grey skin, large ears, and large black eyes. They have hair composed of thick strands of black, dark brown, red, or green material. Males have beards of it on their faces, often surprisingly long for a species that usually wears an enviro-suit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=112</id>
		<title>Sarran</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=112"/>
				<updated>2024-01-26T01:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_sarran_on_rock.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Angels&amp;quot;&lt;br /&gt;
|name=Sarran&lt;br /&gt;
|pronunciation=SAHR-run&lt;br /&gt;
|homeworld=Ecirron}}&lt;br /&gt;
The Sarran, sometimes pluralized &amp;quot;Sarrans,&amp;quot; are an elegant but aloof species of Natives, considered one of the primary four Native species of [[Nova Refuge (galaxy)|Nova Refuge]]. [[Humans]] consider them to be the most human-like physically of the Natives, but Sarran have numerous biological differences with Humanity themselves.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Sarran discovered [[Starlight gas]] long before Humans, using starlight-powered starships to travel between planets for possibly more than a thousand years. Sarran are known to travel in very spacious ships to accommodate their wings, as well as their rumored claustrophobia, and decorated in beautiful ornamentation. However, Sarran scarcely speak of their own history or their homeworld of [[Ecirron]], especially to Humans, and such places are off-limits to anyone outside the [[High Council of Harmony]]. Presently, it is known that the Sarran harbor great hatred for the [[Mahlok]] and [[Helexith (faction|Helexith]], which is almost certainly related to Sarran history.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
To other species, Sarran often come across as cold an emotionless, but this is largely a side-effect of their [[Psionics|psionics]]. Emotions are easily read among the Sarran without the need for physical or verbal expression, so they rarely communicate through voice or facial expressions, their emotions toned down to levels all but undetectable to other species. In terms of society, the Sarran are female-domnant, as women are judged as having greater wisdom and judgment and a stronger spirit. Women nearly always occupy higher political and religious positions than men. However, Sarran always marry for life and bear very strong psychological and spiritual connections; the woman never belittles her husband. Sarran culture is known to be vast and intricate, putting great emphasis on freedom as well as the ability to fly, as Sarran nearly always make their homes in tall mountaintops in the coldest environments on any planet. However, Sarran are also known to create methods through which flight-impaired Sarran can reach these cities or else create special communities for them. Despite this, it is still considered degrading for a Sarran to touch ground at sea level unless absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The Sarran are highly religious, but they keep the tenents and details of their religion to themselves, leaving it largely a mystery. Humans are aware, however, that Sarran believe in a unifying deity called Afaelya, through which all things are connected. Afaelya is seen as a deity as well as a spiritual force through which the Sarran have been gifted their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
At first glance, a Sarran may appear to be nothing other than a tall, attractive Human with large, bird-like wings. Most Sarran are around six feet tall, though female Sarran are shorter. Nearly all Sarran have very light, pale skin, most of a pink hue like a fair-skinned Human, though some have skin appearing more bluish. Sarran nearly always have clear and light-colored eyes but with extreme variety, including blue, green, turquoise, lavender, light pink, and yellow-gold, as well as grey-white eyes, with no one eye color seeming genetically dominant. Their &amp;quot;hair&amp;quot; is not like human hair, instead being light and feathery; Sarran have no body hair whatsoever, their skin smooth and hairless. Generally, their feathery hair matches their wings in color, brown or white or sometimes grey, with black wings and hair being extremely rare and recessive. Sarran always have very severe and sharply-chiseled facial features, with high-arching brows, pointed ears, and long, large eyes. Sarran have very high metabolism, requiring them to eat more frequently than Humans; partially as a result, they have almost never been known to grow obese. They also seem practically immune to cold temperatures, save for the most extreme, allowing them to live comfortably on their frozen homeworld. On average, Sarran live nearly twice as long as the average Human, but not as long as the average [[Mahlok]], with the oldest Sarran making it to the mid-200s.&lt;br /&gt;
&lt;br /&gt;
===Wings===&lt;br /&gt;
The most well-known aspect of Sarran are their wings. All Sarran have wings on their backs very much like Human depictions of ancient deities or angels, as well as small winglets on their outer ankles that are used for steering during flight. They have exceptionally light bones and strong chest muscles; all Sarran generally stronger than the average Human. Sarran also use their wings in battle, protecting them with fire-resistant gels and covering them in armor plating and even blades.&lt;br /&gt;
&lt;br /&gt;
===Psionic Abilities===&lt;br /&gt;
Though best known for their enormous feathered wings, the most amazing power Sarran possess is their powerful psionics. How Sarran psionic powers work continues to baffle Human scientists, who are given no opportunity to study it. It is thought Sarran are able to transfer thoughts into another's mind simply by initiating eye contact, made more powerful by physical touch. Likewise, they can detect the minds of others in the vicinity, especially those who cannot keep their emotions in check. The Sarrah attribute their psionics to their religion, the universal spirit of [[Afaelya]], saying it is based in the spirit rather than the mind and refuting all scientific answers or the search for them. Though this infuriates Human scientists to no end, they can give no better explanation.&lt;br /&gt;
&lt;br /&gt;
===Half-Humans===&lt;br /&gt;
Some cases of supposed &amp;quot;half-Human, half-Sarran&amp;quot; individuals are documented, but they are little understood. Biologists cannot explain how such a coupling is even possible, yet the can not only produce offspring, but their offspring are likewise fertile, with some Humans having diluted Sarran in their bloodlines. However, any Human-Sarran hybrids are extremely rare and not well understood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=111</id>
		<title>Gorr</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=111"/>
				<updated>2024-01-26T00:07:08Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Yetis&amp;quot;&lt;br /&gt;
|name=Gorr&lt;br /&gt;
|pronunciation=GORE&lt;br /&gt;
|homeworld=Ilo}}&lt;br /&gt;
The Gorr are a lesser-known species of the Natives of [[Nova Refuge (galaxy)|Nova Refuge]], their civilization underdeveloped and their species nearly extinct. They were almost wiped out by [[Helexith (faction)|Helexith]] in recent history, but small groups of them still thrive in hidden corners of the galaxy, living peacefully and pastorally, happy to take no part in the greater affairs of the universe.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gorr history is short and tragic. Existing peacefully for no one knows how long, the Gorr were discovered by Helexith and conquered. The [[Mahlok]] declared them weak, useless, and primitive; their slow movements, lack of technological advancement, and refusal to be ruled resulted in Helexith choosing to wipe them out instead of use them. [[Council of Harmony|The Council of Harmony]], however, managed to step in and save the Gorr from total genocide, whisking away small groups of Gorr and spreading them across far away and undisclosed planets to live in peace. Small Gorr settlements remain on these planets, and to the greater knowledge of the galaxy, almost none have never left the planets since.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Gorr society is simple to those who do not understand their pheromones and incredibly subtle displays of emotion. They put no stock in doing things quickly, nor do they have any interest in technological advancement, electricity and industry, or any technology beyond their very simple, tribal lifestyle. They speak as slowly as they move, often to the frustration of any species attempting to interact with them. The Gorr favor art and beautiful things over all others, though their sense of beauty looks very naturalistic: the create pottery painted with nature scenes, woven baskets, and intricately-carved furniture. They create no weapons and no vehicles other than simple hand-carts. On the rare occasion that Gorr tribes misunderstand each other enough to end in violence, they fight only with their natural weapons - a brutal and bloody confrontation. However, Gorr by nature avoid any and all violence as much as possible, so any Gorr battling another is incredibly rare. Since they move so slowly, to a [[Humans|Human]], they seem to achieve almost nothing in a single day. Gorr live in small villages of thatched huts in a tightly-knit community, the elders and parents passing along knowledge of their various vocations - farming, pottery, weaving, and others - to their children.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Gorr are immense, towering over Humans, [[Sarran]], and [[Mahlok]]. They are very lanky, with long, skinny limbs and bodies covered in thick, shaggy fur ranging in coloration from white to brown to grey and occasionally black. Their fur is so thick it is all but impossible to make out many details of their form, including their faces, which are entirely enshrouded except their beady, black eyes. Both sexes of Gorr have long, twisted horns sprouting from their skulls, and instead of fingers, Gorr only have incredibly long, pointed claws with which they can manipulate their simple tools and mechanisms. They have thick, cloven hooves for feet. Males and females are discernible only by the females having mammary glands, and even those are difficult to see through their fur. All Gorr are entirely herbivorous with flat teeth, not even possessing teeth as sharp as the canines on a Human. Whether part of their culture or their biology, or some combination thereof, Gorr are almost never seen moving quickly, their movements seeming to be in slow motion to other species. The gangling appearance of the Gorr's limbs should not be mistaken for weakness, however: a healthy adult Gorr can rival even younger Slashrim in strength and can move with incredible speed when charging or properly motivated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=110</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=110"/>
				<updated>2024-01-25T23:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families: an extremely important element of their lives and identity. Blood bonds among Wrognoth are incredibly strong, and Wrognoth even possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Elders and children are always respected in Wrognoth culture, even by enemy Wrognoth clans, who war only through honorable means. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul, and it is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections. Beyond this, little is known of their exact religion.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth are said by Humans to look like beasts, as they have a considerable amount of fur on their bodies, which vary in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey, though always without any other patterns. Their eyes are brightly-colored, ranging in hue from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black, and their head is bestial, with long, pointed ears covered in short fur and a thick muzzle. Likewise, their heads and faces are furred, and they possess a relatively thick manes, as well as bushy yet relatively short and scrappy bottle brush tails, which helped lend credence to Humans referring to them as wolf-men. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought rather than flexing muscles, as do their five-fingered, humanoid hands; both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller. In terms of size, a fully-grown Wrognoth easily rivals a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. Their senses are unrivaled, and Wrognoth are capable of hearing and smelling over great distances, tracking by scent, sensing fear and other emotions, and they are capable of seeing in extremely low light. Wrognoth are known for their hardiness as well as their great speed, agility, and strength, leading some to falsely believe they are simpleminded. Wrognoth generally live under or around 200 years, though some may live longer.&lt;br /&gt;
&lt;br /&gt;
===Sex, Reproduction, and Internal Pouch===&lt;br /&gt;
Wrognoth give live birth to one, two, or three children; Wrognoth frequently have more than one child at a time. Couples generally mate for life, with loyalty and bonds on a spiritual level. Only female Wrognoth are capable of pregnancy. It is not thought Wrognoth are capable of producing offspring with Humans or other species. A stranger attribute to Wrognoth reproduction and rearing of the young is the inner, expandable pouch both male and female Wrognoth possess in their abdomen. Humans refer to this as a &amp;quot;pseudowomb,&amp;quot; comparing it to the pouches of Earth marsupials. The pouch is designed to protect their growing young, offering warmth, air, and biofeedback to the adult Wrognoth. This pouch is accessed via the throat, and Wrognoth possess a unique musculoskeletal biology as a result. Witnessing Wrognoth &amp;quot;swallowing&amp;quot; their young has led Humans to wrongly believe Wrognoth eat their own offspring. However, when Wrognoth come of age to speak, they are considered too old for the pouch.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Mating Season&amp;quot;===&lt;br /&gt;
A little known and less discussed aspect of Wrognoth culture and biology is their mating season. Once every ten years, Wrognoth of both sexes feel extreme drive to choose a mate for life. This is not a purely sexual drive, despite Human beliefs, but also a spiritual one. Some Wrognoth choose to battle this instinctual drive for a life partner, and some Wrognoth cultures have developed drugs to aid in fighting the call. Most Wrognoth cannot ignore this urge without the aid of such drugs. Denied too long, the need for a life partner will drive the Wrognoth to violent urges, mood swings, and uncharacteristic behavior. It is said a Wrognoth who denies this drive without some other form of aid will eventually go mad over the course of several mating seasons without finding a partner. Some Wrognoth choose to spend this drive in battle, throwing themselves into a berserk rage either against their foes or on a hunt like a beast, after which the calling is spent. This is called the Time of Madness. Rages last different amounts of time per individual Wrognoth. The Wrognoth themselves do not refer to this as their &amp;quot;mating season,&amp;quot; as the drive is to take a life partner rather than simply to reproduce with one or more mates. Regardless, this aspect of the Wrognoth is little discussed, even among Wrognoth themselves. It is understood to be a part of their existence, but they prefer not to talk about it openly. Many Wrognoth take offense, should other species reference it.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
During the &amp;quot;mating season,&amp;quot; both male and female Wrognoth grow antlers from their skulls. These antlers vary widely in size and shape, with females generally having smaller antlers than males, with fewer prongs. The antlers are grown in what would be the winter months on the Wrognoth's home planet, regardless of the individual's location, even if the Wrognoth is not facing their once-every-ten-year &amp;quot;mating season&amp;quot; in that particular winter. They are shed during the spring, to be regrown the following year. It is said the antlers of a Wrognoth grow much larger when the individual enters their &amp;quot;mating season.&amp;quot; Some Wrognoth saw off their antlers, especially those in the military whose antlers would disrupt their ability to wear armor. Others tie their antlers in particular patterns to control their shape and growth, wearing them as badges of pride and ferocity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=109</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=109"/>
				<updated>2024-01-25T21:09:57Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families: an extremely important element of their lives and identity. Blood bonds among Wrognoth are incredibly strong, and Wrognoth even possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Elders and children are always respected in Wrognoth culture, even by enemy Wrognoth clans, who war only through honorable means. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul, and it is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections. Beyond this, little is known of their exact religion.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth are said by Humans to look like beasts, as they have a considerable amount of fur on their bodies, which vary in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey, though always without any other patterns. Their eyes are brightly-colored, ranging in hue from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black, and their head is bestial, with long, pointed ears covered in short fur and a thick muzzle. Likewise, their heads and faces are furred, and they possess a relatively thick manes, as well as bushy yet relatively short and scrappy bottle brush tails, which helped lend credence to Humans referring to them as wolf-men. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought rather than flexing muscles, as do their five-fingered, humanoid hands; both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller. In terms of size, a fully-grown Wrognoth easily rivals a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. Their senses are unrivaled, and Wrognoth are capable of hearing and smelling over great distances, tracking by scent, sensing fear and other emotions, and they are capable of seeing in extremely low light. Wrognoth are known for their hardiness as well as their great speed, agility, and strength, leading some to falsely believe they are simpleminded. Wrognoth generally live under or around 200 years, though some may live longer.&lt;br /&gt;
&lt;br /&gt;
===Sex, Reproduction, and Internal Pouch===&lt;br /&gt;
Wrognoth give live birth to one, two, or three children; Wrognoth frequently have more than one child at a time. Couples generally mate for life, with loyalty and bonds on a spiritual level. Only female Wrognoth are capable of pregnancy. It is not thought Wrognoth are capable of producing offspring with Humans or other species. A stranger attribute to Wrognoth reproduction and rearing of the young is the inner, expandable pouch both male and female Wrognoth possess in their abdomen. Humans refer to this as a &amp;quot;pseudowomb,&amp;quot; comparing it to the pouches of Earth marsupials. The pouch is designed to protect their growing young, offering warmth, air, and biofeedback to the adult Wrognoth. This pouch is accessed via the throat, and Wrognoth possess a unique musculoskeletal biology as a result. Witnessing Wrognoth &amp;quot;swallowing&amp;quot; their young has led Humans to wrongly believe Wrognoth eat their own offspring. However, when Wrognoth come of age to speak, they are considered too old for the pouch.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Mating Season&amp;quot;===&lt;br /&gt;
A little known and less discussed aspect of Wrognoth culture and biology is their mating season. Once every ten years, Wrognoth of both sexes feel extreme drive to choose a mate for life. This is not a purely sexual drive, despite Human beliefs, but also a spiritual one. Some Wrognoth choose to battle this instinctual drive for a life partner, and some Wrognoth cultures have developed drugs to aid in fighting the call. Most Wrognoth cannot ignore this urge without the aid of such drugs. Denied too long, the need for a life partner will drive the Wrognoth to violent urges, mood swings, and uncharacteristic behavior. It is said a Wrognoth who denies this drive without some other form of aid will eventually go mad over the course of several mating seasons without finding a partner. Some Wrognoth choose to spend this drive in battle, throwing themselves into a berserk rage either against their foes or on a hunt like a beast, after which the calling is spent. This is called the Time of Madness. Rages last different amounts of time per individual Wrognoth. The Wrognoth themselves do not refer to this as their &amp;quot;mating season,&amp;quot; as the drive is to take a life partner rather than simply to reproduce with one or more mates. Regardless, this aspect of the Wrognoth is little discussed, even among Wrognoth themselves. It is understood to be a part of their existence, but they prefer not to talk about it openly. Many Wrognoth take offense, should other species reference it.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
During the &amp;quot;mating season,&amp;quot; both male and female Wrognoth grow antlers from their skulls. These antlers vary widely in size and shape, with females generally having smaller antlers than males, with fewer prongs. The antlers are grown in what would be the winter months on the Wrognoth's home planet, regardless of the individual's location, even if the Wrognoth is not facing their once-every-ten-year &amp;quot;mating season&amp;quot; in that particular winter. They are shed during the spring, to be regrown the following year. It is said the antlers of a Wrognoth grow much larger when the individual enters their &amp;quot;mating season.&amp;quot; Some Wrognoth saw off their antlers, especially those in the military whose antlers would disrupt their ability to wear armor. Others tie their antlers in particular patterns to control their shape and growth, wearing them as badges of pride and ferocity.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=108</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=108"/>
				<updated>2024-01-25T21:08:22Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families: an extremely important element of their lives and identity. Blood bonds among Wrognoth are incredibly strong, and Wrognoth even possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Elders and children are always respected in Wrognoth culture, even by enemy Wrognoth clans, who war only through honorable means. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul, and it is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections. Beyond this, little is known of their exact religion.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth are said by Humans to look like beasts, as they have a considerable amount of fur on their bodies, which vary in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey, though always without any other patterns. Their eyes are brightly-colored, ranging in hue from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black, and their head is bestial, with long, pointed ears covered in short fur and a thick muzzle. Likewise, their heads and faces are furred, and they possess a relatively thick manes, as well as bushy yet relatively short and scrappy bottle brush tails, which helped lend credence to Humans referring to them as wolf-men. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought rather than flexing muscles, as do their five-fingered, humanoid hands; both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller. In terms of size, a fully-grown Wrognoth easily rivals a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. Their senses are unrivaled, and Wrognoth are capable of hearing and smelling over great distances, tracking by scent, sensing fear and other emotions, and they are capable of seeing in extremely low light. Wrognoth are known for their hardiness as well as their great speed, agility, and strength, leading some to falsely believe they are simpleminded. Wrognoth generally live under or around 200 years, though some may live longer.&lt;br /&gt;
&lt;br /&gt;
===Sex, Reproduction, and Internal Pouch===&lt;br /&gt;
Wrognoth give live birth to one, two, or three children; Wrognoth frequently have more than one child at a time. Couples generally mate for life, with loyalty and bonds on a spiritual level. Only female Wrognoth are capable of pregnancy. It is not thought Wrognoth are capable of producing offspring with Humans or other species. A stranger attribute to Wrognoth reproduction and rearing of the young is the inner, expandable pouch both male and female Wrognoth possess in their abdomen. Humans refer to this as a &amp;quot;pseudowomb,&amp;quot; comparing it to the pouches of Earth marsupials. The pouch is designed to protect their growing young, offering warmth, air, and biofeedback to the adult Wrognoth. This pouch is accessed via the throat, and Wrognoth possess a unique musculoskeletal biology as a result. Witnessing Wrognoth &amp;quot;swallowing&amp;quot; their young has led Humans to wrongly believe Wrognoth eat their own offspring. However, when Wrognoth come of age to speak, they are considered too old for the pouch.&lt;br /&gt;
&lt;br /&gt;
====&amp;quot;Mating Season&amp;quot;===&lt;br /&gt;
A little known and less discussed aspect of Wrognoth culture and biology is their mating season. Once every ten years, Wrognoth of both sexes feel extreme drive to choose a mate for life. This is not a purely sexual drive, despite Human beliefs, but also a spiritual one. Some Wrognoth choose to battle this instinctual drive for a life partner, and some Wrognoth cultures have developed drugs to aid in fighting the call. Most Wrognoth cannot ignore this urge without the aid of such drugs. Denied too long, the need for a life partner will drive the Wrognoth to violent urges, mood swings, and uncharacteristic behavior. It is said a Wrognoth who denies this drive without some other form of aid will eventually go mad over the course of several mating seasons without finding a partner. Some Wrognoth choose to spend this drive in battle, throwing themselves into a berserk rage either against their foes or on a hunt like a beast, after which the calling is spent. This is called the Time of Madness. Rages last different amounts of time per individual Wrognoth. The Wrognoth themselves do not refer to this as their &amp;quot;mating season,&amp;quot; as the drive is to take a life partner rather than simply to reproduce with one or more mates. Regardless, this aspect of the Wrognoth is little discussed, even among Wrognoth themselves. It is understood to be a part of their existence, but they prefer not to talk about it openly. Many Wrognoth take offense, should other species reference it.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
During the &amp;quot;mating season,&amp;quot; both male and female Wrognoth grow antlers from their skulls. These antlers vary widely in size and shape, with females generally having smaller antlers than males, with fewer prongs. The antlers are grown in what would be the winter months on the Wrognoth's home planet, regardless of the individual's location, even if the Wrognoth is not facing their once-every-ten-year &amp;quot;mating season&amp;quot; in that particular winter. They are shed during the spring, to be regrown the following year. It is said the antlers of a Wrognoth grow much larger when the individual enters their &amp;quot;mating season.&amp;quot; Some Wrognoth saw off their antlers, especially those in the military whose antlers would disrupt their ability to wear armor. Others tie their antlers in particular patterns to control their shape and growth, wearing them as badges of pride and ferocity.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=107</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=107"/>
				<updated>2024-01-25T20:42:41Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families: an extremely important element of their lives and identity. Blood bonds among Wrognoth are incredibly strong, and Wrognoth even possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Elders and children are always respected in Wrognoth culture, even by enemy Wrognoth clans, who war only through honorable means. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul, and it is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections. Beyond this, little is known of their exact religion.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth are said by Humans to look like beasts, as they have a considerable amount of fur on their bodies, which vary in color among black, white, brown, grey, crimson red, gold, and occasionally a bluish-grey, though always without any other patterns. Their eyes are brightly-colored, ranging in hue from green, red, blue, yellow, orange, white, and even purple. Their skin is always solid dark grey or even black, and their head is bestial, with long, pointed ears covered in short fur and a thick muzzle. Likewise, their heads and faces are furred, and they possess a relatively thick manes, as well as bushy yet relatively short and scrappy bottle brush tails, which helped lend credence to Humans referring to them as wolf-men. Their bestial legs end in paws with massive black claws they can retract or extend with but a thought rather than flexing muscles, as do their five-fingered, humanoid hands; both their feet and hands possess thick, black paw pads for running on all fours, which Wrognoth do frequently. Female Wrognoth possess two complex mammary glands to feed milk to their young, resembling those of Humans; Wrognoth females look similar to males otherwise, though typical of mammals, they are relatively smaller. In terms of size, a fully-grown Wrognoth easily rivals a [[Slashrim#Stage_3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. Due to standing more erect than the Slashrim, they often appear taller even than the Zrillak, particularly male Wrognoth. Wrognoth possess strength, speed, and endurance also rivaled only by the Slashrims' greater growth stages.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
&lt;br /&gt;
Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
&lt;br /&gt;
Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
&lt;br /&gt;
An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
&lt;br /&gt;
While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
&lt;br /&gt;
There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
&lt;br /&gt;
The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=106</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=106"/>
				<updated>2024-01-25T20:25:04Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families: an extremely important element of their lives and identity. Blood bonds among Wrognoth are incredibly strong, and Wrognoth even possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across limitless distances. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors. Elders and children are always respected in Wrognoth culture, even by enemy Wrognoth clans, who war only through honorable means. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful. The Wrognoth have immense respect for the natural world, claiming it to be full of spirits and even saying stars themselves have a soul, and it is with these spirits and souls that the Wrognoth strive to maintain strong and respectful connections. Beyond this, little is known of their exact religion.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Wrognoth are mammalian, thus they are warmblooded and give live birth. They are said by Humans to look like beasts, as they have a considerable amount of fur on their bodies, which can come in a variety of earthy colors, such as [COLORS]. In terms of size, the greatest of Wrognoth easily rival a [[Slashrim#Stage3|Slashrim Zrillak]], standing considerably taller than the average Human or nearly any other species. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
&lt;br /&gt;
===Face and Body===&lt;br /&gt;
&lt;br /&gt;
Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
&lt;br /&gt;
Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
&lt;br /&gt;
===Fur and Coloration===&lt;br /&gt;
&lt;br /&gt;
Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Attributes&lt;br /&gt;
&lt;br /&gt;
Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
&lt;br /&gt;
When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
&lt;br /&gt;
Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
&lt;br /&gt;
Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
&lt;br /&gt;
Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
&lt;br /&gt;
Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
&lt;br /&gt;
Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
&lt;br /&gt;
Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
&lt;br /&gt;
Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
&lt;br /&gt;
Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
&lt;br /&gt;
Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
&lt;br /&gt;
An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
&lt;br /&gt;
While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
&lt;br /&gt;
There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
&lt;br /&gt;
The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
&lt;br /&gt;
Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=105</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=105"/>
				<updated>2024-01-25T20:17:03Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families: an extremely important element of their lives and identity. Blood bonds among Wrognoth are incredibly strong, and Wrognoth even possess unique [[Psionics]] that allow clanmates, particularly direct family, to sense and communicate with each other across vast distances; some believe this connection to be limitless. Unrelated Wrognoth possess some level of connection, but it is weak between those who do not have clan blood ties. This bond can be created among Wrognoth individuals through ritual and is considered the highest of honors: to be accepted into another clan. Elders and children are always respected in Wrognoth culture, even by enemy Wrognoth clans, who war only through honorable means. Wrognoth culture emphasizes spirituality and the afterlife; they are known to go to great lengths to recover the bodies of their fallen for proper burial. Likewise, they guard the resting places of their dead with incredible ferocity. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime; thus, seeing a lone Wrognoth is a rarity and generally a bad sign. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
&lt;br /&gt;
===Face and Body===&lt;br /&gt;
&lt;br /&gt;
Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
&lt;br /&gt;
Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
&lt;br /&gt;
===Fur and Coloration===&lt;br /&gt;
&lt;br /&gt;
Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Attributes&lt;br /&gt;
&lt;br /&gt;
Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
&lt;br /&gt;
When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
&lt;br /&gt;
Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
&lt;br /&gt;
Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
&lt;br /&gt;
Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
&lt;br /&gt;
Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
&lt;br /&gt;
Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
&lt;br /&gt;
Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
&lt;br /&gt;
Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
&lt;br /&gt;
Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
&lt;br /&gt;
Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
&lt;br /&gt;
An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
&lt;br /&gt;
While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
&lt;br /&gt;
There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
&lt;br /&gt;
The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
&lt;br /&gt;
Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
&lt;br /&gt;
It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
&lt;br /&gt;
Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
&lt;br /&gt;
Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
&lt;br /&gt;
Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
&lt;br /&gt;
Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
&lt;br /&gt;
Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
&lt;br /&gt;
Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
&lt;br /&gt;
The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
&lt;br /&gt;
The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
&lt;br /&gt;
With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
&lt;br /&gt;
There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
&lt;br /&gt;
When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
&lt;br /&gt;
Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
&lt;br /&gt;
The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
&lt;br /&gt;
Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
&lt;br /&gt;
The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=104</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=104"/>
				<updated>2024-01-25T20:07:32Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species still consider them primitive due to &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Wrognoth society is founded upon honor, loyalty, clan, and religion. Every Wrognoth belongs to a particular clan, composed of several families, and this forms the basis of their entire lives. Blood bonds among Wrognoth are stronger than anything else, and Wrognoth even possess unique [[Psionics]] that allow clanmates to sense and communicate with each other across vast distances; some even believe this connection to be limitless. Wrognoth society is based heavily upon these bonds; unrelated Wrognoth possess some level of connection, but it is weak between those who do not have clan blood ties. When a Wrognoth chooses a mate, they create this bond anew between them and with the rest of their families. Elders and children are always respected, considered extremely important, even by enemy Wrognoth clans, who war only through honorable methods. Wrognoth culture emphasizes spirituality and the afterlife; Wrognoth are known to go to great lengths to recover the bodies of their fallen to give them a proper ritual burial. Likewise, they guard the resting places of their dead with incredible ferocity, though their exact customs and beliefs surrounding death remain mysterious to outside species. Males and females play an equal role in Wrognoth society, though males naturally feel inclined to protect the females, but females are not restricted from participating in battle or certain roles in society. Wrognoth rarely do anything alone, given their unique and powerful bonds, and to be outcast from one's clan is the greatest of shames, worthy only of those who have committed an unforgivable crime. Wrognoth communicate using their own language, which sounds harsh and guttural, virtually impossible for other species to truly replicate, but they easily learn the languages of other cultures. The Wrognoths' most unique vocalization is the howl, capable of conveying an endless array of emotions to others of their kind. These intricacies are lost on Humans and other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
The Wrognoth religion remains very mysterious to Humans and nearly every other species. However, it is widely known that their religious beliefs are a foundational element of Wrognoth society, observed and celebrated every day of their lives. Wrognoth are highly spiritual, bearing their own form of psionics and possessing an incredible connection with what the Sarran call [[Afaelya]], a spiritual energy. The strength of the Wrognoths' connection to their psionics is rivaled only by the Sarran themselves, whose connection is believed to be different in nature but equally if not more powerful.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
&lt;br /&gt;
===Face and Body===&lt;br /&gt;
&lt;br /&gt;
Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
&lt;br /&gt;
Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
&lt;br /&gt;
===Fur and Coloration===&lt;br /&gt;
&lt;br /&gt;
Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Attributes&lt;br /&gt;
&lt;br /&gt;
Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
&lt;br /&gt;
When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
&lt;br /&gt;
Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
&lt;br /&gt;
Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
&lt;br /&gt;
Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
&lt;br /&gt;
Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
&lt;br /&gt;
Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
&lt;br /&gt;
Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
&lt;br /&gt;
Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
&lt;br /&gt;
Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
&lt;br /&gt;
Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
&lt;br /&gt;
An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
&lt;br /&gt;
While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
&lt;br /&gt;
There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
&lt;br /&gt;
The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
&lt;br /&gt;
Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
&lt;br /&gt;
It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
&lt;br /&gt;
Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
&lt;br /&gt;
Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
&lt;br /&gt;
Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
&lt;br /&gt;
Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
&lt;br /&gt;
Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
&lt;br /&gt;
Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
&lt;br /&gt;
The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
&lt;br /&gt;
The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
&lt;br /&gt;
With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
&lt;br /&gt;
There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
&lt;br /&gt;
When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
&lt;br /&gt;
Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
&lt;br /&gt;
The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
&lt;br /&gt;
Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
&lt;br /&gt;
The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=103</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=103"/>
				<updated>2024-01-25T18:59:19Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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&lt;div&gt;{{Species&lt;br /&gt;
|image=&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=Unknown}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are relatively few, and they are little known throughout the galaxy, as they historically choose to seclude themselves and have a disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are part of the [[High Council of Harmony]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though little is known of Wrognoth history, they were thought to always be composed of the same closely-knit clans as they are today. Their homeworld remains unknown to and unseen by Humans, as it is thought to exist in a distant corner of the stars: a part of space shrouded in strange mist that confounds the technology of ships that dare enter there. Even [[Helexith (faction)|Helexith]] does not enter this region of space, and Humans believe the Wrognoth previously bested them when they attempted to conquer their planet. The Wrognoth discovered space travel on their own, without the aid of outside species, and they command a highly advanced civilization, though some other species consider them &amp;quot;primitive&amp;quot; due to what they consider &amp;quot;shamanistic&amp;quot; practices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey or their enemies, they always face them in open combat, rarely - if ever - resorting to underhanded methods such as assassination. Elders are always to be respected, and children are considered extremely important, even by enemy clans; if one Wrognoth clan defeats another, they will adopt the children from that clan and raise them as their own. They have an extreme respect for their dead and will go to great lengths to recover the bodies of their fallen comrades in order to give them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, they are in no way restricted from participating in battle. With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
===Language===&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts. To most, it would not sound like a language at all. After interacting with other sapient beings, the Wrognoth created a more coherent form of their language, although its words can still be difficult to form, sounding very harsh and often guttural. The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save the [[Sarran]].&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
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TO EDIT&lt;br /&gt;
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==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
&lt;br /&gt;
===Face and Body===&lt;br /&gt;
&lt;br /&gt;
Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
&lt;br /&gt;
===Antlers===&lt;br /&gt;
&lt;br /&gt;
Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
&lt;br /&gt;
===Fur and Coloration===&lt;br /&gt;
&lt;br /&gt;
Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Attributes&lt;br /&gt;
&lt;br /&gt;
Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
&lt;br /&gt;
When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
&lt;br /&gt;
Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
&lt;br /&gt;
Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
&lt;br /&gt;
Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
&lt;br /&gt;
Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
&lt;br /&gt;
Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
&lt;br /&gt;
Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
&lt;br /&gt;
Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
&lt;br /&gt;
Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
&lt;br /&gt;
Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
&lt;br /&gt;
An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
&lt;br /&gt;
While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
&lt;br /&gt;
There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
&lt;br /&gt;
The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
&lt;br /&gt;
Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
&lt;br /&gt;
It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
&lt;br /&gt;
Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
&lt;br /&gt;
Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
&lt;br /&gt;
History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
&lt;br /&gt;
Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
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Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
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Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
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Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
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The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
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The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
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With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
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There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
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When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
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Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
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The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
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Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
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The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
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Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=102</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=102"/>
				<updated>2024-01-25T18:48:53Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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&lt;div&gt;{{Species&lt;br /&gt;
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|title=&amp;quot;Werewolves&amp;quot;&lt;br /&gt;
|name=Wrognoth&lt;br /&gt;
|pronunciation=ROGG-noth&lt;br /&gt;
|homeworld=}}&lt;br /&gt;
The Wrognoth are a very large, intimidating mammalian [[Natives|Native]] species, their intelligence greater than or at least easily comparable to a [[Human]]'s. Their numbers are few, and they are little known throughout the galaxy, particularly as they historically choose to seclude themselves in a distant corner of the stars, their home planet and the space around it shrouded in strange mist that confounds the technology of ships that dare enter there. The Wrognoth themselves remain relatively mysterious due to this and their disinclination to interact with other species. Regardless, though the majority of their kind are free entities, some major Wrognoth clans are a part of the [[High Council of Harmony]].&lt;br /&gt;
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==History==&lt;br /&gt;
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==Society==&lt;br /&gt;
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==Biology==&lt;br /&gt;
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==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
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===Face and Body===&lt;br /&gt;
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Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
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===Antlers===&lt;br /&gt;
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Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
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===Fur and Coloration===&lt;br /&gt;
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Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
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===History===&lt;br /&gt;
Early Wrognoth civilization was predictably simple. Wrognoth lived in fairly small, closely-knit clans on their native planet, which is currently unknown to humans, though it is thought to have been conquered and colonized by [[Helexith]]. Unlike the Slashrim, the Wrognoth resisted Helexith. In spite of the fight they gave, Helexith would have crushed the rebellion and destroyed the troublesome Wrognoth, were it not for the timely arrival of forces from the High Council of [[Harmony]]. Harmony drove back Helexith and some sympathizers even provided the Wrognoth with technology for space flight - which they had not yet invented before the arrival of Helexith - and they became allies, though not outright members, of Harmony. Since then, the Wrognoth have started to spread over other worlds, making a slow but steady comeback from Helexith's apparent determination to wipe out their species.&lt;br /&gt;
===Society===&lt;br /&gt;
Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey or their enemies, they always face them in open combat, rarely - if ever - resorting to underhanded methods such as assassination. Elders are always to be respected, and children are considered extremely important, even by enemy clans; if one Wrognoth clan defeats another, they will adopt the children from that clan and raise them as their own. They have an extreme respect for their dead and will go to great lengths to recover the bodies of their fallen comrades in order to give them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, they are in no way restricted from participating in battle. With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
===Language===&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts. To most, it would not sound like a language at all. After interacting with other sapient beings, the Wrognoth created a more coherent form of their language, although its words can still be difficult to form, sounding very harsh and often guttural. The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
In spite of their codes regarding honor and loyalty, the Wrognoth are generally an extremely close-knit people, and they do not favor outsiders. They are defensive toward others, even reclusive, and do not willingly accept most any other race into their society. Wrognoth respect free Slashrim, as they respect their strength, though the Slashrim of Helexith they see as brutes and beasts that should be destroyed. They are largely indifferent to the [[Achmer]], but they favor the Sarran and often welcome them openly, showing them immense respect. Most Wrognoth are taught that the Sarran saved their species from destruction - also, Sarran can use their psionics to better understand the Wrognoth language. [[Mahlok]] are called the mortal enemies of Wrognoth, thanks to Helexith, while Humans are largely unknown to them, though still treated with a good deal of suspicion. More often than not, the Wrognoth prefer to be left alone, and they are not afraid to tell this to those who trespass upon their territory. As they are highly territorial in nature, Wrognoth will ask only so many times before they respond to intruders with violence.&lt;br /&gt;
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The Wrognoth (WROG-noth) are tall, mammalian humanoids, who are so rarely seen that Humans do not count them among the four primary sapient Native species. They are large, with great strength, cunning, and ferocity, though many Humans assume they are unintelligent thanks to their bestial appearance. Wrognoth do not often mingle with Humans or any other Natives, due to their nature and culture.&lt;br /&gt;
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Physical Attributes&lt;br /&gt;
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Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
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When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
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Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
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Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
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Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
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Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
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Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
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Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
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Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
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Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
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Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
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Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
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An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
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While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
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There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
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The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
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Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
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It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
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Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
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Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
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History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
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Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
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Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
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Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
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Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
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The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
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The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
&lt;br /&gt;
With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
&lt;br /&gt;
There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
&lt;br /&gt;
When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
&lt;br /&gt;
Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
&lt;br /&gt;
The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
&lt;br /&gt;
Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
&lt;br /&gt;
The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
&lt;br /&gt;
Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Slashrim&amp;diff=101</id>
		<title>Slashrim</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Slashrim&amp;diff=101"/>
				<updated>2024-01-25T03:53:51Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Portrait_lashnar.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Lizard-Men&amp;quot;&lt;br /&gt;
|name=Slashrim&lt;br /&gt;
|pronunciation=SLASH-rim&lt;br /&gt;
|homeworld=Slasheth}}Slashrim are one of four primary Native species in [[Nova Refuge (galaxy)|Nova Refuge]]. They are, on average, the least intelligent of the four most populous Natives in the galaxy. [[Human|Humans]] typically dismiss Slashrim as savage monsters, while many of the other Natives consider the Slashrim to be more like Humans than any other species. Slashrim have actually integrated into Human society more than any of the other Natives, though this is largely because they are more numerous and less socially cohesive as a whole. Many Slashrim are warriors of [[Helexith (faction)|Helexith]], but Slashrim are so numerous that many independent Slashrim still roam the galaxy.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Long ago, Slashrim culture varied somewhat by tribe, as they were not a very cohesive species. From what Humans know of Slashrim, however, their culture has always been based around warfare and battle in general. Long ago, they formed small packs and large tribes, all constantly at war. Lack of unity prevented them from gaining substantial power as a civilization, nor did they achieve considerable technological advancement. Only a few independent Slashrim tribes still exist, due to being conquered by the [[Mahlok]]. Slashrim technology is always adapted from other species or borrowed from the Mahlok, for they are believed to have only reached a kind of Iron Age before the more advanced Mahlok conquered them.&lt;br /&gt;
&lt;br /&gt;
===Enslavement===&lt;br /&gt;
The early era of the planet [[Slasheth]], called &amp;quot;Age of Chaos&amp;quot; by the faction now called Helexith after the Slashrim god, ended when the Mahlok arrived and chose a single Slashrim tribe to uplift above all others. This tribe, called the Chosen of Helexith, and its Mahlok allies ruled over nearly all Slashrim, bringing them into the Mahlok civilization as enslaved and brainwashed weapons of war. When the Mahlok first came to Slasheth, they learned of one tribe's god, the sun-god [[Helexith (god)|Helexith]], and began perverting him to serve their own means when a Mahlok named [[Zuhaxellod]] proclaimed himself to be Helexith's prophet. All later leaders of the Helexith Coalition continue to take up the name Zuhaxellod, even going so far as to call themselves &amp;quot;living avatars of Helexith.&amp;quot; The Mahlok now use the Slashrim as weapons, sending them into battle as the main soldiers of their army, and using the older, larger individuals as vehicles and siege weapons.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The original religion, or religions, of the Slashrim are all but lost to time. Today, most Slashrim worship Helexith, their supreme god of all life and a combination of three other gods: Hel, god of heat; Lex, god of liquidity; and Sith, god of light. These are the three of the most intrinsically good things, according to the Slashrim, and all are properties of life. With fire as their holiest element, the Slashrim quickly turned to worshiping the Mahlok after their arrival, thanks to their ability to create fire from their skin. To the Slashrim, anything cold, hard, and dark is evil; weapons are evil, as they are cold and hard and dead, and they take life. But the Mahlok prophets demand that the Slashrim subjucate other worlds into Helexith's dominion, so they must make use of the evil weapons to bring about greater &amp;quot;good.&amp;quot; War and the taking of life is holy in Slashrim eyes: burning villages and bodies feeds the hungry god Helexith, furthering his noble goal. According to their religion, the universe will end in fire - all worlds will burn and become one with Helexith.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Slashrim are considered incredibly savage by nearly every other sapient species. As a whole, Slashrim do not seem to value another individual's life at all. They see living things as competition, respecting only those with strength. Cannibalism and the eating of other sapient species is common among many but not all Slashrim. Nearly all Slashrim now speak Mahlok, with only a few simple words from their own proto-languages - which were extremely simple in nature - still in use. Other elements of their society are suitably practical: their art is never simply for decoration. It always serves a purpose, especially a religious one. Some Slashrim decorate their armor and weapons with crude cargins and drawings meant to make them look more fearsome or powerful or to appease their gods, a purpose they consider very important. However, no &amp;quot;art for art's sake&amp;quot; exists among their species.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Among the largest of the Natives in Nova Refuge, the Slashrim are perhaps most known for their &amp;quot;unstable&amp;quot; biology and constant growth. Slashrim range in size from smaller than Humans to much larger, even to almost the size of a young dragon, depending upon their age. All Slashrim have horns and sometimes spikes emerging from various parts of their body, as well as claws and sharp, predatory teeth. They have five-fingered hands, with tree fingers in the center and an opposable thumb on either side. Slashrim have thick, leathery skin like a hide that actually has no scales, contrary to their nickname of &amp;quot;lizardmen.&amp;quot; Their skin is tough enough to deflect some small arms fire, but it is very susceptible to heat, such as Mahlok flame and laser or [[Blazer Technology|blazer]] tech. Slashrim vary in color from dark and often ruddy shades of tan, red, brown, green, and black, with blue Slashrim not yet observed; their skin sometimes has simple patterns, such as stripes on their backs. Their eyes are generally green, yellow, or red.&lt;br /&gt;
&lt;br /&gt;
===Mutations===&lt;br /&gt;
Thanks to their strange and unstable biology, Slashrim are susceptible to strange mutations. Horn positions and colorations seem to be practically random, and some Slashrim are born with other anomalies, such as multiple heads, more limbs than normal, or extra fingers or toes. The Mahlok occasionally breed mutants together in an attempt to create more powerful warriors, with some having mutations as strange as venemous saliva.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
Male and female Slashrim, to the naked eye, appear exactly the same, since they lack mammary glands, their genitals are well-concealed, and they seldom care for their young in any personal way. Likewise, they are treated exactly the same in Slashrim society, though Slashrim themselves can easily tell male and female apart by pheromones. Slashrim breed rapidly and in large numbers, laying dozens of eggs at once. They have no marriage system nor loyalty to their spouse, and Slashrim do not have any kind of family system or endearment to their children; all Slashrim young are used for menial labor and must raise and fend for themselves. &lt;br /&gt;
&lt;br /&gt;
===Growth Stages===&lt;br /&gt;
Slashrim never stop growing at any point in their lifespan, capable of reaching immense sizes if they manage to survive to an old enough age. The lifespan of a Slashrim is generally broken down in to six distinct stages. Although intermediary stages exist and they are not always that easily defined, a Slashrim is generally grouped into the closest possible stage, as each stage of life has a particular social standing in Slashrim society. This section will include the names of each stage in both the [[Mahlo-Slashrim]] language and the usual Human slang.&lt;br /&gt;
&lt;br /&gt;
[[File:Natives_slashrim_s1.jpg|thumb]]&lt;br /&gt;
====Stage 1====&lt;br /&gt;
''Mahlo-Slashrim term:'' Yillik&lt;br /&gt;
&lt;br /&gt;
'''Human slang:'' &amp;quot;Goblin&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Age: ''From birth to 6-12 TSCs&lt;br /&gt;
&lt;br /&gt;
'''Height:'' About 1 meter&lt;br /&gt;
&lt;br /&gt;
'''Caste: ''Worker Caste&lt;br /&gt;
&lt;br /&gt;
The first stage of Slashrim development begins immediately after emergence from the egg. Yillik are relatively small and have no horns or tails. Since Slashrim breed in large numbers, Yillik are the most numerous of all stages in Slashrim society and are used as slaves and workers by the larger Slashrim. Generally, they do not serve as soldiers until they grow larger, but they are still remarkably capable in battle; they are fast, vicious, and difficult to control while still being intelligent enough to understand simple machines and construct buildings. At this stage, a Slashrim must be clever, strong, and tough to survive. Slashrim generally remain in this stage for about five Earth-years.&lt;br /&gt;
&lt;br /&gt;
[[File:Natives_slashrim_s2.jpg|thumb]]&lt;br /&gt;
====Stage 2====&lt;br /&gt;
''Mahlo-Slashrim term:'' Grommuk&lt;br /&gt;
&lt;br /&gt;
''Human slang:'' &amp;quot;Orc&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Age:'' From 6-12 to 20-25 TSCs&lt;br /&gt;
&lt;br /&gt;
''Height: ''About 2 m&lt;br /&gt;
&lt;br /&gt;
''Caste:'' Soldier Caste&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Grommuk&amp;quot; stage begins when the Slashrim grow their first horns and begin developing larger muscles, as well as a stub of a tail. Most Grommuk are about the size of the average Human and are used as the primary soldiers of a Slashrim army due to their large numbers and ability to use the armor and weapons of enemy species with relative ease. Although oddly-shaped, even their legs can be contorted to fit the armor of most other species, as well as their vehicles. A Grommuk's intelligence has not increased significantly, but they can operate complex machinery, even if they likely do not understand how it works. Most Slashrim remain in this stage for around twenty years, if they survive to grow beyond it. Due to its relatively low intelligence and use in front-line warfare, the second stage of a Slashrim's life has the highest death rate.&lt;br /&gt;
&lt;br /&gt;
[[File:Natives_slashrim_s3.jpg|thumb|210px]]&lt;br /&gt;
====Stage 3====&lt;br /&gt;
''Mahlo-Slashrim term:'' Zrillak&lt;br /&gt;
&lt;br /&gt;
''Human term:'' &amp;quot;Lizardman&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Age: ''From 20-25 to 60-70 TSCs&lt;br /&gt;
&lt;br /&gt;
''Height:'' 2.5 m or more, when standing erect&lt;br /&gt;
&lt;br /&gt;
''Caste: ''Leader Caste&lt;br /&gt;
&lt;br /&gt;
Often considered the &amp;quot;adult&amp;quot; stage of Slashrim development, the Zrillak stage begins around age twenty or twenty-five, when the Slashrim grows a short tail, longer horns, and an elongated snout. This is also the primary breeding stage, when Slashrim begin to mate and the females give birth. Zrillak are the most intelligent of all Slashrim growth stages and thus are considered the highest socially, operating as commanders of Slashrim armies. Regardless, Slashrim of this stage remain just as vicious and warlike as ever, so many of them do not live long enough to grow out of this stage despite their great size and capability.&lt;br /&gt;
&lt;br /&gt;
[[File:Natives_slashrim_s4.jpg|thumb|210px]]&lt;br /&gt;
====Stage 4====&lt;br /&gt;
''Mahlo-Slashrim term:'' Buyok&lt;br /&gt;
&lt;br /&gt;
''Human term:'' &amp;quot;Troll&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Age:'' From 60-70 to 80-100 TSCs&lt;br /&gt;
&lt;br /&gt;
''Height:'' 3 m or more&lt;br /&gt;
&lt;br /&gt;
''Caste:'' Machine Caste&lt;br /&gt;
&lt;br /&gt;
If a Slashrim lives long enough to enter the Buyok stage, which is rare in itself, the Slashrim's mind begins to slowly become weaker again until it starts reverting back to the intelligence level of a Grommuk (stage 2). With the decreased intelligence comes a wider jaw, making the snout &amp;quot;shrink&amp;quot; comparatively, as well as an even greater height, heavier muscle mass, and a sluggish gait. Some Buyok can be seen moving more like an ape, using their knuckles to aid them in moving their muscular bulk, though this is not a preferred method of travel. Buyok are still intelligent enough to use their hands and operate tools, guns, and machinery. Being less intelligent at this point, they also garner less respect than a Zrillak in Slashrim society, and Buyok are usually used as living siege engines and heavy lifters, often serving a role in Slashrim society that Humans generally fill with machines. Buyok are often used as enforcers by the Zrillak, keeping the Grommuk soldiers in line.&lt;br /&gt;
&lt;br /&gt;
[[File:Natives_slashrim_s5.jpg|thumb|210px]]&lt;br /&gt;
====Stage 5====&lt;br /&gt;
''Mahlo-Slashrim term: ''Wogrok&lt;br /&gt;
&lt;br /&gt;
''Human term:'' &amp;quot;Ogre&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Age:'' From 80-100 to circa 150 TSCs&lt;br /&gt;
&lt;br /&gt;
''Height:'' Up to around 8 m when standing, but usually walk on all fours (around 4-5 meters tall)&lt;br /&gt;
&lt;br /&gt;
''Caste:'' Vehicle Caste&lt;br /&gt;
&lt;br /&gt;
The fifth stage of Slashrim growth begins as the Slashrim becomes practically an animal: their intelligence is just enough for the Slashrim to understand basic orders in their language. Their size becomes so great they find it impossible to stand erect for an extended period of time, always walking on all fours. The Wogrok are often used as mounts by the Zrillak, who ride them into battle; often, some horns must be sawed off the Wogrok before a saddle can be strapped onto them. The only respect offered to a Wogrok is that only great leaders are allowed to ride them, in respect for the fact that the Wogrok was once a great leader, as well. Extremely few Slashrim ever grow to a Wogrok stage.&lt;br /&gt;
&lt;br /&gt;
[[File:Natives_slashrim_s6.jpg|thumb|400px]]&lt;br /&gt;
====Stage 6====&lt;br /&gt;
''Mahlo-Slashrim term:'' Sovalok&lt;br /&gt;
&lt;br /&gt;
''Human term:'' &amp;quot;Pseudodragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''Age:'' From circa 150 to more than 200 TSCs&lt;br /&gt;
&lt;br /&gt;
''Height:'' Around 6 or more meters&lt;br /&gt;
&lt;br /&gt;
''Length:'' Up to around 20 meters&lt;br /&gt;
&lt;br /&gt;
''Caste:'' &amp;quot;Great One&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All but legendary among the Slashrim is the final growth stage, the Sovalok. Humans refer to this stage as the false dragon or pseudodragon. Sovalok may reach incredible sizes, but they do not have the intelligence of a dragon. At this point, the Slashrim's mind has all but faded entirely, making them little more than giant, destructive animals. They do not understand language, only orders reinforced by pain. They are still occasionally used by Zrillak as mounts, who will saw off their horns and ride in howdahs on their backs. An armed and armored Sovalok is a match even for the highest-grade millitary walkers. However, as the Sovalok continues to age, it will become gradually harder to control, until the Slashrim are forced to release it into a reserve. Even the saveage Slashrim will not permit an elder so powerful and revered to be &amp;quot;put down&amp;quot; like a beast. Eventually, the Slashrim's mind fades away entirely, and the individual passes away. This generally occurs when a Slashrim reaches an age of 200 years or more.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=100</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=100"/>
				<updated>2023-04-23T23:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on her lengthy mission to explore deep and uncharted space with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed and is entirely unique.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey''. The ship herself was fully functional and extremely impressive, sparing no expense, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
The crew of ''The Odyssey'' as she began her first mission consisted of only about a hundred crewmen, counting both military and civilian personnel, underusing the ship's massive capacity and even far below the originally intended minimal crew. Among those hundred are the following, some of the most important figures and heads of the ship...&lt;br /&gt;
* [[Valerie Chase|Captain Valerie Chase]] - Ship captain and ultimate commanding officer&lt;br /&gt;
* [[Alexander Cutter|Commander Alexander Cutter]] - First officer and head of ship security&lt;br /&gt;
* [[Andrea Winters|Lieutenant Andrea Winters]] - Head communications officer, diplomat, and expert in all languages spoken, written, and motioned&lt;br /&gt;
* [[Henry Darrow|Doctor Henry Darrow]] - Head scientist, in charge of nearly every branch of research on the ship; a civilian&lt;br /&gt;
* [[Oom]] - Head medical officer and chief biologist&lt;br /&gt;
* [[John Atlas|Major John Atlas]] - Head of most ground exploration missions undertaken so far; not part of the original crew&lt;br /&gt;
* [[Aaron Rivers|Lieutenant Aaron Rivers]] - John Atlas's lieutenant and right-hand man, accompanies him on all ground missions&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house many thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with her extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''[[The Song of the Stars]]'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=99</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=99"/>
				<updated>2023-04-23T23:15:53Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on her lengthy mission to explore deep and uncharted space with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed and is entirely unique.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey''. The ship herself was fully functional and extremely impressive, sparing no expense, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
The crew of ''The Odyssey'' as she began her first mission consisted of only about a hundred crewmen, counting both military and civilian personnel, underusing the ship's massive capacity and even far below the originally intended minimal crew. Among those hundred are the following, some of the most important figures and heads of the ship...&lt;br /&gt;
* yay&lt;br /&gt;
* yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house many thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with her extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''[[The Song of the Stars]]'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=98</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=98"/>
				<updated>2023-04-23T21:15:28Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on her lengthy mission to explore deep and uncharted space with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed and is entirely unique.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey''. The ship herself was fully functional and extremely impressive, sparing no expense, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with her extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=97</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=97"/>
				<updated>2023-04-23T21:12:45Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on her lengthy mission to explore deep and uncharted space with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed and is entirely unique.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money spent on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey'', the new pride of Victory. The ship herself was fully functional and ready to leave, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with her extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=96</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=96"/>
				<updated>2023-04-23T21:12:01Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on her lengthy mission with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed and is entirely unique. Currently, the ship is making her way into uncharted space to begin her mission of exploration.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money spent on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey'', the new pride of Victory. The ship herself was fully functional and ready to leave, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with her extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=95</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=95"/>
				<updated>2023-04-23T21:10:41Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on its lengthy mission with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed and entirely unique. Currently, the ship is making her way into uncharted space to begin her mission of exploration.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money spent on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey'', the new pride of Victory. The ship herself was fully functional and ready to leave, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with its extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=94</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=94"/>
				<updated>2023-04-23T21:05:59Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and even a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on its lengthy mission with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed. Currently, the ship is making her way into uncharted space to begin her mission of exploration.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
During a [[CONON]] meeting, it was once proposed that the Big Four nations of Humanity on [[Terra Nova]] band together to create a deep space exploration program, an international effort to chart the stars and new planets, to better everyone, and to expand Human knowledge and understanding of [[Nova Refuge (galaxy)|Nova Refuge]]. Funding was initiated and the first plans underway when disagreements arose regarding the concept. Gradually, each of the Big Four pulled funding and involvement in the project - except Victory, which stood firm. With tensions rising on Terra Nova and every other nation not wanting to risk spending incredible amounts of money spent on such a dangerous and altruistic endeavor, Victory poured everything they had left into the project, eventually finalizing ''The Odyssey'', the new pride of Victory. The ship herself was fully functional and ready to leave, but only a very small skeleton crew of volunteers came forward, leaving ''The Odyssey'' in capable hands but still severely understaffed when she set off on her mission.&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with its extremely minimal crew, many of these sections are not up and running at this time, but the capability exists. In addition to living space, ''The Odyssey'' also carries multiple smaller starships, including her signature [[Squire]] vessels used for scouting and planetary landings and even several [[Paladin]] class vessels, among others.&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars'' as the ship upon which all the primary characters work and reside.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Category:Starships&amp;diff=93</id>
		<title>Category:Starships</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Category:Starships&amp;diff=93"/>
				<updated>2023-04-23T20:15:29Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;Category:Technology&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=92</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=92"/>
				<updated>2023-04-23T20:15:12Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on its lengthy mission with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with its extremely minimal crew, many of these sections are not up and running at this time, but the capability exists.&lt;br /&gt;
&lt;br /&gt;
==Mission==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=91</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=91"/>
				<updated>2023-04-23T20:14:58Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on its lengthy mission with too little funding and a skeleton crew. It is the largest ship Victory or any of the [[Big Four]] have ever constructed.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Design and Capacity==&lt;br /&gt;
''The Odyssey'' is designed to comfortably house up to thousands of individuals, not all of whom must work the ship itself. Considered the first Human &amp;quot;city-ship,&amp;quot; ''The Odyssey'' has numerous sections designed to simulate ordinary life in a city. This includes, but is not limited to, the vast apartment decks that resemble housing structures, even equipped with balconies overlooking open marketplaces, lining the open and windowed center of the ship. Other decks and floors are dedicated to farming and food production, waste processing, education, military training and housing, armor and weapon production, and more. Given the current status of the ship with its extremely minimal crew, many of these sections are not up and running at this time, but the capability exists.&lt;br /&gt;
&lt;br /&gt;
==Mission==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Vehicles]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=90</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=90"/>
				<updated>2023-04-23T16:00:10Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px|The Odyssey with a Squire in the foreground.]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on its lengthy mission with too little funding and a skeleton crew.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Capacity==&lt;br /&gt;
As the largest ship Victory or any of the Big Four have ever constructed, ''The Odyssey'' is considered a deep-space city-vessel, capable of housing up to thousands of individuals &lt;br /&gt;
&lt;br /&gt;
==Mission==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Vehicles]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=89</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=89"/>
				<updated>2023-04-23T15:50:42Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Odyssey wiki.jpg|thumb|450px]]The most ambitious ship ever created by [[Humanity]], ''The Odyssey'' is a deep-space exploration city-vessel, designed to fulfill every potential purpose required to house a military crew, a civilian crew, and a civilian population in a self-sustained environment. The ship, a vessel of [[Victory]], recently departed on its lengthy mission with too little funding and a skeleton crew.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Crew==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Capacity==&lt;br /&gt;
As the largest ship Victory or any of the Big Four have ever constructed, ''The Odyssey'' is considered a deep-space city-vessel, capable of housing up to thousands of individuals &lt;br /&gt;
&lt;br /&gt;
==Mission==&lt;br /&gt;
yay&lt;br /&gt;
&lt;br /&gt;
==Appearances==&lt;br /&gt;
''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Technology]][[Category:Starships]][[Category:Vehicles]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=88</id>
		<title>The Odyssey</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=The_Odyssey&amp;diff=88"/>
				<updated>2023-04-23T15:12:30Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;450px yay  ==History== yay  ==Crew== yay  ==Mission== yay  ==Appearances== ''The Odyssey'' will be featured very prominently in the upcoming se...&amp;quot;&lt;/p&gt;
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==History==&lt;br /&gt;
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''The Odyssey'' will be featured very prominently in the upcoming series ''The Song of the Stars''.&lt;br /&gt;
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[[Category:Technology]][[Category:Starships]][[Category:Vehicles]][[Category:Victorian Fleet]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=87</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=87"/>
				<updated>2023-04-23T03:17:55Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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==History==&lt;br /&gt;
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==Society==&lt;br /&gt;
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==Biology==&lt;br /&gt;
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The Wrognoth (WROG-noth) are a very large and intimidating [[Natives|Native]] species, whose numbers are currently so few that they are not counted among the four main sapient Natives. A mammalian species of hulking, bestial humanoids, the Wrognoth are often considered almost as savage as the [[Slashrim]] - to which they are often compared for many reasons, particularly their size, strength, and ferocity - though a look at their culture reveals that this is far from true. Also, although often considered unintelligent due to their appearance, Wrognoth intelligence is easily comparable to a Human's. Wrognoth are rarely seen in [[Humans|Human]] or any other society, and their species remains shrouded largely in mystery.&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
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===Face and Body===&lt;br /&gt;
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Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
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===Antlers===&lt;br /&gt;
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Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
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===Fur and Coloration===&lt;br /&gt;
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Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
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===History===&lt;br /&gt;
Early Wrognoth civilization was predictably simple. Wrognoth lived in fairly small, closely-knit clans on their native planet, which is currently unknown to humans, though it is thought to have been conquered and colonized by [[Helexith]]. Unlike the Slashrim, the Wrognoth resisted Helexith. In spite of the fight they gave, Helexith would have crushed the rebellion and destroyed the troublesome Wrognoth, were it not for the timely arrival of forces from the High Council of [[Harmony]]. Harmony drove back Helexith and some sympathizers even provided the Wrognoth with technology for space flight - which they had not yet invented before the arrival of Helexith - and they became allies, though not outright members, of Harmony. Since then, the Wrognoth have started to spread over other worlds, making a slow but steady comeback from Helexith's apparent determination to wipe out their species.&lt;br /&gt;
===Society===&lt;br /&gt;
Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey or their enemies, they always face them in open combat, rarely - if ever - resorting to underhanded methods such as assassination. Elders are always to be respected, and children are considered extremely important, even by enemy clans; if one Wrognoth clan defeats another, they will adopt the children from that clan and raise them as their own. They have an extreme respect for their dead and will go to great lengths to recover the bodies of their fallen comrades in order to give them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, they are in no way restricted from participating in battle. With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
===Language===&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts. To most, it would not sound like a language at all. After interacting with other sapient beings, the Wrognoth created a more coherent form of their language, although its words can still be difficult to form, sounding very harsh and often guttural. The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
In spite of their codes regarding honor and loyalty, the Wrognoth are generally an extremely close-knit people, and they do not favor outsiders. They are defensive toward others, even reclusive, and do not willingly accept most any other race into their society. Wrognoth respect free Slashrim, as they respect their strength, though the Slashrim of Helexith they see as brutes and beasts that should be destroyed. They are largely indifferent to the [[Achmer]], but they favor the Sarran and often welcome them openly, showing them immense respect. Most Wrognoth are taught that the Sarran saved their species from destruction - also, Sarran can use their psionics to better understand the Wrognoth language. [[Mahlok]] are called the mortal enemies of Wrognoth, thanks to Helexith, while Humans are largely unknown to them, though still treated with a good deal of suspicion. More often than not, the Wrognoth prefer to be left alone, and they are not afraid to tell this to those who trespass upon their territory. As they are highly territorial in nature, Wrognoth will ask only so many times before they respond to intruders with violence.&lt;br /&gt;
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The Wrognoth (WROG-noth) are tall, mammalian humanoids, who are so rarely seen that Humans do not count them among the four primary sapient Native species. They are large, with great strength, cunning, and ferocity, though many Humans assume they are unintelligent thanks to their bestial appearance. Wrognoth do not often mingle with Humans or any other Natives, due to their nature and culture.&lt;br /&gt;
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Physical Attributes&lt;br /&gt;
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Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
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When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
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Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
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Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
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Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
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Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
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Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
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Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
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Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
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Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
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Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
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Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
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An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
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While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
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There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
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The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
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Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
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It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
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Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
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Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
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History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
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Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
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Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
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Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
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Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
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The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
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The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
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With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
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There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
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When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
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Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
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The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
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Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
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The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
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Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=86</id>
		<title>Gorr</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=86"/>
				<updated>2023-04-23T03:17:36Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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&lt;div&gt;The Gorr are a lesser-known species of the Natives of [[Nova Refuge (galaxy)|Nova Refuge]], their civilization underdeveloped and their species now nearly extinct. They were almost entirely wiped out by [[Helexith (faction)|Helexith]] in relatively recent history, but some small groups of them still thrive in hidden corners of the galaxy, living peacefully and pastorally, taking no part in the greater affairs of the universe.&lt;br /&gt;
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==History==&lt;br /&gt;
Gorr history is short and tragic. Existing peacefully for no one knows how long, the Gorr were discovered by Helexith and conquered. The [[Mahlok]], however, declared them weak, useless, and primitive; their slow movements, lack of technological advancement, and refusal to be ruled resulted in Helexith choosing to wipe them out instead of use them. [[Council of Harmony|The Council of Harmony]], however, managed to step in and save the Gorr from total genocide, whisking away small groups of Gorr and spreading them across far away and undisclosed planets to live out their lives in peace. Small Gorr settlements remain on these planets, and they have never left the planets since.&lt;br /&gt;
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==Society==&lt;br /&gt;
Gorr society is seemingly simple to those who do not understand their pheromones and incredibly subtle displays of emotion. They put no stock in doing things quickly, nor do they have any interest in technological advancement, electricity and industry, or any technology beyond their very simple, tribal lifestyle. They speak as slowly as they move, often to the frustration of any species attempting to interact with them. The Gorr favor art and beautiful things over all others, though their sense of beauty looks very naturalistic: the create pottery painted with nature scenes, woven baskets, and intricately-carved furniture. They create no weapons and no vehicles other than simple hand-carts. On the rare occasion that Gorr tribes misunderstand each other enough to end in violence, they fight only with their natural weapons - a brutal and bloody confrontation. However, Gorr by nature avoid any and all violence as much as possible, so any Gorr battling another is incredibly rare. Since they move so slowly, to a [[Humans|Human]], they seem to achieve almost nothing in a single day. Gorr live in small villages of thatched huts in a tightly-knit community, the elders and parents passing along knowledge of their various vocations - farming, pottery, weaving, and others - to their children.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Gorr are immense, towering over Humans and rivaling even the tallest of other Natives. They are very lanky, with long, skinny limbs and bodies absolutey covered in thick, shaggy fur ranging in coloration from white to brown to grey and occasionally black. Their fur is so thick it is all but impossible to make out many details of their form, including their faces, which are entirely enshrouded except their beady, black eyes. Both sexes of Gorr have long, twisted horns sprouting from their skulls, and instead of fingers, Gorr only have incredibly long, pointed claws with which they can manipulate their simple tools and mechanisms. They have thick cloven hooves for feet. Males and females are discernible only by the females having mammary glands, and even those are difficult to see through the fur. All Gorr are entirely herbivorous with flat teeth, not even possessing teeth as sharp as the canines on a Human. Whether part of their culture or their biology, or some combination thereof, Gorr are almost never seen moving quickly, their movements seeming almost in slow motion to other species. The gangling appearance of the Gorr's limbs should not be mistaken for weakness, however: a healthy adult Gorr can rival even a Slashrim Zrillak in strength and can move with incredible speed when charging or when properly motivated.&lt;br /&gt;
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[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=85</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=85"/>
				<updated>2023-04-23T03:06:04Z</updated>
		
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==History==&lt;br /&gt;
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==Society==&lt;br /&gt;
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==Biology==&lt;br /&gt;
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The Wrognoth (WROG-noth) are a very large and intimidating [[Natives|Native]] species, whose numbers are currently so few that they are not counted among the four main sapient Natives. A mammalian species of hulking, bestial humanoids, the Wrognoth are often considered almost as savage as the [[Slashrim]] - to which they are often compared for many reasons, particularly their size, strength, and ferocity - though a look at their culture reveals that this is far from true. Also, although often considered unintelligent due to their appearance, Wrognoth intelligence is easily comparable to a Human's. Wrognoth are rarely seen in [[Humans|Human]] or any other society, and their species remains shrouded largely in mystery.&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
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===Face and Body===&lt;br /&gt;
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Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
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===Antlers===&lt;br /&gt;
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Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
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===Fur and Coloration===&lt;br /&gt;
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Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
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===History===&lt;br /&gt;
Early Wrognoth civilization was predictably simple. Wrognoth lived in fairly small, closely-knit clans on their native planet, which is currently unknown to humans, though it is thought to have been conquered and colonized by [[Helexith]]. Unlike the Slashrim, the Wrognoth resisted Helexith. In spite of the fight they gave, Helexith would have crushed the rebellion and destroyed the troublesome Wrognoth, were it not for the timely arrival of forces from the High Council of [[Harmony]]. Harmony drove back Helexith and some sympathizers even provided the Wrognoth with technology for space flight - which they had not yet invented before the arrival of Helexith - and they became allies, though not outright members, of Harmony. Since then, the Wrognoth have started to spread over other worlds, making a slow but steady comeback from Helexith's apparent determination to wipe out their species.&lt;br /&gt;
===Society===&lt;br /&gt;
Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey or their enemies, they always face them in open combat, rarely - if ever - resorting to underhanded methods such as assassination. Elders are always to be respected, and children are considered extremely important, even by enemy clans; if one Wrognoth clan defeats another, they will adopt the children from that clan and raise them as their own. They have an extreme respect for their dead and will go to great lengths to recover the bodies of their fallen comrades in order to give them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, they are in no way restricted from participating in battle. With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
===Language===&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts. To most, it would not sound like a language at all. After interacting with other sapient beings, the Wrognoth created a more coherent form of their language, although its words can still be difficult to form, sounding very harsh and often guttural. The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
In spite of their codes regarding honor and loyalty, the Wrognoth are generally an extremely close-knit people, and they do not favor outsiders. They are defensive toward others, even reclusive, and do not willingly accept most any other race into their society. Wrognoth respect free Slashrim, as they respect their strength, though the Slashrim of Helexith they see as brutes and beasts that should be destroyed. They are largely indifferent to the [[Achmer]], but they favor the Sarran and often welcome them openly, showing them immense respect. Most Wrognoth are taught that the Sarran saved their species from destruction - also, Sarran can use their psionics to better understand the Wrognoth language. [[Mahlok]] are called the mortal enemies of Wrognoth, thanks to Helexith, while Humans are largely unknown to them, though still treated with a good deal of suspicion. More often than not, the Wrognoth prefer to be left alone, and they are not afraid to tell this to those who trespass upon their territory. As they are highly territorial in nature, Wrognoth will ask only so many times before they respond to intruders with violence.&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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The Wrognoth (WROG-noth) are tall, mammalian humanoids, who are so rarely seen that Humans do not count them among the four primary sapient Native species. They are large, with great strength, cunning, and ferocity, though many Humans assume they are unintelligent thanks to their bestial appearance. Wrognoth do not often mingle with Humans or any other Natives, due to their nature and culture.&lt;br /&gt;
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Physical Attributes&lt;br /&gt;
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Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
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When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
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Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
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Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
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Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
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Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
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Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
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Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
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Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
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Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
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Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
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Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
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An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
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While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
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There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
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The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
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Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
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It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
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Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
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Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
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History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
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Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
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Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
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Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
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Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
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The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
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The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
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With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
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There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
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When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
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Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
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The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
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Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
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The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
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Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

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==History==&lt;br /&gt;
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==Society==&lt;br /&gt;
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==Biology==&lt;br /&gt;
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The Wrognoth (WROG-noth) are a very large and intimidating [[Natives|Native]] species, whose numbers are currently so few that they are not counted among the four main sapient Natives. A mammalian species of hulking, bestial humanoids, the Wrognoth are often considered almost as savage as the [[Slashrim]] - to which they are often compared for many reasons, particularly their size, strength, and ferocity - though a look at their culture reveals that this is far from true. Also, although often considered unintelligent due to their appearance, Wrognoth intelligence is easily comparable to a Human's. Wrognoth are rarely seen in [[Humans|Human]] or any other society, and their species remains shrouded largely in mystery.&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
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===Face and Body===&lt;br /&gt;
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Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
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===Antlers===&lt;br /&gt;
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Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
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===Fur and Coloration===&lt;br /&gt;
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Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
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===History===&lt;br /&gt;
Early Wrognoth civilization was predictably simple. Wrognoth lived in fairly small, closely-knit clans on their native planet, which is currently unknown to humans, though it is thought to have been conquered and colonized by [[Helexith]]. Unlike the Slashrim, the Wrognoth resisted Helexith. In spite of the fight they gave, Helexith would have crushed the rebellion and destroyed the troublesome Wrognoth, were it not for the timely arrival of forces from the High Council of [[Harmony]]. Harmony drove back Helexith and some sympathizers even provided the Wrognoth with technology for space flight - which they had not yet invented before the arrival of Helexith - and they became allies, though not outright members, of Harmony. Since then, the Wrognoth have started to spread over other worlds, making a slow but steady comeback from Helexith's apparent determination to wipe out their species.&lt;br /&gt;
===Society===&lt;br /&gt;
Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey or their enemies, they always face them in open combat, rarely - if ever - resorting to underhanded methods such as assassination. Elders are always to be respected, and children are considered extremely important, even by enemy clans; if one Wrognoth clan defeats another, they will adopt the children from that clan and raise them as their own. They have an extreme respect for their dead and will go to great lengths to recover the bodies of their fallen comrades in order to give them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, they are in no way restricted from participating in battle. With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
===Language===&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts. To most, it would not sound like a language at all. After interacting with other sapient beings, the Wrognoth created a more coherent form of their language, although its words can still be difficult to form, sounding very harsh and often guttural. The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
In spite of their codes regarding honor and loyalty, the Wrognoth are generally an extremely close-knit people, and they do not favor outsiders. They are defensive toward others, even reclusive, and do not willingly accept most any other race into their society. Wrognoth respect free Slashrim, as they respect their strength, though the Slashrim of Helexith they see as brutes and beasts that should be destroyed. They are largely indifferent to the [[Achmer]], but they favor the Sarran and often welcome them openly, showing them immense respect. Most Wrognoth are taught that the Sarran saved their species from destruction - also, Sarran can use their psionics to better understand the Wrognoth language. [[Mahlok]] are called the mortal enemies of Wrognoth, thanks to Helexith, while Humans are largely unknown to them, though still treated with a good deal of suspicion. More often than not, the Wrognoth prefer to be left alone, and they are not afraid to tell this to those who trespass upon their territory. As they are highly territorial in nature, Wrognoth will ask only so many times before they respond to intruders with violence.&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
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The Wrognoth (WROG-noth) are tall, mammalian humanoids, who are so rarely seen that Humans do not count them among the four primary sapient Native species. They are large, with great strength, cunning, and ferocity, though many Humans assume they are unintelligent thanks to their bestial appearance. Wrognoth do not often mingle with Humans or any other Natives, due to their nature and culture.&lt;br /&gt;
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Physical Attributes&lt;br /&gt;
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Face and Body&lt;br /&gt;
Wrognoth vary greatly in size, standing around three meters tall on average, though they may be shorter or taller. Their posture is generally erect and proud, which further lends to their incredible height, and their builds can vary as wildly as a Human's.&lt;br /&gt;
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When initially confronted by the Wrognoth, Humans associated them with werewolves from old Earth legends, for the Wrognoth have the head, legs, tail, and fur of a wolf. Some Wrognoth have very large canine teeth - either upper, lower, or both - that are too sizable to be enclosed by their lips, leaving the great fangs jutting from the top and bottom of their muzzle; this seems to be a genetic trait that varies according to individual.&lt;br /&gt;
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Wrognoth have legs like an animal, and their hind feet are large paws like a canine's, though they bear retractable claws that they seem capable of baring and sheathing even more easily than the flexing claws of Earth's felines. Their hands are humanoid, with the insides of their fingers and their palms covered by thick paw pads, and their fingers have the same retractable claws as their feet. Finally, all Wrognoth have a long wolf-like tail.&lt;br /&gt;
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Antlers&lt;br /&gt;
Both male and female Wrognoth grow antlers, and these antlers vary wildly in size and shape. The antlers are only grown relatively briefly, during the Wrognoth mating season in the two or three months of winter - or what would ordinarily be the months of winter on their original homeworld, regardless of the Wrognoth's location - and shed thereafter, to be regrown each mating season every year.&lt;br /&gt;
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Some Wrognoth saw off their antlers, especially those in the military who do not want them potentially getting in the way. Others, however, wear their antlers as a kind of symbol, regardless of their vocation - some warriors even tie their antlers in particular patterns to control their shape and growth, carrying them into battle as a badge of pride.&lt;br /&gt;
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Fur and Coloration&lt;br /&gt;
Being mammals, Wrognoth are covered in thick fur that comes in a variety of colors. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various combinations thereof. A blue-grey hue has even been observed in some Wrognoth, and some explorers have claimed they've seen Wrognoth with greenish fur dwelling in thick jungles. Stranger colors may exist, but given how Wrognoth tend to not mingle with foreign societies in general, these wilder colorations may only be myths. Underneath their fur, all Wrognoth have grey skin.&lt;br /&gt;
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Eyes&lt;br /&gt;
The eyes of a Wrognoth are extremely brightly colored and come in countless varieties, including - but not necessarily limited to - green, red, blue, yellow, orange, and even purple and grey-white.&lt;br /&gt;
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Biology&lt;br /&gt;
As mammals, Wrognoth have a biology relatively familiar to Humans, at least compared to some other Natives. However, they still have various strange, outstanding features that set them apart.&lt;br /&gt;
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Physical Capability&lt;br /&gt;
Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to &amp;quot;sense&amp;quot; fear and other emotions, and they can see even in extremely low light, leading Humans to say they can see in the dark. They are capable of running on all fours at high speeds for extended periods of time. The Wrognoth are well known for their endurance, and they are hardy against both injury and disease.&lt;br /&gt;
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Reproduction&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one or two children; Wrognoth have more than one child more often than do Humans, though identical twins remain rare.&lt;br /&gt;
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Although they give live birth, the Wrognoth have a very strange attribute to aid in the rearing of their young: every Wrognoth - male and female - has an inner pouch in their abdomen. While Humans compare this to the pouches of marsupials, and they are indeed similar, they are not used for holding undeveloped young, nor are they the same as pregnancy. The Wrognoth access this pouch via their throat, and the Wrognoth have developed a unique biology to let them swallow remarkably oversized objects. It is not uncommon for a Wrognoth to &amp;quot;swallow&amp;quot; one or more pups to allow them to sleep the pouch. Such a trait has aided the Wrognoth in relocating and protecting their young since before the Wrognoth began to build cities, and, some speculate, before they fully evolved. Although the pouch is often considered unnecessary in modern Wrognoth society, many Wrognoth still make use of it, particularly if a pack must flee when a city is raided by a rival. Seeing a Wrognoth swallow their pups into the pouch has led to Humans claiming that Wrognoth eat their young, which is far from the truth. A Wrognoth's pouch can expand to incredible sizes to hold their pups, and it provides a constant supply of air.&lt;br /&gt;
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Although pups are raised communally by all members of the pack, they know who their parents are. Wrognoth couples usually mate for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their instincts. A Wrognoth betraying his or her mate is considered one of the very highest of offenses. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
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An important aspect of Wrognoth reproduction is their mating season. Once every ten years, during the winter mating season during which they grow their antlers, Wrognoth of both genders will feel an extreme drive to take a mate for life: far more extreme than the comparatively mild increased urges of a normal mating season. This is not a purely sexual drive, despite Human categorization, as neither male nor female Wrognoth take a mate lightly; their mating urges by no means lead them to commit violent sexual acts. Despite these primal instincts, the Wrognoth choose meaningful life partners. It is in the Wrognoth instinct to mate for life, not solely their culture.&lt;br /&gt;
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While some can overcome this instinctual drive, and some Wrognoth have even developed drugs to aid in fighting the compulsion, it is an extremely powerful urge that most Wrognoth cannot ignore. If they continue to deny it for too long, it can lead to violent mood swings and unpredictable or uncharacteristic behavior, as it is said that Wrognoth can lose themselves to their drive. Some tales speak of Wrognoth going irreversibly insane if they go too long in mating season without a mate.&lt;br /&gt;
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There are, however, other ways to overcome the urges. Military Wrognoth choose to lose themselves in a berserk rage for a time, after which their mating season drive is spent; this is called the Time of Madness, during which some Wrognoth will run feral on their home planets, behaving as violent animals and killing non-Wrognoth creatures.&lt;br /&gt;
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The mating season of the Wrognoth is little spoken of, even among Wrognoth themselves; it is understood to be a part of their existence, but they prefer not to talk about it openly.&lt;br /&gt;
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Livelihood&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats: including, in the case of some Wrognoth, Humans. Wrognoth are not entirely carnivorous, however, as they also occasionally eat fruits and vegetables.&lt;br /&gt;
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It should be noted that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even insane Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
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Lifespan&lt;br /&gt;
Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.&lt;br /&gt;
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Culture&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.&lt;br /&gt;
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History&lt;br /&gt;
Early Wrognoth civilization consisted of fairly small, closely-knit packs. Although Wrognoth still live in packs - and many have the same structure and similar sizes to the very first Wrognoth packs to ever exist - earlier Wrognoth civilizations were much simpler, with primitive tools and living conditions. In truth, the Wrognoth society in itself has changed little over time, save for advancements in technology.&lt;br /&gt;
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Society&lt;br /&gt;
As mentioned, Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey, they always choose to face their enemies in open combat, rarely - if ever - resorting to underhanded methods such as assassination.&lt;br /&gt;
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Wrognoth packs have become much larger than they once were, with packs becoming the size of nations instead of individual settlements. Each pack, however, is still ruled by two individuals: the Alpha male and female. Ultimately, any decisions rest solely with them. The Alphas, however, are advised by a council of Elders, the oldest and wisest members of the pack. While they do not explicitly have to listen to the Elders, as they always make the final decision, the Elders aid in moderating the Alphas and providing more voice for the people. Only the Elders have the ability to deem one or more Alphas unfit and strip them of their power.&lt;br /&gt;
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Alphas are chosen through a variety of ways; each pack tends to have its own methods of choosing the Alphas, depending on the nature of their government. In some packs, it is chosen simply by tests of strength. In others, it is chosen through duels, though rarely to the death. Some packs vote upon the next Alphas, while involving multiple tests of strength and character along the way. For not only do the Alphas lead the Wrognoth in government: the Alphas must also be strong and capable enough to lead their armies into battle. Some societies also vote on individual Alpha males and Alpha females, resulting in a sort of arranged marriage; others, however, vote for either the male or female first and then let their chosen Alpha choose his or her mate. It is not uncommon for Alphas to already be mates when they prove themselves to take the Alpha position, however.&lt;br /&gt;
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Several more rules exist in common Wrognoth society: elders are always to be respected, and children are considered extremely important - including the pups of enemy packs. If one clan of Wrognoth defeats another, although Wrognoth always spare whoever they can and generally do not fight to the death, they will adopt the children from that pack and raise them as their own. War orphans are never left to die, regardless of their previous allegiance. Likewise, to kill a pregnant Wrognoth or any Wrognoth carrying pups is a great crime, no matter whose side they were on. Wrognoth pack wars, however, have become surprisingly uncommon.&lt;br /&gt;
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The Wrognoth have a particular custom when it comes to reproduction, however, which is connected to their culture favoring only the strong: weaker females, and any females in poor health, are not legally allowed to breed, even if they have chosen a mate. Only the strongest, healthiest females - including the Alpha female - have pups, and they have them in relatively limited quantity. This has been a custom since the earliest Wrognoth culture, in order to make sure there is never an unhealthy excess of pups, and to maintain the strongest bloodlines.&lt;br /&gt;
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The Wrognoth have extreme respect for their dead, and they will go to great lengths to recover the bodies of their fallen comrades in order to provide them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, Wrognoth women are in no way restricted from participating in battle.&lt;br /&gt;
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With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
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There are, however, Wrognoth who are not necessarily outcast for breaking laws. Wrognoth society values strength and perseverance, and the Wrognoth have no time for weak, lazy, or useless individuals. Such Wrognoth are outcast from their pack, forced to become Omegas, who live in the outskirts of Wrognoth civilization. Occasionally, some Wrognoth will throw them charitable scraps, but this is frowned upon by society itself, as the Omegas must work their way out of their position and prove themselves to be strong and useful. If they cannot prove their strength and rejoin the pack, Omegas often die of starvation, disease, or some combination thereof.&lt;br /&gt;
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When it comes to outsiders and especially other races, more often than not, the Wrognoth prefer to be left alone. As they are highly territorial in nature, if they feel at all threatened, the Wrognoth will ask only so many times before they respond to intruders with violence. While Wrognoth are willing to tolerate the presence of other species, they do so warily, and they always put their own kind above any outsiders. Wrognoth are not unwelcoming, however, as Wrognoth honor dictates that any stranger who enters a Wrognoth's home in need of aid must be given food and rest before any questions are asked - regardless of their species or affiliation.&lt;br /&gt;
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Language&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts that form harsh, often guttural, words. To some, it does not sound like a language at all. Their language and sounds do not, however, include any form of barking.&lt;br /&gt;
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The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save perhaps the Sarran.&lt;br /&gt;
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Religion&lt;br /&gt;
The Wrognoth have a very complex religion that, to many outsiders, is difficult to grasp. According to the Wrognoth religion, spirits live in every aspect of the universe: every mountain, stone, each blade of grass, and every living thing. Even planets, moons, and stars have their own spirits, say the Wrognoth.&lt;br /&gt;
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The soul of sapient beings such as the Wrognoth themselves is never to be put above the souls of other living creatures, including plants and animals; all destruction and use of the land must be done with respect to the spirits. Each hunt must end with the Wrognoth giving thanks to the spirits for blessing them and giving final rites to the spirits of their prey, so that they may have a safe journey to the afterlife. It is a religious crime among the Wrognoth to allow a prey animal to suffer.&lt;br /&gt;
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Some Wrognoth take a spiritual path, becoming shamans of a sort. It is said these Wrognoth can communicate directly with the spirits, taming animals and speaking with the land and the sea.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=83</id>
		<title>Mahlok</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=83"/>
				<updated>2023-04-23T02:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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&lt;div&gt;{{Species&lt;br /&gt;
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|name=Mahlok&lt;br /&gt;
|pronunciation=MAH-lock&lt;br /&gt;
|homeworld=Omolgeth}}The Mahlok are one of the four major sapeint Native species of [[Nova Refuge (galaxy)|Nova Refuge]]. The plural of Mahlok is technically &amp;quot;Mahloketh,&amp;quot; but Humans rarely bother to use this. Their appearance, terrifying ability to summon flames from their own bodies at will, and reputation as galactic conquerors and rulers of [[Helexith (faction|the Helexith Coalition]] have made them untrustworthy in the eyes of Humans, with whom they generally do not get along.&lt;br /&gt;
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==History==&lt;br /&gt;
Like many of the Native species, Mahlok history is largely a mystery to Humans, but it is known that Mahlok technology actually advanced somewhat slowly despite their great intelligence. The Mahlok formed an alliance with [[Space Dragons]] to carry them in and out of planetary atmospheres in transports, leading to a delay in Mahlok developing their own starlight drives. However, they became interplanetary conquerors very long before Humans ever discovered the galaxy of Nova Refuge, as by the time Humanity arrived, the Mahlok were well-established as one of the most powerful species.&lt;br /&gt;
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==Society==&lt;br /&gt;
Despite how much they commit themselves to conquest and war against other species, the Mahlok rarely squabble amongst each other, committed to a sense of brotherhood and advancement together as a civilization, always ready to revere the greatest among them and elevate them to positions of power, often without jealousy or treachery. Generally speaking, they fight as one to carve their vast empire across the galaxy, though most of the actual labor and combat involved is undertaken by their assorted conquered and enslaved species, most notably the [[Slashrim]], for whom the Mahlok created the [[Mahlo-Slashrim]] language. Mahlok as a whole often see themselves as the most powerful beings in existence, with plenty of them holding the opinion that Mahlok are destined to rule all others, with the highest positions in Mahlok society attained only by those who display great intelligence and skill in tactical warfare, with excellent ability to command their slaves. Their society is male-dominant, with Mahlok females generally staying away from battle to rear the children in adherence to Mahlok tradition. Mahlok are a communal species, so thsoe few Mahlok who choose to separate from their own kind are shunned and hated by outcasts. Mahlok are somewhat infamous for moving slowly, both physically and otherwise, taking great time to consider their every move.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Although the Mahlok preach often to their Slashrim followers about the power of the deity [[Helexith (god)|Helexith]], the Mahlok do not believe in nor follow this religion. Most Mahlok seem to be utterly irreligious, though a few rare Mahlok still subscribe to some unknown ancient earth-god cult from their home planet that speaks of how every planet has a god resting deep within the core of every celestial body.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Though Mahlok have a very human-like build, they are sometimes considered to rival the [[Achmer]] as one of the strangest species in the galaxy. The skin of a Mahlok is transluscent, rubbery, fireproof, absorbs all forms of energy, and clearly shows heat building inside it; their skin is so tough it is virtually impenetrable to all but the best non-[[Blazer Technology|blazer]] armor-piercing projectiles and cutting weapons. When not summoning flame, all Mahlok appear a general shade of red, with thin, black lines like natural tattoos covering their entire bodies. The patterns of these markings are entirely unique to each individual and, indeed, are generally the only way to tell individuals apart. Mahlok have no visible genitals and often wear no clothing in their own culture, particularly as it makes their unique markings more evident.&lt;br /&gt;
&lt;br /&gt;
Mahlok also have no hair, mouth, nose, or ears except for round protrusions in the approximate location of a human's ears, but they do have long, thin eyes with no pupils, always glowing bright yellow-white in color. Mahlok have heavily developed foreheads, and the back of the skull is somewhat elongated. It is unknown, biologically, how a Mahlok speaks; their voice often sounds somewhat muffled and echoes from within their own body. Mahlok blood is known to be hot as magma, bright yellow and extremely dangerous when first spilled. Upon a Mahlok's death, their very blood hardens almost to stone, making dissection all but impossible and leading to Humans never discovering details of their biology. The most well-known aspect of the Mahlok is their ability to produce flame from any part of their body. They can produce this flame at will from their own internal heat; how it is possible, Humans still do not know.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
Mahlok reproduction has never been studied by Humans, but it is known that Mahlok reproduce at a slower rate than any other sapient species in Nova Refuge, resulting in the smallest galactic population. Mahlok children have smooth, unmarked skin until they reach puberty at around 25-30 TSCs, at which point their distinct markings will indicate their new status as adults.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=82</id>
		<title>Mahlok</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=82"/>
				<updated>2023-04-23T02:55:54Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives mahlok volcan.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Demons&amp;quot;&lt;br /&gt;
|name=Mahlok&lt;br /&gt;
|pronunciation=MAH-lock&lt;br /&gt;
|homeworld=Omolgeth}}The Mahlok are one of the four major sapeint Native species of [[Nova Refuge (galaxy)|Nova Refuge]]. The plural of Mahlok is technically &amp;quot;Mahloketh,&amp;quot; but Humans rarely bother to use this. Their appearance, terrifying ability to summon flames from their own bodies at will, and reputation as galactic conquerors and rulers of [[Helexith (faction|the Helexith Coalition]] have made them untrustworthy in the eyes of Humans, with whom they generally do not get along.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Like many of the Native species, Mahlok history is largely a mystery to Humans, but it is known that Mahlok technology actually advanced somewhat slowly despite their great intelligence. The Mahlok formed an alliance with [[Space Dragons]] to carry them in and out of planetary atmospheres in transports, leading to a delay in Mahlok developing their own starlight drives. However, they became interplanetary conquerors very long before Humans ever discovered the galaxy of Nova Refuge, as by the time Humanity arrived, the Mahlok were well-established as one of the most powerful species.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Despite how much they commit themselves to conquest and war against other species, the Mahlok rarely squabble amongst each other, committed to a sense of brotherhood and advancement together as a civilization, always ready to revere the greatest among them and elevate them to positions of power, often without jealousy or treachery. Generally speaking, they fight as one to carve their vast empire across the galaxy, though most of the actual labor and combat involved is undertaken by their assorted conquered and enslaved species, most notably the [[Slashrim]], for whom the Mahlok created the [[Mahlo-Slashrim]] language. Mahlok as a whole often see themselves as the most powerful beings in existence, with plenty of them holding the opinion that Mahlok are destined to rule all others, with the highest positions in Mahlok society attained only by those who display great intelligence and skill in tactical warfare, with excellent ability to command their slaves. Their society is male-dominant, with Mahlok females generally staying away from battle to rear the children in adherence to Mahlok tradition. Mahlok are a communal species, so thsoe few Mahlok who choose to separate from their own kind are shunned and hated by outcasts. Mahlok are somewhat infamous for moving slowly, both physically and otherwise, taking great time to consider their every move.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Although the Mahlok preach often to their Slashrim followers about the power of the deity [[Helexith (god)|Helexith]], the Mahlok do not believe in nor follow this religion. Most Mahlok seem to be utterly irreligious, though a few rare Mahlok still subscribe to some unknown ancient earth-god cult from their home planet that speaks of how every planet has a god resting deep within the core of every celestial body.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Though Mahlok have a very human-like build, they are sometimes considered to rival the [[Achmer]] as one of the strangest species in the galaxy. The skin of a Mahlok is transluscent, rubbery, fireproof, absorbs all forms of energy, and clearly shows heat building inside it; their skin is so tough it is virtually impenetrable to all but the best non-[[Blazer Technology|blazer]] armor-piercing projectiles and cutting weapons. When not summoning flame, all Mahlok appear a general shade of red, with thin, black lines like natural tattoos covering their entire bodies. The patterns of these markings are entirely unique to each individual and, indeed, are generally the only way to tell individuals apart. Mahlok have no visible genitals and often wear no clothing in their own culture, particularly as it makes their unique markings more evident. Mahlok also have no hair, mouth, nose, or ears except for round protrusions in the approximate location of a human's ears, but they do have long, thin eyes with no pupils, always glowing bright yellow-white in color. Mahlok have heavily developed foreheads, and the back of the skull is somewhat elongated. It is unknown, biologically, how a Mahlok speaks; their voice often sounds somewhat muffled and echoes from within their own body. Mahlok blood is known to be hot as magma, bright yellow and extremely dangerous when first spilled. Upon a Mahlok's death, their very blood hardens almost to stone, making dissection all but impossible and leading to Humans never discovering details of their biology. The most well-known aspect of the Mahlok is their ability to produce flame from any part of their body. They can produce this flame at will from their own internal heat; how it is possible, Humans still do not know.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
Mahlok reproduction has never been studied by Humans, but it is known that Mahlok reproduce at a slower rate than any other sapient species in Nova Refuge, resulting in the smallest galactic population. Mahlok children have smooth, unmarked skin until they reach puberty at around 25-30 TSCs, at which point their distinct markings will indicate their new status as adults.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=81</id>
		<title>Mahlok</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=81"/>
				<updated>2023-04-23T02:55:14Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives mahlok volcan.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Demons&amp;quot;&lt;br /&gt;
|name=Mahlok&lt;br /&gt;
|pronunciation=MAH-lock&lt;br /&gt;
|homeworld=Omolgeth}}The Mahlok are one of the four major sapeint Native species of [[Nova Refuge (galaxy)|Nova Refuge]]. The plural of Mahlok is technically &amp;quot;Mahloketh,&amp;quot; but Humans rarely bother to use this. Their appearance, terrifying ability to summon flames from their own bodies at will, and reputation as galactic conquerors and rulers of [[Helexith (faction|the Helexith Coalition]] have made them untrustworthy in the eyes of Humans, with whom they generally do not get along.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Like many of the Native species, Mahlok history is largely a mystery to Humans, but it is known that Mahlok technology actually advanced somewhat slowly despite their great intelligence. The Mahlok formed an alliance with [[Space Dragons]] to carry them in and out of planetary atmospheres in transports, leading to a delay in Mahlok developing their own starlight drives. However, they became interplanetary conquerors very long before Humans ever discovered the galaxy of Nova Refuge, as by the time Humanity arrived, the Mahlok were well-established as one of the most powerful species.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Despite how much they commit themselves to conquest and war against other species, the Mahlok rarely squabble amongst each other, committed to a sense of brotherhood and advancement together as a civilization, always ready to revere the greatest among them and elevate them to positions of power, often without jealousy or treachery. Generally speaking, they fight as one to carve their vast empire across the galaxy, though most of the actual labor and combat involved is undertaken by their assorted conquered and enslaved species, most notably the [[Slashrim]], for whom the Mahlok created the [[Mahlo-Slashrim]] language. Mahlok as a whole often see themselves as the most powerful beings in existence, with plenty of them holding the opinion that Mahlok are destined to rule all others, with the highest positions in Mahlok society attained only by those who display great intelligence and skill in tactical warfare, with excellent ability to command their slaves. Their society is male-dominant, with Mahlok females generally staying away from battle to rear the children in adherence to Mahlok tradition. Mahlok are a communal species, so thsoe few Mahlok who choose to separate from their own kind are shunned and hated by outcasts.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Although the Mahlok preach often to their Slashrim followers about the power of the deity [[Helexith (god)|Helexith]], the Mahlok do not believe in nor follow this religion. Most Mahlok seem to be utterly irreligious, though a few rare Mahlok still subscribe to some unknown ancient earth-god cult from their home planet that speaks of how every planet has a god resting deep within the core of every celestial body.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Though Mahlok have a very human-like build, they are sometimes considered to rival the [[Achmer]] as one of the strangest species in the galaxy. The skin of a Mahlok is transluscent, rubbery, fireproof, absorbs all forms of energy, and clearly shows heat building inside it; their skin is so tough it is virtually impenetrable to all but the best non-[[Blazer Technology|blazer]] armor-piercing projectiles and cutting weapons. When not summoning flame, all Mahlok appear a general shade of red, with thin, black lines like natural tattoos covering their entire bodies. The patterns of these markings are entirely unique to each individual and, indeed, are generally the only way to tell individuals apart. Mahlok have no visible genitals and often wear no clothing in their own culture, particularly as it makes their unique markings more evident. Mahlok also have no hair, mouth, nose, or ears except for round protrusions in the approximate location of a human's ears, but they do have long, thin eyes with no pupils, always glowing bright yellow-white in color. Mahlok have heavily developed foreheads, and the back of the skull is somewhat elongated. It is unknown, biologically, how a Mahlok speaks; their voice often sounds somewhat muffled and echoes from within their own body. Mahlok blood is known to be hot as magma, bright yellow and extremely dangerous when first spilled. Upon a Mahlok's death, their very blood hardens almost to stone, making dissection all but impossible and leading to Humans never discovering details of their biology. The most well-known aspect of the Mahlok is their ability to produce flame from any part of their body. They can produce this flame at will from their own internal heat; how it is possible, Humans still do not know.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
Mahlok reproduction has never been studied by Humans, but it is known that Mahlok reproduce at a slower rate than any other sapient species in Nova Refuge, resulting in the smallest galactic population. Mahlok children have smooth, unmarked skin until they reach puberty at around 25-30 TSCs, at which point their distinct markings will indicate their new status as adults.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=80</id>
		<title>Achmer</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=80"/>
				<updated>2023-04-23T02:06:57Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_achmer_undersea.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Sea Monsters&amp;quot;&lt;br /&gt;
|name=Achmer&lt;br /&gt;
|pronunciation=AHK-mer&lt;br /&gt;
|homeworld=Planet O}}Achmer are an aquatic species considered to be one of the four primary Native species in [[Nova Refuge (galaxy)|Nova Refuge]], originating from [[Planet O]] in the [[Callisto System]]. They are often considered to be the strangest of the most well-known Natives, at least in the eyes of [[Humans|Humanity]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Much like the [[Sarran]], Humans know little to nothing of the history of the Achmer as a species. It is clear from their highly advanced technology ranging from mechsuits making them capable of walking and &amp;quot;speaking&amp;quot; on land to great starships filled with water suitable for an Achmer crew that they have an extremely intelligent and space-faring civilization. At some point, they clearly formed an alliance with the Sarran in the [[Council of Harmony]], perhaps to aid in protecting themselves against the conquest of the [[Mahlok]].&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Very different from the societies of Humanity, Achmer place little to no emphasis on individuality or even individual lives, and there is little to no biological variation among their species, with so much as different skin colors being relatively rare. In fact, it is almost impossible to tell individuals apart from visual appearance alone: something the Achmer embrace. Individuals are not individuals: they are part of a group, which Humans refer to as a &amp;quot;school&amp;quot; due to associating Achmer with fish. An Achmer's name generally translates to their place in society and the name of their house, with translations including names such as &amp;quot;Head Biologist of House Grol&amp;quot; rather than anything individualized. Houses make decisions as a group, not as individuals. Achmer waste little or no time on emotion, having coldly logical and curious minds that wish only to expand the greater knowledge of their people. Achmer care nothing for creative pursuits, and their culture as a whole has no form of art for enjoyment or care for symbology, only effective architecture and technology.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Achmer have no known religion. All Achmer now use the Sarran language to communicate with surface-dwellers, since their own language cannot be understood out of the water. They respect the Sarran religion only out of the desire to learn about it and discover whether or not there may be some truth behind it. The only thing the Achmer can be said to worship is knowledge and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Achmer are entirely aquatic as a species. They have large, bulbous, and bony heads, their skulls covered by a carapace shield that protects their oversized brains. Their faces consist of three eyes above a circle of six short mouth-tentacles that are used to take in food, centered around a three-part beak lined with sharp teeth for tearing and grinding. However, their bodies are relatively weak, being little more than a snake-like tail ending in a fin and an eel-like torso with eight tentacles: six relatively short and two long &amp;quot;arms.&amp;quot; The &amp;quot;arm&amp;quot; tentacles are so called because they split on the ends into three smaller &amp;quot;fingers.&amp;quot; Achmer have no nostrils, breathing with gills along their sides, beneath their arms. Most Achmer are dull-colored, being largely blue-grey but occasionally drab shades of green, purple, or red. Biologically speaking, the natural lifespan of an Achmer is short, around 40-60 TSCs, though their advanced technology and medicine have increased this to approximately the average lifespan of a [[Human]]. Achmer sometimes &amp;quot;speak&amp;quot; to one another using bioluminescence over different parts of their skin, but it is a difficult language for other species to learn. As Achmer are entirely water-bound and must use technology to interact with, and communicate with, any other species, they are quite distant from all other peoples.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
Achmer are sexless, with individuals taking up masculine or feminine voice modulators depending upon what kind of impression they wish to make upon other species. Humans often find it extremely strange to learn that all Achmer have children, as they reproduce asexually, laying small eggs at certain stages in life. These eggs later form into polyps, splitting into a small group of squid-looking creatures: Achmer larvae, referred to as [[Chogi]]. The Chogi are sheltered and protected by their parent until they develop into adult Achmer, and the cycle begins again. Sometimes the Achmer may keep their own numbers in check by discarding underdeveloped Chogi or destroying polyps before they hatch. They see no morla dilemma in doing so at any stage of life and even regularly practice social artifical selection (what Humans might call &amp;quot;eugenics&amp;quot;) to maximize intellectual development. &lt;br /&gt;
&lt;br /&gt;
===Technological Adaptation===&lt;br /&gt;
[[File:Achmer armor small.jpg|thumb|Left to right: A naked Achmer in the sea, an Achmer technician in a civilian landsuit, and an Achmer soldier in a full battle exosuit.|right|450px]]&lt;br /&gt;
As underwater creatures, Achmer were forced to use technology to adapt themselves to life on land. They cannot breathe air nor speak, and they are incapable of moving on land, much like a fish. However, Achmer have developed advanced mechanized suits to wear on land. These suits are locked onto an Achmer's body and filled with water so the Achmer can breathe, while other devices ensure the water remains well-oxygenated. Since ordinary Achmer speech can only be heard underwater and using the Achmer's own specialized ears, the Achmer equip their suits with vocalizers, voice modulators that translate their speech into something understandable by air-breathers. Most Achmer mech-suits are equipped to allow for their tails to extend outside the suit and to allow them to continue using their various tentacles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=79</id>
		<title>Achmer</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=79"/>
				<updated>2023-04-23T02:06:40Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_achmer_undersea.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Sea Monsters&amp;quot;&lt;br /&gt;
|name=Achmer&lt;br /&gt;
|pronunciation=AHK-mer&lt;br /&gt;
|homeworld=Planet O}}Achmer are an aquatic species considered to be one of the four primary Native species in [[Nova Refuge (galaxy)|Nova Refuge]], originating from [[Planet O]] in the [[Callisto System]]. They are often considered to be the strangest of the most well-known Natives, at least in the eyes of [[Humans|Humanity]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Much like the [[Sarran]], Humans know little to nothing of the history of the Achmer as a species. It is clear from their highly advanced technology ranging from mechsuits making them capable of walking and &amp;quot;speaking&amp;quot; on land to great starships filled with water suitable for an Achmer crew that they have an extremely intelligent and space-faring civilization. At some point, they clearly formed an alliance with the Sarran in the [[Council of Harmony]], perhaps to aid in protecting themselves against the conquest of the [[Mahlok]].&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Very different from the societies of Humanity, Achmer place little to no emphasis on individuality or even individual lives, and there is little to no biological variation among their species, with so much as different skin colors being relatively rare. In fact, it is almost impossible to tell individuals apart from visual appearance alone: something the Achmer embrace. Individuals are not individuals: they are part of a group, which Humans refer to as a &amp;quot;school&amp;quot; due to associating Achmer with fish. An Achmer's name generally translates to their place in society and the name of their house, with translations including names such as &amp;quot;Head Biologist of House Grol&amp;quot; rather than anything individualized. Houses make decisions as a group, not as individuals. Achmer waste little or no time on emotion, having coldly logical and curious minds that wish only to expand the greater knowledge of their people. Achmer care nothing for creative pursuits, and their culture as a whole has no form of art for enjoyment or care for symbology, only effective architecture and technology.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Achmer have no known religion. All Achmer now use the Sarran language to communicate with surface-dwellers, since their own language cannot be understood out of the water. They respect the Sarran religion only out of the desire to learn about it and discover whether or not there may be some truth behind it. The only thing the Achmer can be said to worship is knowledge and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Achmer are entirely aquatic as a species. They have large, bulbous, and bony heads, their skulls covered by a carapace shield that protects their oversized brains. Their faces consist of three eyes above a circle of six short mouth-tentacles that are used to take in food, centered around a three-part beak lined with sharp teeth for tearing and grinding. However, their bodies are relatively weak, being little more than a snake-like tail ending in a fin and an eel-like torso with eight tentacles: six relatively short and two long &amp;quot;arms.&amp;quot; The &amp;quot;arm&amp;quot; tentacles are so called because they split on the ends into three smaller &amp;quot;fingers.&amp;quot; Achmer have no nostrils, breathing with gills along their sides, beneath their arms. Most Achmer are dull-colored, being largely blue-grey but occasionally drab shades of green, purple, or red. Biologically speaking, the natural lifespan of an Achmer is short, around 40-60 TSCs, though their advanced technology and medicine have increased this to approximately the average lifespan of a [[Human]]. Achmer sometimes &amp;quot;speak&amp;quot; to one another using bioluminescence over different parts of their skin, but it is a difficult language for other species to learn. As Achmer are entirely water-bound and must use technology to interact with, and communicate with, any other species, they are quite distant from all other peoples.&lt;br /&gt;
&lt;br /&gt;
===Sex and Reproduction===&lt;br /&gt;
Achmer are sexless, with individuals taking up masculine or feminine voice modulators depending upon what kind of impression they wish to make upon other species. Humans often find it extremely strange to learn that all Achmer have children, as they reproduce asexually, laying small eggs at certain stages in life. These eggs later form into polyps, splitting into a small group of squid-looking creatures: Achmer larvae, referred to as [[Chogi]]. The Chogi are sheltered and protected by their parent until they develop into adult Achmer, and the cycle begins again. Sometimes the Achmer may keep their own numbers in check by discarding underdeveloped Chogi or destroying polyps before they hatch. They see no morla dilemma in doing so at any stage of life and even regularly practice social artifical selection (what Humans might call &amp;quot;eugenics&amp;quot;) to maximize intellectual development. &lt;br /&gt;
&lt;br /&gt;
===Technological Adaptation===&lt;br /&gt;
[[File:Achmer armor small.jpg|thumb|Left to right: A naked Achmer in the sea, an Achmer technician in a civilian landsuit, and an Achmer soldier in a full battle exosuit.|right|310px]]&lt;br /&gt;
As underwater creatures, Achmer were forced to use technology to adapt themselves to life on land. They cannot breathe air nor speak, and they are incapable of moving on land, much like a fish. However, Achmer have developed advanced mechanized suits to wear on land. These suits are locked onto an Achmer's body and filled with water so the Achmer can breathe, while other devices ensure the water remains well-oxygenated. Since ordinary Achmer speech can only be heard underwater and using the Achmer's own specialized ears, the Achmer equip their suits with vocalizers, voice modulators that translate their speech into something understandable by air-breathers. Most Achmer mech-suits are equipped to allow for their tails to extend outside the suit and to allow them to continue using their various tentacles.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=78</id>
		<title>Achmer</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=78"/>
				<updated>2023-04-23T02:06:20Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_achmer_undersea.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Sea Monsters&amp;quot;&lt;br /&gt;
|name=Achmer&lt;br /&gt;
|pronunciation=AHK-mer&lt;br /&gt;
|homeworld=Planet O}}Achmer are an aquatic species considered to be one of the four primary Native species in [[Nova Refuge (galaxy)|Nova Refuge]], originating from [[Planet O]] in the [[Callisto System]]. They are often considered to be the strangest of the most well-known Natives, at least in the eyes of [[Humans|Humanity]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Much like the [[Sarran]], Humans know little to nothing of the history of the Achmer as a species. It is clear from their highly advanced technology ranging from mechsuits making them capable of walking and &amp;quot;speaking&amp;quot; on land to great starships filled with water suitable for an Achmer crew that they have an extremely intelligent and space-faring civilization. At some point, they clearly formed an alliance with the Sarran in the [[Council of Harmony]], perhaps to aid in protecting themselves against the conquest of the [[Mahlok]].&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Very different from the societies of Humanity, Achmer place little to no emphasis on individuality or even individual lives, and there is little to no biological variation among their species, with so much as different skin colors being relatively rare. In fact, it is almost impossible to tell individuals apart from visual appearance alone: something the Achmer embrace. Individuals are not individuals: they are part of a group, which Humans refer to as a &amp;quot;school&amp;quot; due to associating Achmer with fish. An Achmer's name generally translates to their place in society and the name of their house, with translations including names such as &amp;quot;Head Biologist of House Grol&amp;quot; rather than anything individualized. Houses make decisions as a group, not as individuals. Achmer waste little or no time on emotion, having coldly logical and curious minds that wish only to expand the greater knowledge of their people. Achmer care nothing for creative pursuits, and their culture as a whole has no form of art for enjoyment or care for symbology, only effective architecture and technology.&lt;br /&gt;
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===Religion===&lt;br /&gt;
Achmer have no known religion. All Achmer now use the Sarran language to communicate with surface-dwellers, since their own language cannot be understood out of the water. They respect the Sarran religion only out of the desire to learn about it and discover whether or not there may be some truth behind it. The only thing the Achmer can be said to worship is knowledge and scientific advancement.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Achmer are entirely aquatic as a species. They have large, bulbous, and bony heads, their skulls covered by a carapace shield that protects their oversized brains. Their faces consist of three eyes above a circle of six short mouth-tentacles that are used to take in food, centered around a three-part beak lined with sharp teeth for tearing and grinding. However, their bodies are relatively weak, being little more than a snake-like tail ending in a fin and an eel-like torso with eight tentacles: six relatively short and two long &amp;quot;arms.&amp;quot; The &amp;quot;arm&amp;quot; tentacles are so called because they split on the ends into three smaller &amp;quot;fingers.&amp;quot; Achmer have no nostrils, breathing with gills along their sides, beneath their arms. Most Achmer are dull-colored, being largely blue-grey but occasionally drab shades of green, purple, or red. Biologically speaking, the natural lifespan of an Achmer is short, around 40-60 TSCs, though their advanced technology and medicine have increased this to approximately the average lifespan of a [[Human]]. Achmer sometimes &amp;quot;speak&amp;quot; to one another using bioluminescence over different parts of their skin, but it is a difficult language for other species to learn. As Achmer are entirely water-bound and must use technology to interact with, and communicate with, any other species, they are quite distant from all other peoples.&lt;br /&gt;
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===Sex and Reproduction===&lt;br /&gt;
Achmer are sexless, with individuals taking up masculine or feminine voice modulators depending upon what kind of impression they wish to make upon other species. Humans often find it extremely strange to learn that all Achmer have children, as they reproduce asexually, laying small eggs at certain stages in life. These eggs later form into polyps, splitting into a small group of squid-looking creatures: Achmer larvae, referred to as [[Chogi]]. The Chogi are sheltered and protected by their parent until they develop into adult Achmer, and the cycle begins again. Sometimes the Achmer may keep their own numbers in check by discarding underdeveloped Chogi or destroying polyps before they hatch. They see no morla dilemma in doing so at any stage of life and even regularly practice social artifical selection (what Humans might call &amp;quot;eugenics&amp;quot;) to maximize intellectual development. &lt;br /&gt;
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===Technological Adaptation===&lt;br /&gt;
[[File:Achmer_suits.jpg|thumb|Left to right: A naked Achmer in the sea, an Achmer technician in a civilian landsuit, and an Achmer soldier in a full battle exosuit.|right|310px]]&lt;br /&gt;
As underwater creatures, Achmer were forced to use technology to adapt themselves to life on land. They cannot breathe air nor speak, and they are incapable of moving on land, much like a fish. However, Achmer have developed advanced mechanized suits to wear on land. These suits are locked onto an Achmer's body and filled with water so the Achmer can breathe, while other devices ensure the water remains well-oxygenated. Since ordinary Achmer speech can only be heard underwater and using the Achmer's own specialized ears, the Achmer equip their suits with vocalizers, voice modulators that translate their speech into something understandable by air-breathers. Most Achmer mech-suits are equipped to allow for their tails to extend outside the suit and to allow them to continue using their various tentacles.&lt;br /&gt;
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[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=77</id>
		<title>Gorr</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=77"/>
				<updated>2023-04-23T01:40:46Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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&lt;div&gt;The Gorr are a lesser-known species of the Natives of [[Nova Refuge (galaxy)|Nova Refuge]], their civilization underdeveloped and their species now nearly extinct. They were almost entirely wiped out by [[Helexith (faction)|Helexith]] in relatively recent history, but some small groups of them still thrive in hidden corners of the galaxy, living peacefully and pastorally, taking no part in the greater affairs of the universe.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gorr history is short and tragic. Existing peacefully for no one knows how long, the Gorr were discovered by Helexith and conquered. The [[Mahlok]], however, declared them weak, useless, and primitive; their slow movements, lack of technological advancement, and refusal to be ruled resulted in Helexith choosing to wipe them out instead of use them. [[Council of Harmony|The Council of Harmony]], however, managed to step in and save the Gorr from total genocide, whisking away small groups of Gorr and spreading them across far away and undisclosed planets to live out their lives in peace. Small Gorr settlements remain on these planets, and they have never left the planets since.&lt;br /&gt;
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==Society==&lt;br /&gt;
Gorr society is seemingly simple to those who do not understand their pheromones and incredibly subtle displays of emotion. They put no stock in doing things quickly, nor do they have any interest in technological advancement, electricity and industry, or any technology beyond their very simple, tribal lifestyle. They speak as slowly as they move, often to the frustration of any species attempting to interact with them. The Gorr favor art and beautiful things over all others, though their sense of beauty looks very naturalistic: the create pottery painted with nature scenes, woven baskets, and intricately-carved furniture. They create no weapons and no vehicles other than simple hand-carts. On the rare occasion that Gorr tribes misunderstand each other enough to end in violence, they fight only with their natural weapons - a brutal and bloody confrontation. However, Gorr by nature avoid any and all violence as much as possible, so any Gorr battling another is incredibly rare. Since they move so slowly, to a [[Humans|Human]], they seem to achieve almost nothing in a single day. Gorr live in small villages of thatched huts in a tightly-knit community, the elders and parents passing along knowledge of their various vocations - farming, pottery, weaving, and others - to their children.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Gorr are immense, towering over nearly other species of Native save for [[Wrognoth]] and [[Slashrim]]. They are very lanky, with long, skinny limbs and bodies absolutey covered in thick, shaggy fur ranging in coloration from white to brown to grey and occasionally black. Their fur is so thick it is all but impossible to make out many details of their form, including their faces, which are entirely enshrouded except their beady, black eyes. Both sexes of Gorr have long, twisted horns sprouting from their skulls, and instead of fingers, Gorr only have incredibly long, pointed claws with which they can manipulate their simple tools and mechanisms. They have thick cloven hooves for feet. Males and females are discernible only by the females having mammary glands, and even those are difficult to see through the fur. All Gorr are entirely herbivorous with flat teeth, not even possessing teeth as sharp as the canines on a Human. Whether part of their culture or their biology, or some combination thereof, Gorr are almost never seen moving quickly, their movements seeming almost in slow motion to other species. The gangling appearance of the Gorr's limbs should not be mistaken for weakness, however: a healthy adult Gorr can rival even a Slashrim Zrillak in strength and can move with incredible speed when charging or when properly motivated.&lt;br /&gt;
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[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Skrakki&amp;diff=76</id>
		<title>Skrakki</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Skrakki&amp;diff=76"/>
				<updated>2023-04-23T01:23:58Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;TO EDIT    A Skrakki Hunter form. The '''Skrakki''' are perhaps the most dangerous species of Natives in the Refuge to the sapient dwell...&amp;quot;&lt;/p&gt;
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[[File:Skrakki_1.jpg|thumb|320px|A Skrakki Hunter form.]]&lt;br /&gt;
The '''Skrakki''' are perhaps the most dangerous species of [[Natives]] in the Refuge to the sapient dwellers of this galaxy. Called the Scourge of the Refuge, the Skrakki have spread like a plague throughout the stars, sometimes infesting whole planets and wiping out entire species. Luckily for [[Human|Humanity]], they originate from the opposite side of the galaxy from Human Space and have therefore posed little threat. This may be one reason for Humanity's amazing success, as the Natives must contend with Skrakki infestations constantly. The name “Skrakki” (SKRACK-key) is [[Slashrim]] in origin (taken from the sound that some Skrakki forms are known to make, especially if the hive mind is broken). The Slashrim have been battling this insectoid species since long before the arrival of Humanity, and it is the Skrakki who are largely responsible for stopping the spread of the [[Helexith|Helexith Empire]] when they were first encountered near their border with [[Achmer]] Space. Although Helexith has become efficient in eradicating Skrakki hives, new ones always seem to appear.&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
&lt;br /&gt;
The Skrakki physical appearance is difficult to describe, since it varies from ecosystem to ecosystem and from unit to unit (the word “individual” does not apply to a Skrakki, so “unit” is often used in its place), depending on each creature’s role within the greater colony. There are some common features found in nearly all Skrakki, however, that make them recognizable as a species. Basically arthropods, all Skrakki have an exoskeleton featuring an internal latticed framework of support structures to sustain their great size and weight. All Skrakki go through complete metamorphosis, though this is sometimes followed by the shedding of exoskeletons, since units can actually change aspects of their physiology when needed by going through a voluntary metamorphic phase. In the first two stages, every Skrakki is identical. They originate as pill-shaped, translucent yellow-orange eggs, from which hatches a pale off-white grub-like larvae. These larvae are usually fed and tended to by the hive Workers, since what role the larvae will become when it emerges from its pupal stage depends on location, food, and other conditions. This is how the other hive members keep the number of Workers, Soldiers, and other roles’ numbers in control.&lt;br /&gt;
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==Reproduction==&lt;br /&gt;
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Upon emerging from the pupa, each unit is entirely specialized to perform a certain role. There are Workers specialized to perform various basic tasks like gathering food and tending the hive, various types of Soldiers to protect them, and naturally Breeders to keep their numbers up. The Breeders are the most important units to each hive, for they are the only ones capable of producing offspring, and they are entirely dependent on workers for their wellbeing. These large, immobile forms are often called Queens by Humans, but this is discouraged for two reasons: first, because Skrakki hives often have more than one Breeder; and second, because the term indicates some position of authority or control. In reality, no single unit has any authority over another. Each unit is linked to every other in a great collective consciousness or “hive mind,” making each of them more like a single finger of one grand entity than a true “individual.” They have no sense of self and are always willing to die for the sake of the swarm. The larger the swarm grows, the more intelligent the Collective becomes.&lt;br /&gt;
===Expansion===&lt;br /&gt;
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One of the most fascinating things about Skrakki biology is their method of spreading throughout the galaxy. Though most Skrakki eggs go toward maintaining the hive and spreading it outward, some are placed in enormous egg sacs surrounded by a protective pod, which is made to resemble a giant rock or asteroid. The pod is itself an organism, with tiny light sensors and propulsion thrusters, powered by whatever gases the Skrakki can harvest for this purpose. Once in space, the pod locks onto a single star and flies toward it, hoping it will find a planet on which to land. If none are found, it continues to the next star. This process can take thousands of years, and if the pod is attacked and destroyed en route, it will violently explode, scattering the eggs in all directions, in the hope that some will make contact with the attacking ship and stick there. Indeed, hiding eggs on enemy ships is perhaps their best method of infesting new worlds. All it takes is a single Breeder-egg to colonize a planet. Once the Breeder egg lands on a planet, it first lies dormant long enough to sample the planet’s atmosphere, gravity, and other variables. It then hatches into a Breeder form that will survive on that world long enough to burrow underground and lay the first batch of eggs.&lt;br /&gt;
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===Adaptation===&lt;br /&gt;
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With each generation, the Skrakki grow rapidly more accustomed to their new planet’s environment. This has earned Skrakki the reputation as the ultimate biological weapon or space-plague. They may grow thicker, specialized exoskeletons to shield against the sun’s radiation on a planet with a thin ozone layer. They may adapt to swimming and breathing underwater on mostly aquatic worlds. They have even been known to grow thick coats of hair under certain conditions, making them appear more like moths or caterpillars. But no matter what the conditions, the basic Unit Types are usually the same...&lt;br /&gt;
==Unit Types==&lt;br /&gt;
&lt;br /&gt;
===Non-Combat Units===&lt;br /&gt;
&lt;br /&gt;
Grubs (Slashrim: &amp;quot;Sogs&amp;quot;) - Young, undeveloped Skrakki still preparing to create a pupa and transform. Usually about 2 feet in length. Will eat almost anything, but food is usually pre-digested and fed to them by the Workers.&lt;br /&gt;
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Workers (Slashrim: &amp;quot;Foyik&amp;quot;, Slang: &amp;quot;Crawlers&amp;quot;) - About as large as a man crawling on all fours. Almost completely defenseless, they will carry on their duties (which include feeding the Grubs, Guards, and Breeders, and maintaining the tunnels) under any circumstances, paying no attention at all to intruders, though they can still alert the rest of the swarm if the hive mind is intact.&lt;br /&gt;
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Harvesters (Slashrim: &amp;quot;Hesnost&amp;quot;, Slang: &amp;quot;Locusts&amp;quot; or &amp;quot;Hoppers&amp;quot;) - Locust-like forms that vary greatly in size and whose only role is to devour as much plant matter as possible to take back to the hive's storage tanks. They can jump or fly great distances to escape predators and are sometimes escorted by certain combat forms. If the Hive grows large enough, these may devastate a planet's surface, causing widespread famine.&lt;br /&gt;
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Breeders (Slashrim: &amp;quot;Morgusk&amp;quot;, Slang: &amp;quot;Queens&amp;quot;) - Enormous egg-producers that live deep in the tunnels and exist only to spawn more Skrakki. They are the only Skrakki capable of laying eggs, and must be fed by the Workers due to their immobility (though they may defend themselves with acid spray when encountered). They are served by their Drones.&lt;br /&gt;
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Drones (Slashrim: &amp;quot;Morgyok&amp;quot;) - A special type of Worker meant to serve and defend the Breeders and fertilize their eggs. The only sexually male Skrakki, though it is said that some female Workers may &amp;quot;turn&amp;quot; male through metamorphosis if the need arises. They have slightly enlarged mandibles like those of a Soldier, but never leave the hive to partake in battles and are not especially dangerous.&lt;br /&gt;
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Ambassadors (Slashrim: &amp;quot;Skrakrim&amp;quot;) - This form has never been seen by Humans, and is only known from Slashrim accounts of past encounters. According to the description, they walk like Slashrim, on two legs, and are capable of speech, acting as mouthpieces for the hive mind. Only an extremely large and well-developed hive-mind would be able to produce such a creature. No single swarm this large has ever been encountered by Humanity, thankfully, and some suspect the Ambassador form to be a Slashrim myth.&lt;br /&gt;
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===Combat Units===&lt;br /&gt;
&lt;br /&gt;
Tunnelers (Slashrim: &amp;quot;Thralask&amp;quot;, Slang: &amp;quot;Worms&amp;quot;) - Varying in size from small to truly immense, the centipede-like Thralasks are responsible for digging the tunnels in which the Skrakki live. They are also formidable opponents in a fight, capable of burrowing rapidly through the earth, emerging from underground to cause minor tremors, overturn vehicles and buildings, and spray the surrounding area with streams of acidic or flammable spit. Best killed by cutting off the head; other segments are expendable and will not stop the creature if detached.&lt;br /&gt;
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Swarmers (Slashrim: &amp;quot;Zazzisk&amp;quot;, Slang: &amp;quot;Bees&amp;quot;) - Skrakki hives may be surrounded by immense clouds of these tiny bugs to serve as an early warning system against intruders. They may also be sent out as swarms to scout out the rest of the planet. They pose little danger to a well-armored opponent, but to anyone with exposed skin or only light clothing, they can be the deadliest of all Skrakki, able to attack in mass and sting a creature to death within seconds. They should not be underestimated, as they can also swarm around enemies to obscure their vision, and will be sent in clouds to block enemy aircraft and gum up their engines.&lt;br /&gt;
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Guards (Slashrim: &amp;quot;Modosk&amp;quot;, Slang: &amp;quot;Scarabs&amp;quot; or &amp;quot;Hulks&amp;quot;) - Massive, heavily armored combat forms that specialize in defense, these Skrakki may be as large and tough as a tank, with giant claws and mandibles able to rip off armor plating. They are unimaginably strong, able to ram into vehicles and overturn them, even demolish buildings. Small arms will hardly put a dent in their armor unless aimed precisely for their weak spots. Heavy weapons recommended.&lt;br /&gt;
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Soldiers (Slashrim: &amp;quot;Midisk&amp;quot;, Slang: &amp;quot;Ants&amp;quot;) - Larger versions of the Workers with powerful mandibles, Soldiers attack in great numbers and are often Workers who have undergone voluntary metamorphosis to become a sort of &amp;quot;militia&amp;quot; fighting force for a hive under great stress. Lighter-armored than the Guards and lacking any kind of ranged attack, they can be relatively easy to take down when numbers are manageable, but they can quickly overwhelm a smaller enemy fighting force.&lt;br /&gt;
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Assassins (Slashrim: &amp;quot;Krenisp&amp;quot;) - Stealthy and agile Skrakki only a little smaller than a man, capable of crawling inside of enemy vehicles and bases. They stab enemies with their long beak-like mouthparts and inject them with acid. Their shells are particularly good at blending in with the environment, allowing them to lie in ambush.&lt;br /&gt;
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Hunters (Slashrim: &amp;quot;Liskheg&amp;quot;, Slang: &amp;quot;Mantids&amp;quot;) - One of the most feared Skrakki combat forms, Hunters are large, fast, capable of short-range flight, have a ranged attack (usually acidic spit, sometimes biological flamethrowers), and can work in small attack groups far from the main hive, forming a &amp;quot;tactical mini-hivemind&amp;quot; of sorts, since their brains are more developed than most individual Skrakki units.&lt;br /&gt;
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Flyers (Slashrim: &amp;quot;Virasp&amp;quot;, Slang: &amp;quot;Hornets&amp;quot; or &amp;quot;Fighters&amp;quot;) - Similar in appearance to the Hunters, but specializing in flight. In addition to their acidic spit, many can fire explosive &amp;quot;darts&amp;quot; from their tails, making them deadly foes for both aircraft and ground forces. Fairly weak but extremely fast, they are just as feared as the Hunter forms.&lt;br /&gt;
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Bombers (Slashrim: &amp;quot;Korasp&amp;quot;, Slang: &amp;quot;Dragonflies&amp;quot; or &amp;quot;Bombers&amp;quot;) - A flight form specialized for bombardment, these dragonfly-like Skrakki drop large, powerful, egg-shaped explosives from the sky, sometimes filled with poisonous gas or other chemical weapons. Others may simply drain these chemicals from their &amp;quot;egg bombs&amp;quot; in order to shoot it from their mouths, allowing them to fly low and spray noxious chemicals or even flames over enemy armies.&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Natives]]&lt;br /&gt;
[[Category:Fauna]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=75</id>
		<title>Achmer</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Achmer&amp;diff=75"/>
				<updated>2023-04-23T01:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;TO EDIT      310px The '''Achmer''' (AHK-mer) are an aquatic species of sapient Natives o...&amp;quot;&lt;/p&gt;
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[[File:Natives_achmer_undersea.jpg|thumb|An Achmer in his native habitat.|right|310px]]&lt;br /&gt;
The '''Achmer''' (AHK-mer) are an aquatic species of sapient [[Natives]] originating from [[Planet O]] in the [[Callisto System|Callisto system]].&lt;br /&gt;
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== Physical Appearance ==&lt;br /&gt;
Achmer have large, bulbous bony heads covered by a carapace or shield that protects their oversized brains, the largest of any species in the [[Nova Refuge (galaxy)|Refuge]]. Their faces consist of three eyes above a circle of six short mouth-tentacles that are used to take in food. Inside of these tentacles is a three-part beak lined with sharp teeth for tearing and grinding.&lt;br /&gt;
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=== Bodies ===&lt;br /&gt;
Despite their fearsome-looking heads, their bodies are relatively weak. Designed for travel under the water, their body is little more than a long, snake-like tail with a fin running along the end. Sprouting from this eel-like torso are eight tentacles; six relatively short ones and two particularly long &amp;quot;arms.&amp;quot; These &amp;quot;arm&amp;quot; tentacles are so called because they split on the ends into three smaller tentacles that act as fingers for the Achmer. The Achmer have no nostrils and breathe with gills along their sides, just beneath the arms. Most Achmer are dull-colored, with murky, watery eyes. Most are blue-grey in hue but a few in dull greenish, purplish, and reddish shades have been seen. There is also a variety of Achmer that lives much deeper in the oceans of their homeworld, with pallid, translucent skin and a glowing third eye attached to a &amp;quot;lure&amp;quot; or stalk. They are larger, stronger, and more savage, with less well-developed minds.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
The natural Achmer lifespan is actually quite short: around 40-60 TSCs. However, with their advanced technology and medicine, the Achmer usually live around the same average lifespan as a [[Human]]. Some Achmer have been rumored to have psychic abilities, and a few have been observed to emit electricity from their skin, though neither of these abilities have been studied to any great extent by Humans. Achmer are known, however, to create shifting patterns of bioluminescence over different parts of their skin. This ability is sometimes used to communicate nonverbally if another creature's written language is known, but the Achmer do not have access to a device that will allow them to speak it. Understanding Achmer light-speak is not easy for other races, however, nor is it easy for the Achmer to understand the nonverbal communication systems (sign languages) used by terrestrial species. This is part of the reason that the Achmer are usually distanced from the rest of galactic civilization.&lt;br /&gt;
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== Culture ==&lt;br /&gt;
=== Reproduction ===&lt;br /&gt;
The Achmer are all sexless, though individuals are typically referred to as &amp;quot;him&amp;quot; in polite conversation. Because of this, Humans often find it awkward when they first learn that all Achmer have children. They reproduce asexually, by laying small eggs at certain stages in life which later form into polyps and then split into a group of small squid-looking creatures. These are the Achmer larvae, which they call Chogi. The Chogi are sheltered and protected by their parent until they develop into adult Achmer, and the cycle begins again. Sometimes the Achmer keep their own numbers in check by discarding underdeveloped Chogi. They see no moral dilemma in this and regularly practice social artificial selection (what Humans might call &amp;quot;eugenics&amp;quot;) to maximize the intellectual development of their species. Many Achmer view Human breeding practices as species degradation or even species suicide, while Humans view many Achmer practices as cold and unethical. This highlights the essential difference in the thought process of the two species: Achmer are the most &amp;quot;coldly&amp;quot; logical of all the inhabitants of the Refuge.&lt;br /&gt;
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=== Commonality ===&lt;br /&gt;
There is far less variety among the Achmer than any other Native species. In fact, it is almost impossible to tell individuals apart from visual appearance alone. Though it may seem strange to us, the Achmer do not mind this because their society places very little emphasis on the individual. Individuals are all considered part of a group, which Humans often refer to as a &amp;quot;School&amp;quot; due to their association of the Achmer with fish. Each Achmer individual's name is simply his place in society combined with the name of his school. For example, a typical Achmer name like &amp;quot;Sil-ma Grol&amp;quot; translates to &amp;quot;Head Biologist of House Grol.&amp;quot; The name &amp;quot;Sil-ma&amp;quot; simply means &amp;quot;head biologist.&amp;quot;&lt;br /&gt;
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Emphasis in Achmer society is placed on the House (sometimes called the School or the Family), and the House makes its decisions as a group. All civil wars between the Achmer take place between major Houses. These wars, however, are seldom, and most of the time there is peace between all Achmer as they continue to spread their influence throughout the galaxy, wherever they can possibly go. The Achmer have powerful brains and keen scientific methods of thought. Their usual reaction to any new lifeform, technology, or anomaly encountered is not fear or hostility, but merely curiosity: a desire to study it and learn more. Indeed, curiosity often seems to be the only thing like an emotion that exists in an Achmer's logical mind.&lt;br /&gt;
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=== Religion and Art ===&lt;br /&gt;
Thus the Achmer have no known religion and very little art. When the great alliance of Achmer schools joined the [[Harmony|High Council of Harmony]], they accepted the [[Sarran]] flag as their symbol with no changes made to it, because they simply cared nothing about symbology or artwork. All Achmer now use the Sarran language as their standard for conferring with surface-dwellers, since their own language cannot be understood out of the water. They respect the Sarran religion only out of the desire to learn about it and discover whether or not there may be some truth behind it. The only thing the Achmer can be said to worship is nature. They wish to learn all about the natural world around them and how to use it. They never kill or cause damage to an environment or ecosystem when they can avoid it, but they also seldom make an attempt to save a life or a species. Let nature take its course; that is the Achmer way.&lt;br /&gt;
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=== Overview ===&lt;br /&gt;
In short, the Achmer can be seen as peaceful, thoughtful observers. They are students, not conquerors, of the world around them. This is not to say they are incapable of hostility, however. When an offense is made against a major House, the Achmer will let nothing get in the way of reconciliation, be it peaceful or otherwise. Since they tend to think more on the level of large social groups rather than individuals, they tend to hold an entire group responsible for the actions of any of its members. Certainly no believers of forgive-and-forget, the Achmer say that all debts must be repaid, one way or another, whether in a week or in a decade, or even in a century. This sort of ruthlessness has ennabled them to get a firm grasp on the galactic economy, as seen in their space station in the Hub system, which is literally the hub of galactic trade.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
[[File:Achmer_suits.jpg|thumb|Left to right: A naked Achmer in the sea, an Achmer technician in a civilian landsuit, and an Achmer soldier in a full battle exosuit. Note the shape of the legs, based on the Slashrim, which were some of the first terrestrials encountered by the Achmer|right|310px]]&lt;br /&gt;
=== Land- and Exo-Suits ===&lt;br /&gt;
As underwater creatures, Achmer are not adapted to life on land. When out of the water, they cannot breathe and have difficulty moving and speaking. For this reason, the Achmer have developed advanced mechanized suits that they wear during their land-based excursions. These suits are locked onto the Achmer's body and filled with water so that the individual can breathe, while an attached device ensures that the water is kept well-oxygenated. To aid in communication with land-based lifeforms, the suit also includes a vocalizer that translates their speech into something understandable by surface-dwellers. Normal Achmer speech can only be heard correctly underwater, and even then a Human would not be able to hear most of it with his own natural ears, and would certainly have a hard time understanding any of it, as the change between many &amp;quot;words&amp;quot; is extremely subtle. Finally, the mechanical suits also have a pair of strong, human-shaped legs to help in locomotion. The Achmer's tail still sprouts from the back of the machine, as do his head and arms, and sometimes some of his tentacles. Most Achmer weaponry is designed for underwater battle, but they have developed highly advanced exosuits for use by terrestrial infantry.&lt;br /&gt;
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=== Vehicles ===&lt;br /&gt;
Also, strange as it may seem, all Achmer vehicles are filled with water. This makes them extremely heavy, so hover vehicles are seldom used. Land vehicles typically either employ wheels or tentacle-like legs/arms, which the Achmer are very adept and creating, giving many of their vehicles - especially the walkers - an almost biological appearance. The Achmer also have no love of bright sunlight, so many of their vehicles lack windows or canopies, instead relying entirely on computers and sensors to observe the outside world. Achmer aerospace craft (which tend to be rounded, even saucer-shaped) have extremely small, tightly-compacted cockpits to ensure that the weight of the water inside does not keep the vehicle from flying. Often there is no room for the pilot to move about at all, except to control the ship. Most larger Achmer starships are constructed entirely in space, never leaving or entering a planet's atmosphere. The water for the interior is brought up to the vehicle from the planet as it is built. The amazing display of evaporating water that results after the destruction of an Achmer craft in space is said to be truly a sight to behold. After a battle, the Achmer, never wasteful, usually return to recover the water cloud and take it back to their planet.&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Natives]]&lt;br /&gt;
[[Category:Achmer]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=74</id>
		<title>Mahlok</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Mahlok&amp;diff=74"/>
				<updated>2023-04-23T01:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;TO EDIT    {{Infobox |Box title = Mahlok |image = File:Natives_mahlok_volcan.jpg |imagewidth = 250px |Row 1 title = Pronounced: |Row 1 info = MAH-lock |Row 2 title = Homeworld...&amp;quot;&lt;/p&gt;
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{{Infobox&lt;br /&gt;
|Box title = Mahlok&lt;br /&gt;
|image = File:Natives_mahlok_volcan.jpg&lt;br /&gt;
|imagewidth = 250px&lt;br /&gt;
|Row 1 title = Pronounced:&lt;br /&gt;
|Row 1 info = MAH-lock&lt;br /&gt;
|Row 2 title = Homeworld:&lt;br /&gt;
|Row 2 info = [[Omolgeth]]}}The '''Mahlok''' are one of the four main sapient Native species. The plural name of the species is technically &amp;quot;Mahloketh,&amp;quot; but most simply use &amp;quot;Mahlok&amp;quot; for both singular and plural. They have earned a largely &amp;quot;evil&amp;quot; reputation among [[Human]]s, thanks both to their physical appearance and to the [[Helexith Coalition]], though this is not inherently true about their species.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
The Mahlok have a very human-like overall build, but the similarities end there, save perhaps in terms of height. Mahlok are usually about six feet tall, but females tend to be shorter.&lt;br /&gt;
&lt;br /&gt;
=== Skin ===&lt;br /&gt;
Their bodies are completely covered in translucent, rubbery skin. This strange skin is fireproof, and it clearly shows the heat that is building inside of it, growing from a dark red to a fiery orange to even bright yellow as the Mahlok's heat builds when using his fire abilities. Decorating the surface of their skin are thin, black lines like natural tattoos, the patterns of which vary greatly from individual to individual. These markings are often the only thing identifying a particular Mahlok from another. Traditionally, Mahlok wear no clothing. This makes it easier to identify one another, and there is nothing for them to be ashamed of, because they have no visible genitals.&lt;br /&gt;
&lt;br /&gt;
=== Facial Features ===&lt;br /&gt;
The Mahlok have no hair, mouth, nose, or ears, but they do have eyes. Long, thin, and lacking pupils, these eyes appear almost to be windows to their inner flame, constantly glowing a bright yellow-white. Fire tends to flow from the Mahlok's eyes more freely than the rest of their body, and every now and then tendrils of flame can be seen licking out of them. When angry, the fire coming from their eyes grows more intense. At its most powerful, it causes their eyes to appear like long spears of white flame stabbing outwards from their eye-sockets. Mahlok tend to have very developed foreheads, and the back of their head is sometimes slightly elongated. They also possess round protrusions at approximately the locations that a Human would have ears, which probably serve exactly this purpose. When a Mahlok speaks, its deep voice seems to echo from within its body. This causes their voice to have a very frightening quality about it, often described as the rumbling voice of a volcano bellowing from under the earth.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Mahlok biology remains almost a complete mystery. It is known they have muscles and a skeletal system, since some Mahlok have been skinned to create [[Mahlok Hide Armor]], but all other internal organs remain a mystery since X-rays do not work on Mahlok (they actually absorb all of the radiation), and their blood hardens almost to stone after death, making dissection all but impossible.&lt;br /&gt;
&lt;br /&gt;
=== Natural Armor and Energy Absorption ===&lt;br /&gt;
Mahlok skin, as previously mentioned, is rubbery, translucent, fireproof, and usually appears red, glowing brighter as it grows hotter. This color, however, is due to the Mahlok's internal temperatures; when skinned, their hides dry to a dark greyish-brown. Their skin is also at least as tough as most anti-ballistic mesh armor, blocking all lower-caliber, non-armor-piercing projectiles. Also, Mahlok blood is bright yellow and extremely hot when it first leaves their body, but it will cool and harden to a black color, almost like lava. This property serves a similar purpose to clotting in Human blood.&lt;br /&gt;
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Energy weapons are also useless against the Mahlok, for they simply absorb their heat directly into their skin, actually adding to their power rather than decreasing it (although if too much energy is &amp;quot;consumed,&amp;quot; the Mahlok will explode violently and fatally). For this reason, the oldest enemies of the Mahlok traditionally employed sharp weapons, such as swords or arrows. In the [[Xenocide War]], the Human settlers of [[Terra Nova]] created many high-caliber firearms specifically for use against the Mahlok, such as [[Xarkon]]'s trusty lever-action &amp;quot;[[Ironslinger Rifles|Ironslinger]]&amp;quot; rifles. They also attempted to use nuclear weapons against the Mahlok, to disastrous results. The radiation of the weapons was absorbed by those Mahlok nearest the blast, turning them into flying, glowing death machines capable of firing intense beams of heat from their fingertips before fizzling out and dying in a few weeks.&lt;br /&gt;
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=== Livelihood ===&lt;br /&gt;
The Mahlok, who have no mouths, do not eat solid foods. They have been observed to absorb liquids into their system for nutrients (a few seem to enjoy alcoholic beverages, like Humans), but it does not seem to be explicitly required for their survival. What is required, however, is heat. Mahlok can absorb life-giving warmth from any nearby source. Mahlok also need to breathe, which they apparently do directly through their skin. It is not true that they can survive in a vacuum, like some believe. Mahlok never truly sleep, but they do sit and &amp;quot;meditate&amp;quot; in the heat for many long hours each day.&lt;br /&gt;
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=== Reproduction ===&lt;br /&gt;
Mahlok reproduction has never been observed by Humans. All that is known is that the Mahlok reproduce at a slower rate than any other sapient species in Nova Refuge, which is why they also have the smallest galactic population. Their children have smooth, unmarked skin until they reach puberty (at about 25-30 TSCs), at which point the distinctive lines on their skin begin to form, making them into adult individuals instead of merely children. Although Mahlok have the slowest breeding rate and aging process, they also live longer than any other species, sometimes for more than three centuries. It is speculated that there are Mahlok still alive in the Refuge who remember the day that Humanty first arrived there. There are no known Mahlok races, breeds, or sub-species. It is speculated that there was never enough difference in climate on their homeworld for any variations to evolve.&lt;br /&gt;
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=== Flames ===&lt;br /&gt;
The most intimidating and mysterious aspect of Mahlok biology is their astonishing power to emit flames from any part of their body. Even an unarmed Mahlok is thus a deadly enemy to all but the most well-armed foes. The average Mahlok can do little more than make a burst of fire when needed, but there are some Mahlok who spend much of their time exercising their inner flame, training themselves to make the most of this gift. The Mahlok word for the most devoted individuals - those who train at the feet of true masters in special institutions - is ''Kassazar'' (KASS-ah-zar, pl. ''Kassazareth''). Humans typically call them either &amp;quot;[[Infernals]]&amp;quot; or simply &amp;quot;Burners.&amp;quot; A few of their abilities include:&lt;br /&gt;
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- Shooting a continuous spray of flame from their fingertips, or building up a powerful burst of flame released in an explosive blast.&lt;br /&gt;
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- Creating a beam of heat similar to a laser, with the ability to cripple most shielding systems and burn through most heat-resistant mesh instantly.&lt;br /&gt;
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- Using a burst of flame to propel themselves into the air for considerable distances. Some can even fly, albeit for a limited period of time.&lt;br /&gt;
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- Honing their reflexes so that, when a projectile is fired at them, a burst of flame shoots forth from that side of their body, possibly deflecting the missile, similar to reactive armor.&lt;br /&gt;
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== Culture ==&lt;br /&gt;
The Mahlok rarely ever fight members of their own species. This is largely because it is nearly impossible for them to harm one another without a blade of some kind. They have no teeth or claws with which to puncture each other's skin, they cannot strangle each other because they breathe directly through their skin, and they are immune to one another's fire. Because of this, there has rarely ever been a Mahlok civil war, and their history of interaction with each other is (rather ironically, given their current tendency toward war and conquest) actually more peaceful than any other Native species. Seemingly to counter this fact, they war with other species all the time. Most of them seem convinced that they are the strongest and most powerful beings in existence, destined to rule all others. Most of the hard labor in their cities is done by slave races, such as the Slashrim. Political leaders in Mahlok societies are always war leaders as well. Leadership ability is determined by intelligence and tactical skill, and he who wins the most battles also wins the greatest power in their government.&lt;br /&gt;
&lt;br /&gt;
The Mahlok sense of brotherhood is amazing to most Humans. They rarely squabble over who gets to be leader, pushing great generals into positions of power eagerly, simply because they are aware that these men will lead their race to greatness. They fight as one, never divided or leaderless, carving a massive empire across the galaxy. Most of the actual fighting is done by slave races, since the Mahlok are so few in number and breed so slowly. Their society seems to be male-dominant, perhaps because of the long gestation period of females, or because their numbers are so small that they guard their females to ensure their own survival. Mahlok children are raised by the females, often communally, to ensure obedience to Mahlok tradition and loyalty to their own species (they are not allowed to interact with other species until they become adults). There are only a few Mahlok individuals who separate from their people. These are shunned as outcasts, hated by the rest of their kind. Two well-known Mahlok &amp;quot;blood traitors&amp;quot; are [[Zegaldorph]], Lord of the country [[Mordark]] on Terra Nova, and &amp;quot;[[Ignatus]],&amp;quot; High Admiral of the Xarkon Aerospace Forces.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Mahlok language is surprisingly sophisticated, though it sounds guttural and coarse to human ears. It is not as complex as the language of the [[Sarran]], but it is still extremely hard to learn. It employs many odd sounds that other species have difficulty reproducing, including low rumbles, clicks, and fizzles, created somehow within their body. Luckily for Humans and other species, their language has largely been adapted for a more traditional biological use by the [[Slashrim]], creating the tongue known as [[Mahlo-Slashrim]], though this language still employs many guttural noises and clicks. This is the universal language of the Empire of Helexith, regional and tribal tongues having been all but eradicated.&lt;br /&gt;
&lt;br /&gt;
==== Words ====&lt;br /&gt;
* ''gvum'' – galaxy&lt;br /&gt;
* ''geth'' – planet&lt;br /&gt;
* ''omol'' – home; place of origin&lt;br /&gt;
* ''Omolgvum'' – Home Galaxy, the name given to the [[Nova Refuge (galaxy)|Nova Refuge]] galaxy by Mahlok&lt;br /&gt;
* ''Omolgeth'' – Home Planet, also the name of the homeworld of the Mahlok&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Mahlok names usually consist of only one word. During childhood, each Mahlok is only called by a nickname. When he reaches adulthood, those who raised him will give him a name derived from one of his personality traits, habits, etc. These names are often demeaning, since they are meant to point out the primary flaw in each individual, sort of like the &amp;quot;final instruction&amp;quot; from those who raised them, telling the Mahlok what they need to work to improve. &amp;quot;[[Zuhaxellod]],&amp;quot; for example, apparently means something like &amp;quot;he who basks too often in the sun.&amp;quot; From this we can surmise that the original prophet of Helexith wasted much of his youth sunbathing.&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
Despite what one may think when hearing the Mahlok preach to their Slashrim followers about the power of [[Helexith (god)|Helexith]], the Mahlok themselves do not believe a word of this religion. It is merely a modified version of the religion practiced by the largest of the Slashrim tribes before the Mahlok conquered them. By twisting this religion, they were able to get the Slashrim to worship and follow them. Most Mahlok seem to be utterly irreligious. There is some evidence that early Mahlok believed not in a &amp;quot;sun-god&amp;quot; like Helexith, but rather in an earth-god who dwelled in the heart of their planet. This seems to have lost popularity when space travel was first discovered, though a few rare Mahlok still subscribe to this ancient cult, believing that a god rests in the core of each planet and other celestial body.&lt;br /&gt;
&lt;br /&gt;
=== Typical Behavior ===&lt;br /&gt;
&amp;quot;You move like a Mahlok,&amp;quot; is a popular saying in the Hub system, since Mahlok are notoriously slow going about their business. They are also surprisingly slow in war, using long-term, plodding strategies rather than fast, aggressive ones. This is probably a side-effect of their long lifespans. The individuals themselves are, ironically, usually cool and collected rather than hot-headed... although if one does ever truly anger a Mahlok, they had best flee the premises quickly. Those who have had good dealings with the Mahlok sometimes say, &amp;quot;The Mahlok never forget a favor.&amp;quot; Those who have had slightly less favorable dealings instead say, &amp;quot;No one holds a grudge quite like a Mahlok.&amp;quot;&lt;br /&gt;
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== Technology ==&lt;br /&gt;
Mahlok technology has actually advanced a bit slower than Sarran technology, despite the fact that they are seemingly just as intelligent as the Sarran. Around the same time that the Sarran were first using Starlight engines on their Aerospace craft, the Mahlok were forming an alliance with the [[Draconians|Space Dragons]] to carry them in and out of planetary atmospheres in large &amp;quot;transport boxes.&amp;quot; This, of course, led to them only developing the Starlight drive much later, after encountering it in battle against the Sarran. During this time, the Mahlok used special weapons which were simply arm-attached devices that concentrated a Mahlok's flame into a beam of heat. Only in relatively recent years have they begun using energy weapons with external power sources. The Mahlok rarely carry swords, because in the hands of the enemy, these could be used against them Only the commanders, on the cautious lookout for treachery from their own people (as uncommon as it is in Mahlok society, it still occasionally happens), carry swords or combat knives at their sides.&lt;br /&gt;
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=== Military Vehicles ===&lt;br /&gt;
The vehicles (and often other weapons) employed by the Mahlok in war are almost always fitted with control panels that only react to the intense heat that Mahlok can create with their fingertips. Thus, the vehicles are virtually unpilotable by Humans or other species without an adapter of some kind. The Mahlok never allow Slashrim to pilot their deadliest weapons of war, and Mahlok themselves almost never serve as infantry. This helps to maintain their elite, aloof status with the slave races. The Mahlok developed walkers long before humans, and frequently these walkers would be carried from planet to planet in the claws of a massive Space Dragon. Mahlok walkers tend to have more legs than human ones, varying from two to as many as eight on the largest models. This gives them an insect-like appearance, which is why Humans refer to them with arthropod names (ex., &amp;quot;Weevil,&amp;quot; &amp;quot;Scarab,&amp;quot; &amp;quot;Scorpion,&amp;quot; etc.). This method has been extended to their flying vehicles as well (since they have claw-like landing gear that appear like insect legs), resulting in names like &amp;quot;Paperwasp,&amp;quot; &amp;quot;Swallowtail,&amp;quot; and &amp;quot;Dragonfly.&amp;quot; For the starship classes, scientific arthropod order and family names are used, such as &amp;quot;Hymenoptera-class&amp;quot; and &amp;quot;Lepidoptera-class.&amp;quot;&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Mahlok]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=73</id>
		<title>Wrognoth</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Wrognoth&amp;diff=73"/>
				<updated>2023-04-23T01:23:50Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;TO EDIT   The Wrognoth (WROG-noth) are a very large and intimidating Native species, whose numbers are currently so few that they are not counted among the four ma...&amp;quot;&lt;/p&gt;
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The Wrognoth (WROG-noth) are a very large and intimidating [[Natives|Native]] species, whose numbers are currently so few that they are not counted among the four main sapient Natives. A mammalian species of hulking, bestial humanoids, the Wrognoth are often considered almost as savage as the [[Slashrim]] - to which they are often compared for many reasons, particularly their size, strength, and ferocity - though a look at their culture reveals that this is far from true. Also, although often considered unintelligent due to their appearance, Wrognoth intelligence is easily comparable to a Human's. Wrognoth are rarely seen in [[Humans|Human]] or any other society, and their species remains shrouded largely in mystery.&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Wrognoth are the Slashrim's only rivals in terms of sheer size and physical power. Their posture is generally more erect than that of a Slashrim, making them seem even taller when compared to a Slashrim's earlier growth stages.&lt;br /&gt;
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===Face and Body===&lt;br /&gt;
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Humans tend to associate Wrognoth with werewolves from old Earth legends, as their general body shape, and especially the shape of their head and ears, is extremely wolfish. Their faces bear fairly long, wolfish snouts, and they have a pair of pointed ears atop their heads. Unlike wolves, however, their canine teeth - both upper and lower - are so large they are not enclosed within their lips and jut from the top and bottom of their muzzle. Their hind legs are reverse-jointed like an animal's, and they bear large paws with enormous, retractable claws instead of humanoid feet. All Wrognoth stand several feet taller than a Human, with an average height of ten feet when standing erect, and the largest can even grow to heights of twelve or fourteen feet. Their hands are humanoid, but they bear long, retractable claws on their fingertips. Finally, all Wrognoth have fluffy tails closely resembling a wolf's. Female Wrognoth are only slightly smaller than males in terms of muscle mass, but generally reach around the same height.&lt;br /&gt;
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===Antlers===&lt;br /&gt;
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Both male and female Wrognoth also grow antlers just behind their ears, and these antlers vary widely in size and shape. The antlers are shed during two or three winter months - or what would ordinarily be winter months, regardless of the Wrognoth's location - and regrown thereafer.&lt;br /&gt;
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===Fur and Coloration===&lt;br /&gt;
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Being mammals, they are covered in thick fur that comes in a wide variety of colors, dependent primarily on the particular Wrognoth's home environment. Their fur ranges in color from black, white, brown, grey, crimson red, blonde, and various mottled combinations thereof. A blue-grey hue has even been observed in certain sub-species living in mountainous, rocky terrain, and some that dwell in thick jungles even have fur ranging from slightly greenish to bright green. Stranger colors may exist, but given how rare Wrognoth are in general, some of their wilder colorations may only be myths. Underneath their fur, Wrognoth generally have greyish skin.&lt;br /&gt;
===Eyes===&lt;br /&gt;
Wrognoths' eyes, which are just as wolfish as their heads, are extremely brightly colored and come in countless varieties, including - and not limited to - green, red, blue, yellow, orange, and even purple and grey-white. According to some hearsay, solid black eyes is an unusual but not unknown mutation, considered the sign of a curse in ancient Wrognoth culture.&lt;br /&gt;
==Biology==&lt;br /&gt;
===Physical Capability===&lt;br /&gt;
Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to &amp;quot;sense&amp;quot; fear, much like canines, as well as the ability to see in extremely low-light settings. They are capable of running on all fours, and they can achieve speeds of over 65 MPH, which their great endurance allows them to maintain for hours on end. Running on their hind legs, they cannot achieve as great of a speed, but they can still outrun a good deal of their prey. Wrognoth are well known for their endurance, and they are hardy against both injury and disease, particularly as they are capable of regenerating most wounds very quickly.&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Being mammals, Wrognoth give live birth, generally to one, two, or three children; Wrognoth have more than one child far more often than do Humans, though twins remain very rare. A couple almost always mates for life, particularly as Wrognoth are known for the sense of loyalty bred deep into their culture. Wrognoth are not capable of producing offspring with Humans or any other Native species.&lt;br /&gt;
===Livelihood===&lt;br /&gt;
As can be expected, Wrognoth are primarily carnivores, eating a wide variety of meats - including, in the case of some Wrognoth, Humans. They are not entirely carnivorous, however, as they also occasionally eat various fruits and vegetables. It should be noted, however, that cannibalism is nonexistent among Wrognoth: a Wrognoth will simply never eat another of its kind. This is apparently not a cultural ideal, but an instinctive one, as even feral Wrognoth are known to never devour the flesh of their kin.&lt;br /&gt;
===Lifespan===&lt;br /&gt;
Given their reputation for high endurance to most any hardship, Wrognoth are hardy enough to live to very old ages. The oldest Wrognoth lived to be around 250, although most do not make it far into the 200's.&lt;br /&gt;
==Culture==&lt;br /&gt;
Overall, the Wrognoth culture is considered unusual by Humans, given their &amp;quot;monstrous&amp;quot; appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.&lt;br /&gt;
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===History===&lt;br /&gt;
Early Wrognoth civilization was predictably simple. Wrognoth lived in fairly small, closely-knit clans on their native planet, which is currently unknown to humans, though it is thought to have been conquered and colonized by [[Helexith]]. Unlike the Slashrim, the Wrognoth resisted Helexith. In spite of the fight they gave, Helexith would have crushed the rebellion and destroyed the troublesome Wrognoth, were it not for the timely arrival of forces from the High Council of [[Harmony]]. Harmony drove back Helexith and some sympathizers even provided the Wrognoth with technology for space flight - which they had not yet invented before the arrival of Helexith - and they became allies, though not outright members, of Harmony. Since then, the Wrognoth have started to spread over other worlds, making a slow but steady comeback from Helexith's apparent determination to wipe out their species.&lt;br /&gt;
===Society===&lt;br /&gt;
Wrognoth society is founded upon two primary ideals: honor and loyalty. Although Wrognoth hunters frequently stalk their prey or their enemies, they always face them in open combat, rarely - if ever - resorting to underhanded methods such as assassination. Elders are always to be respected, and children are considered extremely important, even by enemy clans; if one Wrognoth clan defeats another, they will adopt the children from that clan and raise them as their own. They have an extreme respect for their dead and will go to great lengths to recover the bodies of their fallen comrades in order to give them a proper burial. Males and females are equally dominant in society, and, if anything, females often garner a bit more respect. However, they are in no way restricted from participating in battle. With their sense of loyalty, Wrognoth rarely do anything alone. If one is outcast from their society, that Wrognoth is often shunned from all the others as well, as it can be assumed he or she committed some unforgivable crime against one of their brethren or betrayed their honor.&lt;br /&gt;
===Language===&lt;br /&gt;
Almost impossible for most species to replicate, the Wrognoth language is a delicate set of growls, yips, snarls, groans, and grunts. To most, it would not sound like a language at all. After interacting with other sapient beings, the Wrognoth created a more coherent form of their language, although its words can still be difficult to form, sounding very harsh and often guttural. The howl is a very important sound in all Wrognoth languages, capable of conveying an endless array of emotions to other Wrognoth, although these intricacies may be lost on Humans and most other species, save the [[Sarran]].&lt;br /&gt;
===Religion===&lt;br /&gt;
Currently, Humans are largely in the dark about the Wrognoth religion. Many say that the Wrognoth religion coincided perfectly with the beliefs of the Sarran, and the Wrognoth now claim to follow [[Afaelya]], who - they say - goes by many names.&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
In spite of their codes regarding honor and loyalty, the Wrognoth are generally an extremely close-knit people, and they do not favor outsiders. They are defensive toward others, even reclusive, and do not willingly accept most any other race into their society. Wrognoth respect free Slashrim, as they respect their strength, though the Slashrim of Helexith they see as brutes and beasts that should be destroyed. They are largely indifferent to the [[Achmer]], but they favor the Sarran and often welcome them openly, showing them immense respect. Most Wrognoth are taught that the Sarran saved their species from destruction - also, Sarran can use their psionics to better understand the Wrognoth language. [[Mahlok]] are called the mortal enemies of Wrognoth, thanks to Helexith, while Humans are largely unknown to them, though still treated with a good deal of suspicion. More often than not, the Wrognoth prefer to be left alone, and they are not afraid to tell this to those who trespass upon their territory. As they are highly territorial in nature, Wrognoth will ask only so many times before they respond to intruders with violence.&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=72</id>
		<title>Sarran</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=72"/>
				<updated>2023-04-23T01:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_sarran_on_rock.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Angels&amp;quot;&lt;br /&gt;
|name=Sarran&lt;br /&gt;
|pronunciation=SAHR-run&lt;br /&gt;
|homeworld=Ecirron}}&lt;br /&gt;
The Sarran, sometimes pluralized &amp;quot;Sarrans,&amp;quot; are an elegant but aloof species of Natives, considered one of the primary four Native species of [[Nova Refuge (galaxy)|Nova Refuge]]. [[Humans]] consider them to be the most human-like physically of the Natives, but Sarran have numerous biological differences with Humanity themselves.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Sarran discovered [[Starlight gas]] long before Humans, using starlight-powered starships to travel between planets for possibly more than a thousand years. Sarran are known to travel in very spacious ships to accommodate their wings, as well as their rumored claustrophobia, and decorated in beautiful ornamentation. However, Sarran scarcely speak of their own history or their homeworld of [[Ecirron]], especially to Humans, and such places are off-limits to anyone outside the [[High Council of Harmony]]. Presently, it is known that the Sarran harbor great hatred for the [[Mahlok]] and [[Helexith (faction|Helexith]], which is almost certainly related to Sarran history.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
To other species, Sarran often come across as cold an emotionless, but this is largely a side-effect of their [[Psionics|psionics]]. Emotions are easily read among the Sarran without the need for physical or verbal expression, so they rarely communicate through voice or facial expressions, their emotions toned down to levels all but undetectable to other species. In terms of society, the Sarran are female-domnant, as women are judged as having greater wisdom and judgment and a stronger spirit. Women nearly always occupy higher political and religious positions than men. However, Sarran always marry for life and bear very strong psychological and spiritual connections; the woman never belittles her husband. Sarran culture is known to be vast and intricate, putting great emphasis on freedom as well as the ability to fly, as Sarran nearly always make their homes in tall mountaintops in the coldest environments on any planet. However, Sarran are also known to create methods through which flight-impaired Sarran can reach these cities or else create special communities for them. Despite this, it is still considered degrading for a Sarran to touch ground at sea level unless absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The Sarran are highly religious, but they keep the tenents and details of their religion to themselves, leaving it largely a mystery. Humans are aware, however, that Sarran believe in a unifying deity called Afaelya, through which all things are connected. Afaelya is seen as a deity as well as a spiritual force through which the Sarran have been gifted their psionic abilities.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
At first glance, a Sarran may appear to be nothing other than a tall, attractive Human with large, bird-like wings. Most Sarran are around six feet tall, though female Sarran are shorter. Nearly all Sarran have very light, pale skin, most of a pink hue like a fair-skinned Human, though some have skin appearing more bluish. Sarran nearly always have clear and light-colored eyes but with extreme variety, including blue, green, turquoise, lavender, light pink, and yellow-gold, as well as grey-white eyes, with no one eye color seeming genetically dominant. Their &amp;quot;hair&amp;quot; is not like human hair, instead being light and feathery; Sarran have no body hair whatsoever, their skin smooth and hairless. Generally, their feathery hair matches their wings in color, generally brown or white or sometimes grey, with black wings and hair being extremely rare and recessive. Sarran always have very severe and sharply-chiseled facial features, with high-arching brows, pointed ears, and long, large eyes. Sarran have very high metabolism, requiring them to eat more frequently than Humans; partially as a result, they have almost never been known to grow obese. They also seem practically immune to cold temperatures, save for the most extreme, allowing them to live comfortably on their frozen homeworld. On average, Sarran live nearly twice as long as the average Human, but not as long as the average [[Mahlok]], with the oldest Sarran generally making it to the mid-200s.&lt;br /&gt;
&lt;br /&gt;
===Wings===&lt;br /&gt;
The most well-known aspect of Sarran are their wings. All Sarran have wings on their backs very much like Human depictions of ancient deities or angels, as well as small winglets on their outer ankles that are used for steering during flight. They have exceptionally light bones and strong chest muscles; all Sarran generally stronger than the average Human. Sarran also use their wings in battle, protecting them with fire-resistant gels and covering them in armor plating and even blades.&lt;br /&gt;
&lt;br /&gt;
===Psionic Abilities===&lt;br /&gt;
Though best known for their enormous feathered wings, the most amazing power Sarran possess is their powerful psionics. How Sarran psionic powers work continues to baffle Human scientists, who are given no opportunity to study it. It is thought Sarran are able to transfer thoughts into another's mind simply by initiating eye contact, made more powerful by physical touch. Likewise, they can detect the minds of others in the vicinity, especially those who cannot keep their emotions in check. The Sarrah attribute their psionics to their religion, the universal spirit of [[Afaelya]], saying it is based in the spirit rather than the mind and refuting all scientific answers or the search for them. Though this infuriates Human scientists to no end, they can give no better explanation.&lt;br /&gt;
&lt;br /&gt;
===Half-Humans===&lt;br /&gt;
Some cases of supposed &amp;quot;half-Human, half-Sarran&amp;quot; individuals are documented, but they are little understood. Biologists cannot explain how such a coupling is even possible, yet the can not only produce offspring, but their offspring are likewise fertile, with some Humans having diluted Sarran in their bloodlines. However, any Human-Sarran hybrids are extremely rare and not well understood.&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=71</id>
		<title>Sarran</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=71"/>
				<updated>2023-04-22T23:57:37Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_sarran_on_rock.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Angels&amp;quot;&lt;br /&gt;
|name=Sarran&lt;br /&gt;
|pronunciation=SAHR-run&lt;br /&gt;
|homeworld=Ecirron}}&lt;br /&gt;
The Sarran, sometimes pluralized &amp;quot;Sarrans,&amp;quot; are an elegant but aloof species of Natives, considered one of the primary four Native species of [[Nova Refuge (galaxy)|Nova Refuge]]. [[Humans]] consider them to be the most human-like physically of the Natives, but Sarran have numerous biological differences with Humanity themselves.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
At first glance, a Sarran may appear to be nothing other than a tall, attractive Human with large, bird-like wings. Most Sarran are around six feet tall, though female Sarran are shorter. Nearly all Sarran have very light, pale skin, most of a pink hue like a fair-skinned Human, though some have skin appearing more bluish. Sarran nearly always have clear and light-colored eyes but with extreme variety, including blue, green, turquoise, lavender, light pink, and yellow-gold, as well as grey-white eyes, with no one eye color seeming genetically dominant. Their &amp;quot;hair&amp;quot; is not like human hair, instead being light and feathery; Sarran have no body hair whatsoever. Generally, their feathery hair matches their wings in color, generally brown or white or sometimes grey, with black wings and hair being extremely rare and recessive. Sarran always have very severe and sharply-chiseled facial features, with high-arching brows, pointed ears, and long, large eyes.&lt;br /&gt;
&lt;br /&gt;
===Wings===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sarran wings sprout from their backs just like those in Human depictions of ancient deities or angels. In addition to these wings on their backs, they also have small winglets on their ankles, one on the right ankle facing right, and the other on the left ankle facing left. When in flight, the Sarran appear to use these small wings on their legs as a bird would use its tail, for steering. Also like a bird, the Sarran have exceptionally light bones and strong chest muscles. Indeed, all Sarran tend to be stronger than the average human, if only because of flying and carrying the weight of their wings when walking on the ground. Sarran have very high metabolism, requiring them to eat more frequently than Humans. Partially as a result, they have almost never been known to grow obese.&lt;br /&gt;
&lt;br /&gt;
===Cold Adaptation and Lifespan===&lt;br /&gt;
The Sarran have smooth, hairless skin that is apparently immune to cold, save for the most extreme cold temperatures. This allows them to live comfortably on their frozen homeworld of [[Ecirron]]. It is also why they prefer to dwell on tall mountaintops on [[Terra Nova]] and other planets with a moderate climate. On average, Sarran live nearly twice as long as the average Human, but not as long as the average [[Mahlok]], with the oldest making it to the mid-200's.&lt;br /&gt;
&lt;br /&gt;
===Psionic Abilities===&lt;br /&gt;
The most amazing power that a Sarran possesses is actually not flight, but telepathy. Exactly how Sarran psionic powers work still baffles Human scientists, who are never given the opportunity to study it as much as they no doubt would like. Some Sarran are able to transfer thoughts into a person's mind simply by initiating eye contact, though others require physical touch. They can also detect the minds of others that are in the vicinity, especially those who do not keep their emotions in check. The Sarran attribute this psychic ability to their religion (the universal spirit of [[Afaelya]]), claiming that it is based in the spirit, not the mind, and they seemingly refuse to even try to find a scientific answer. This infuriates Human scientists to no end, but they have yet to find a better explanation.&lt;br /&gt;
&lt;br /&gt;
===Half-Humans===&lt;br /&gt;
Sarran are the only Natives capable of interbreeding with another species: namely Humans. Biologists have so far been unable to explain how this came to be, but a union between Sarran and Human produces fertile offspring. These children, often called Sar-men or [[Sarmans]], bear a mixture of Human and Sarran features and abilities, but always lack wings. They have a heightened sensitivity to psionics, but not to the extent of a full-blooded Sarran. While easily accepted into Human society, largely because they can blend in without much notice, they usually dwell on the outskirts of major Sarran settlements and have never been absorbed into high Sarran culture.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Emotions===&lt;br /&gt;
In person, the Sarran often come across as cold and emotionless, but this is largely a side-effect of their telepathic ability. Strong emotions can be easily read by a Sarran's psychic powers without the need for physical or verbal expression. Thus, they rarely communicate their feelings through voice or facial expression, and those emotions they feel are toned down to levels literally undetectable, in order to hide them from their own kind. To better explain this phenomenon, think of a creature whose hearing is extremely sensitive. In order to communicate, only the slightest sound need be emitted, which may be entirely inaudible to less-sensitive Human ears. Likewise, the Sarran are so sensitive to emotion that they only give the slightest indication of it... and that indication is entirely undetectable to Human senses. This has often been a detriment to their relations with other species, and it is probably why they find their closest friendship with the Achmer, who are also typically unemotional.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The Sarran are normally very gentle people who prefer peace over war and knowledge over strength. They seem to be quite religious, but the tenets of their religion remain largely a mystery. They have been known to shout phrases such as &amp;quot;For the One!&amp;quot; while in battle, and they apparently believe in a great unifying spirit called Afaelya (Ah-FAIL-Ya), or the One Spirit (though some researchers suggest it actually refers to a &amp;quot;spirit world&amp;quot; more than a deity). They believe that all things are connected through Afaelya, a sort of spiritual force, and that when they use their telepathic powers, they are actually communicating through Afaelya. Connection with the One Spirit is shown through intelligence, wisdom, the ability to command others, and sheer resolve, or belief that one is right (though if one believes himself to be right and turns out to be wrong, this shows spiritual weakness). Those judged to have the greatest connections to Afaelya become part of the priest class of Sarran society, referred to as the [[Afay]] (Ah-FAY).&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
Sarran society is female-dominant. Afay are nearly always female, as the females are usually judged as having greater wisdom and judgment, and a stronger spirit. To strike a female at all, even in self-defense, is considered foul, low, filthy, and degrading. Even those who keep the law in Sarran societies may only restrain and capture female criminals, never strike or wound them. Only when a female engages in openly violent activity against other Sarran, such as fighting in a war against her own people, is she allowed to be put down (for she has, after all, shown herself to not be wise in spirit), and it is another female who must make this decision. Females nearly always occupy higher political and religious positions than males. Males get more respect in the military, making up the bulk of the armed forces and often making it to the highest officer ranks. Females who join the military are still shown preference, however, and are nearly always high-ranking officers commanding large armies of mostly male soldiers. Sarrans usually mate for life and bear a very strong psychological and spiritual connection. Surprisingly, this seems to enable them to be freer with their relationships than Humans, since there is less suspicion between mates, who trust each other completely, as they can each share the other's thoughts and emotions.&lt;br /&gt;
&lt;br /&gt;
Another important factor in Sarran culture is their ability to fly. The Sarran live in homes that Humans call aeries: high towers and houses built into mountainsides. They prefer any place that is unreachable by a creature that cannot fly. However, Sarran who have lost their ability to fly from a battle wound, accident, or some other cause, are not shunned from Sarran life. The Sarran build special communities for these individuals, and they have invented highly-advanced flight suits that allow the flight-impaired to travel between aeries. To touch the ground at sea level, except when absolutely necessary, is considered degrading. This is an ancient tradition that has long been part of their religion, and though it is now considered somewhat taboo, it still lingers in the background of Sarran thought.&lt;br /&gt;
&lt;br /&gt;
Perhaps the hardest thing for Humans to understand about Sarran culture is that freedom is considered the underlying quality of all life. All beings should be free to fly, to move, to act as they please, to believe what they will, and to say whatever they like. Their actions are only limited if they cause harm to others in society. A Sarran state that creates too many laws will soon find itself all but abandoned by its citizens, and if citizens are not allowed to leave if they please, this state may find itself out of favor with the [[Harmony|High Council of Harmony]]. Some Sarran wars have begun this way. This freedom has resulted in what some Humans consider the tragic flaws of this otherwise idyllic society, since it creates classes of rich and poor, with no obligation for the rich to aid those beneath them, no government intervention to destroy monopolies, and so on. Regardless, the system seems to work well for them, and few Sarran are resistant to it.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
Sarran language is divided into two groups, which Humans who have studied the Sarran ways call &amp;quot;war-talk&amp;quot; and &amp;quot;peace-talk.&amp;quot; War-talk is the language used by the Sarran military. It is terse, quick, and to the point. Normal, peacetime Sarran language simply contains too many long, showy words that would take too long to say in battle. However, war-talk is frowned upon by intellectual Sarran and is never used except in war. Outside of war, it is considered vulgar slang. Each Sarran word is carefully constructed to mean precisely what it signifies, and shortening them to war-talk causes them to lose some of their meaning. For example, &amp;quot;star&amp;quot; in peace-talk is &amp;quot;eravalios,&amp;quot; meaning literally &amp;quot;orb of burning gas.&amp;quot; In war talk, it is shortened to &amp;quot;erval,&amp;quot; which is like saying &amp;quot;burn-orb.&amp;quot; Clearly, some of the meaning is lost. For a word to lose its meaning, its link to the most fundamental concepts of shape, substance, and time, lessens it in the sight of the Sarran. This is why the Sarran frown upon most Human languages. Perhaps because of their psychic abilities aiding the translation and learning of languages, all Sarran speak the same tongue, which is also used by the Achmer for their out-of-water speech.&lt;br /&gt;
&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
The Sarran are a proud people, preferring their own kind over all others. They tend to live secluded from other races, avoiding involvement in the affairs of Humans whenever possible. They hold much hatred for the Mahlok, who have been their bitter enemies for as long as any Sarran can remember. They think of the [[Slashrim]] as little more than beasts, and the [[Wrognoth]] are only marginally better. They treat others with respect and civility only if they are treated equally so in return. Sarrans enjoy &amp;quot;open-minded&amp;quot; discussions quite literally: they prefer to read a person's mind using their telepathic powers before they trust them. This leads to quite a bit of hostility between them and Humans, since Humans are typically averse to having their mind scanned through like a book (especially if they are hiding some secret feelings about the Sarran). Before serious discussions and important meetings, the Sarran like to &amp;quot;exchange thoughts&amp;quot; using telepathy, opening their minds so that they each understand one another's viewpoints. And as we all know, Humans are not always open-minded.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
The Sarran discovered the gas that powers Starlight engines long before Humans ever did. They have been using starlight-powered starships to travel between planets for over a thousand years, according to many estimates. Sarran starships tend to have very large, spacious cockpits to accommodate the pilot's wings (and also since most Sarran are more than a bit claustrophobic). They also like to decorate their vehicles in ornamentation, such as gold and silver, and they typically fly their flags (of their government, family, or even their personal flag) and banners from the backs of their starships. All Sarran vehicles either fly or hover, and if they walk, they also have the ability to fly. No Sarran vehicles are exclusively limited to travel on the land or sea. The Sarran also developed hover technology long before Humans, and rumor has it that some Sarran on their home planet have even built flying cities that float high above the ground with highly-advanced hover technology. Such technology would be far beyond anything Humans have yet developed, but it not known if it truly exists. The Sarran seldom speak of their homeworld to Humans, and some places are off-limits to anyone outside the High Council of Harmony.&lt;br /&gt;
&lt;br /&gt;
The flight packs the Sarran developed for their flight-impaired citizens have also been expanded for weapons of war. Using the technology developed by Humans for walker legs and combining it with their own advanced flight systems, the Sarran have developed advanced flying battle suits, or exo-suits. These flying walkers are not as large or heavily armed as human-made, land-based walkers, but they are very effective in large numbers, since the have the land agility of a walker and almost as much flight agility as an aircraft. In order to do both of these, the suits have a flight mode and walking mode, making them semi-transformers. Humans usually refer to them as [[Aerowalkers]].&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
As far as weapons go, the traditional Sarran weapon is the crossbow (or the double-crossbow, known as the X-bow). They have been known to use energy weapons in their wars against Humans, but these are thought to have been developed specifically for the Xenocide War. The use of bows and crossbows is a consequence of the constant battle against the Mahlok, who are legendary for being nearly bulletproof and for absorbing all energy blasts. The Sarran have developed several very advanced crossbows, including very long-range arbalests with scopes, rapid fire crossbows with bandoliers of ammunition, and gas-powered crossbows that require no bow or string (thus they are not truly crossbows, but since they fire arrows they are still sometimes referred to as such). The Sarran never invented gunpowder weapons, but have now begun using HPG caseless ballistic firearms with some frequency. Whether on parade or on the battlefield, all Sarran carry blades at their side. These swords are unique to each Sarran individual, though certain designs are used as templates in certain families to distinguish them from other families. The Sarran often wear these blades outside of war as well, such as during political meetings, as a sign of status. Lower-class Sarran unable to afford the luxury of unique swords for each family member are thus sometimes called the &amp;quot;bladeless.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Wings===&lt;br /&gt;
One might think that a Sarran's wings would be a great impediment to them in battle, but they have found ways to protect these appendages. Armoring them usually proves to be limiting to their flight capability, so they have found other methods. The earliest was a gel that helped protect the feathers from fire, such as that created by the Mahlok. Modern versions of this gel now contain nanomachines that aid in heat-dissipation and even hardening against ballistic impacts. Finally, the wings can be covered by suspended energy shields that do not seem to impede flight ability.&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=70</id>
		<title>Sarran</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Sarran&amp;diff=70"/>
				<updated>2023-04-22T23:50:02Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: Created page with &amp;quot;{{Species |image=Natives_sarran_on_rock.jpg |imagewidth=300px |title=&amp;quot;Angels&amp;quot; |name=Sarran |pronunciation=SAHR-run |homeworld=Ecirron}}yay  ==History==  ==Society==  ==Biology...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Species&lt;br /&gt;
|image=Natives_sarran_on_rock.jpg&lt;br /&gt;
|imagewidth=300px&lt;br /&gt;
|title=&amp;quot;Angels&amp;quot;&lt;br /&gt;
|name=Sarran&lt;br /&gt;
|pronunciation=SAHR-run&lt;br /&gt;
|homeworld=Ecirron}}yay&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
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==Society==&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
[[Category:Natives]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Sarran''' are an elegant but aloof race of winged aliens. They are considered the most human-like - at least physically - of the main sapient [[Natives|Native]] species, in spite of their numerous differences with [[Human|Humans]].&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
&lt;br /&gt;
At first glance, the Sarran (SAHR-run, sometimes pluralized as &amp;quot;Sarrans&amp;quot;) appear to be nothing other than tall, attractive Humans with large, bird-like wings. Most Sarran are at least six feet tall or more, and the females tend to be nearly the same height as the males. They all have very light, pale skin, most a pale pinkish shade, like a lighter-skinned Human's, but a few appearing bluish.&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
&lt;br /&gt;
Sarran eyes are always clear and light-colored as well, but they range in color even more widely than Humans', including such hues as blue, green, turquoise, lavender, light pink, and an almost yellow shade of gold. A few actually have no color in their eyes at all, their iris being such a light shade of grey that it actually appears to be white. No one eye color seems to be genetically dominant.&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, the Sarran &amp;quot;hair&amp;quot; is not like human hair. The hair on a Sarran's head is light and feathery, never appearing elsewhere on their bodies (the males do not have facial hair). Their feathery hair usually matches the color of their wings, which also vary widely in hue. Unlike with eye color, there are some genetically dominant wing/hair colors, primarily brown and white, which are the most common, with grey coming in third. Quite the opposite of Humans in this regard, black is a rare, genetically recessive color in Sarran society. &amp;quot;Blackwings&amp;quot; are viewed as notorious by Humans after one particular &amp;quot;Blackwing&amp;quot; led a group of assassins against [[Victory]] during the[[ Xenocide War]]. Besides these features, other differences between Sarran and Humans can been seen in facial structure. Sarran usually have very severe, sharply-chiseled features, with high-arching brows, a slight point to their ears, and long, large eyes.&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
===Wings and Strength===&lt;br /&gt;
&lt;br /&gt;
Sarran wings sprout from their backs just like those in Human depictions of ancient deities or angels. In addition to these wings on their backs, they also have small winglets on their ankles, one on the right ankle facing right, and the other on the left ankle facing left. When in flight, the Sarran appear to use these small wings on their legs as a bird would use its tail, for steering. Also like a bird, the Sarran have exceptionally light bones and strong chest muscles. Indeed, all Sarran tend to be stronger than the average human, if only because of flying and carrying the weight of their wings when walking on the ground. Sarran have very high metabolism, requiring them to eat more frequently than Humans. Partially as a result, they have almost never been known to grow obese.&lt;br /&gt;
===Cold Adaptation and Lifespan===&lt;br /&gt;
&lt;br /&gt;
The Sarran have smooth, hairless skin that is apparently immune to cold, save for the most extreme cold temperatures. This allows them to live comfortably on their frozen homeworld of [[Ecirron]]. It is also why they prefer to dwell on tall mountaintops on [[Terra Nova]] and other planets with a moderate climate. On average, Sarran live nearly twice as long as the average Human, but not as long as the average [[Mahlok]], with the oldest making it to the mid-200's.&lt;br /&gt;
===Psionic Abilities===&lt;br /&gt;
&lt;br /&gt;
The most amazing power that a Sarran possesses is actually not flight, but telepathy. Exactly how Sarran psionic powers work still baffles Human scientists, who are never given the opportunity to study it as much as they no doubt would like. Some Sarran are able to transfer thoughts into a person's mind simply by initiating eye contact, though others require physical touch. They can also detect the minds of others that are in the vicinity, especially those who do not keep their emotions in check. The Sarran attribute this psychic ability to their religion (the universal spirit of [[Afaelya]]), claiming that it is based in the spirit, not the mind, and they seemingly refuse to even try to find a scientific answer. This infuriates Human scientists to no end, but they have yet to find a better explanation.&lt;br /&gt;
===Half-Humans===&lt;br /&gt;
&lt;br /&gt;
Sarran are the only Natives capable of interbreeding with another species: namely Humans. Biologists have so far been unable to explain how this came to be, but a union between Sarran and Human produces fertile offspring. These children, often called Sar-men or [[Sarmans]], bear a mixture of Human and Sarran features and abilities, but always lack wings. They have a heightened sensitivity to psionics, but not to the extent of a full-blooded Sarran. While easily accepted into Human society, largely because they can blend in without much notice, they usually dwell on the outskirts of major Sarran settlements and have never been absorbed into high Sarran culture.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Emotions===&lt;br /&gt;
&lt;br /&gt;
In person, the Sarran often come across as cold and emotionless, but this is largely a side-effect of their telepathic ability. Strong emotions can be easily read by a Sarran's psychic powers without the need for physical or verbal expression. Thus, they rarely communicate their feelings through voice or facial expression, and those emotions they feel are toned down to levels literally undetectable, in order to hide them from their own kind. To better explain this phenomenon, think of a creature whose hearing is extremely sensitive. In order to communicate, only the slightest sound need be emitted, which may be entirely inaudible to less-sensitive Human ears. Likewise, the Sarran are so sensitive to emotion that they only give the slightest indication of it... and that indication is entirely undetectable to Human senses. This has often been a detriment to their relations with other species, and it is probably why they find their closest friendship with the Achmer, who are also typically unemotional.&lt;br /&gt;
===Religion===&lt;br /&gt;
&lt;br /&gt;
The Sarran are normally very gentle people who prefer peace over war and knowledge over strength. They seem to be quite religious, but the tenets of their religion remain largely a mystery. They have been known to shout phrases such as &amp;quot;For the One!&amp;quot; while in battle, and they apparently believe in a great unifying spirit called Afaelya (Ah-FAIL-Ya), or the One Spirit (though some researchers suggest it actually refers to a &amp;quot;spirit world&amp;quot; more than a deity). They believe that all things are connected through Afaelya, a sort of spiritual force, and that when they use their telepathic powers, they are actually communicating through Afaelya. Connection with the One Spirit is shown through intelligence, wisdom, the ability to command others, and sheer resolve, or belief that one is right (though if one believes himself to be right and turns out to be wrong, this shows spiritual weakness). Those judged to have the greatest connections to Afaelya become part of the priest class of Sarran society, referred to as the [[Afay]] (Ah-FAY).&lt;br /&gt;
===Society===&lt;br /&gt;
&lt;br /&gt;
Sarran society is female-dominant. Afay are nearly always female, as the females are usually judged as having greater wisdom and judgment, and a stronger spirit. To strike a female at all, even in self-defense, is considered foul, low, filthy, and degrading. Even those who keep the law in Sarran societies may only restrain and capture female criminals, never strike or wound them. Only when a female engages in openly violent activity against other Sarran, such as fighting in a war against her own people, is she allowed to be put down (for she has, after all, shown herself to not be wise in spirit), and it is another female who must make this decision. Females nearly always occupy higher political and religious positions than males. Males get more respect in the military, making up the bulk of the armed forces and often making it to the highest officer ranks. Females who join the military are still shown preference, however, and are nearly always high-ranking officers commanding large armies of mostly male soldiers. Sarrans usually mate for life and bear a very strong psychological and spiritual connection. Surprisingly, this seems to enable them to be freer with their relationships than Humans, since there is less suspicion between mates, who trust each other completely, as they can each share the other's thoughts and emotions.&lt;br /&gt;
&lt;br /&gt;
Another important factor in Sarran culture is their ability to fly. The Sarran live in homes that Humans call aeries: high towers and houses built into mountainsides. They prefer any place that is unreachable by a creature that cannot fly. However, Sarran who have lost their ability to fly from a battle wound, accident, or some other cause, are not shunned from Sarran life. The Sarran build special communities for these individuals, and they have invented highly-advanced flight suits that allow the flight-impaired to travel between aeries. To touch the ground at sea level, except when absolutely necessary, is considered degrading. This is an ancient tradition that has long been part of their religion, and though it is now considered somewhat taboo, it still lingers in the background of Sarran thought.&lt;br /&gt;
&lt;br /&gt;
Perhaps the hardest thing for Humans to understand about Sarran culture is that freedom is considered the underlying quality of all life. All beings should be free to fly, to move, to act as they please, to believe what they will, and to say whatever they like. Their actions are only limited if they cause harm to others in society. A Sarran state that creates too many laws will soon find itself all but abandoned by its citizens, and if citizens are not allowed to leave if they please, this state may find itself out of favor with the [[Harmony|High Council of Harmony]]. Some Sarran wars have begun this way. This freedom has resulted in what some Humans consider the tragic flaws of this otherwise idyllic society, since it creates classes of rich and poor, with no obligation for the rich to aid those beneath them, no government intervention to destroy monopolies, and so on. Regardless, the system seems to work well for them, and few Sarran are resistant to it.&lt;br /&gt;
===Language===&lt;br /&gt;
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Sarran language is divided into two groups, which Humans who have studied the Sarran ways call &amp;quot;war-talk&amp;quot; and &amp;quot;peace-talk.&amp;quot; War-talk is the language used by the Sarran military. It is terse, quick, and to the point. Normal, peacetime Sarran language simply contains too many long, showy words that would take too long to say in battle. However, war-talk is frowned upon by intellectual Sarran and is never used except in war. Outside of war, it is considered vulgar slang. Each Sarran word is carefully constructed to mean precisely what it signifies, and shortening them to war-talk causes them to lose some of their meaning. For example, &amp;quot;star&amp;quot; in peace-talk is &amp;quot;eravalios,&amp;quot; meaning literally &amp;quot;orb of burning gas.&amp;quot; In war talk, it is shortened to &amp;quot;erval,&amp;quot; which is like saying &amp;quot;burn-orb.&amp;quot; Clearly, some of the meaning is lost. For a word to lose its meaning, its link to the most fundamental concepts of shape, substance, and time, lessens it in the sight of the Sarran. This is why the Sarran frown upon most Human languages. Perhaps because of their psychic abilities aiding the translation and learning of languages, all Sarran speak the same tongue, which is also used by the Achmer for their out-of-water speech.&lt;br /&gt;
===View of Other Races===&lt;br /&gt;
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The Sarran are a proud people, preferring their own kind over all others. They tend to live secluded from other races, avoiding involvement in the affairs of Humans whenever possible. They hold much hatred for the Mahlok, who have been their bitter enemies for as long as any Sarran can remember. They think of the [[Slashrim]] as little more than beasts, and the [[Wrognoth]] are only marginally better. They treat others with respect and civility only if they are treated equally so in return. Sarrans enjoy &amp;quot;open-minded&amp;quot; discussions quite literally: they prefer to read a person's mind using their telepathic powers before they trust them. This leads to quite a bit of hostility between them and Humans, since Humans are typically averse to having their mind scanned through like a book (especially if they are hiding some secret feelings about the Sarran). Before serious discussions and important meetings, the Sarran like to &amp;quot;exchange thoughts&amp;quot; using telepathy, opening their minds so that they each understand one another's viewpoints. And as we all know, Humans are not always open-minded.&lt;br /&gt;
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==Technology==&lt;br /&gt;
===Vehicles===&lt;br /&gt;
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The Sarran discovered the gas that powers Starlight engines long before Humans ever did. They have been using starlight-powered starships to travel between planets for over a thousand years, according to many estimates. Sarran starships tend to have very large, spacious cockpits to accommodate the pilot's wings (and also since most Sarran are more than a bit claustrophobic). They also like to decorate their vehicles in ornamentation, such as gold and silver, and they typically fly their flags (of their government, family, or even their personal flag) and banners from the backs of their starships. All Sarran vehicles either fly or hover, and if they walk, they also have the ability to fly. No Sarran vehicles are exclusively limited to travel on the land or sea. The Sarran also developed hover technology long before Humans, and rumor has it that some Sarran on their home planet have even built flying cities that float high above the ground with highly-advanced hover technology. Such technology would be far beyond anything Humans have yet developed, but it not known if it truly exists. The Sarran seldom speak of their homeworld to Humans, and some places are off-limits to anyone outside the High Council of Harmony.&lt;br /&gt;
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The flight packs the Sarran developed for their flight-impaired citizens have also been expanded for weapons of war. Using the technology developed by Humans for walker legs and combining it with their own advanced flight systems, the Sarran have developed advanced flying battle suits, or exo-suits. These flying walkers are not as large or heavily armed as human-made, land-based walkers, but they are very effective in large numbers, since the have the land agility of a walker and almost as much flight agility as an aircraft. In order to do both of these, the suits have a flight mode and walking mode, making them semi-transformers. Humans usually refer to them as [[Aerowalkers]].&lt;br /&gt;
===Weapons===&lt;br /&gt;
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As far as weapons go, the traditional Sarran weapon is the crossbow (or the double-crossbow, known as the X-bow). They have been known to use energy weapons in their wars against Humans, but these are thought to have been developed specifically for the Xenocide War. The use of bows and crossbows is a consequence of the constant battle against the Mahlok, who are legendary for being nearly bulletproof and for absorbing all energy blasts. The Sarran have developed several very advanced crossbows, including very long-range arbalests with scopes, rapid fire crossbows with bandoliers of ammunition, and gas-powered crossbows that require no bow or string (thus they are not truly crossbows, but since they fire arrows they are still sometimes referred to as such). The Sarran never invented gunpowder weapons, but have now begun using HPG caseless ballistic firearms with some frequency. Whether on parade or on the battlefield, all Sarran carry blades at their side. These swords are unique to each Sarran individual, though certain designs are used as templates in certain families to distinguish them from other families. The Sarran often wear these blades outside of war as well, such as during political meetings, as a sign of status. Lower-class Sarran unable to afford the luxury of unique swords for each family member are thus sometimes called the &amp;quot;bladeless.&amp;quot;&lt;br /&gt;
===Wings===&lt;br /&gt;
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One might think that a Sarran's wings would be a great impediment to them in battle, but they have found ways to protect these appendages. Armoring them usually proves to be limiting to their flight capability, so they have found other methods. The earliest was a gel that helped protect the feathers from fire, such as that created by the Mahlok. Modern versions of this gel now contain nanomachines that aid in heat-dissipation and even hardening against ballistic impacts. Finally, the wings can be covered by suspended energy shields that do not seem to impede flight ability.&lt;br /&gt;
[[Category:Species]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

	<entry>
		<id>http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=69</id>
		<title>Gorr</title>
		<link rel="alternate" type="text/html" href="http://novarefuge.com/wiki/index.php?title=Gorr&amp;diff=69"/>
				<updated>2023-04-22T23:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;Maverick-Werewolf: &lt;/p&gt;
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&lt;div&gt;The Gorr are a lesser-known species of the Natives of [[Nova Refuge (galaxy)|Nova Refuge]], their civilization underdeveloped and their species now nearly extinct. They were almost entirely wiped out by [[Helexith (faction)|Helexith]] in relatively recent history, but some small groups of them still thrive in hidden corners of the galaxy, living peacefully and pastorally, taking no part in the greater affairs of the universe.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Gorr history is short and tragic. Existing peacefully for no one knows how long, the Gorr were discovered by Helexith and conquered. The [[Mahlok]], however, declared them weak, useless, and primitive; their slow movements, lack of technological advancement, and refusal to be ruled resulted in Helexith choosing to wipe them out instead of use them. [[Council of Harmony|The Council of Harmony]], however, managed to step in and save the Gorr from total genocide, whisking away small groups of Gorr and spreading them across far away and undisclosed planets to live out their lives in peace. Small Gorr settlements remain on these planets, and they have never left the planets since.&lt;br /&gt;
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==Society==&lt;br /&gt;
Gorr society is seemingly simple to those who do not understand their pheromones and incredibly subtle displays of emotion. They put no stock in doing things quickly, nor do they have any interest in technological advancement, electricity and industry, or any technology beyond their very simple, tribal lifestyle. They speak as slowly as they move, often to the frustration of any species attempting to interact with them. The Gorr favor art and beautiful things over all others, though their sense of beauty looks very naturalistic: the create pottery painted with nature scenes, woven baskets, and intricately-carved furniture. They create no weapons and no vehicles other than simple hand-carts. On the rare occasion that Gorr tribes misunderstand each other enough to end in violence, they fight only with their natural weapons - a brutal and bloody confrontation. However, Gorr by nature avoid any and all violence as much as possible, so any Gorr battling another is incredibly rare. Since they move so slowly, to a [[Humans|Human]], they seem to achieve almost nothing in a single day. Gorr live in small villages of thatched huts in a tightly-knit community, the elders and parents passing along knowledge of their various vocations - farming, pottery, weaving, and others - to their children.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Gorr are immense, towering over nearly other species of Native save for [[Wrognoth]] and [[Slashrim]]. They are very lanky, with long, skinny limbs and bodies absolutey covered in thick, shaggy fur ranging in coloration from white to brown to grey and occasionally black. Their fur is so thick it is all but impossible to make out many details of their form, including their faces, which are entirely enshrouded except their beady, black eyes. Both sexes of Gorr have long, twisted horns sprouting from their skulls, and instead of fingers, Gorr only have incredibly long, pointed claws with which they can manipulate their simple tools and mechanisms. They have thick cloven hooves for feet. Males and females are discernible only by the females having mammary glands, and even those are difficult to see through the fur. Whether part of their culture or their biology, or some combination thereof, Gorr are almost never seen moving quickly, their movements seeming almost in slow motion to other species. The gangling appearance of the Gorr's limbs should not be mistaken for weakness, however: a healthy adult Gorr can rival even a Slashrim Zrillak in strength and can move with incredible speed when charging or when properly motivated.&lt;br /&gt;
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[[Category:Natives]]&lt;/div&gt;</summary>
		<author><name>Maverick-Werewolf</name></author>	</entry>

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