Difference between revisions of "Wrognoth"

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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]].
  
 
==History==
 
==History==
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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.
 
 
==Physical Appearance==
 
==Physical Appearance==
 
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.
 
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.

Revision as of 18:48, 25 January 2024

[[File:|300px]]
"Werewolves"
Wrognoth
Pronunciation: ROGG-noth
Homeworld:

The Wrognoth are a very large, intimidating mammalian 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.

History

Society

Biology

TO EDIT


Physical Appearance

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.

Face and Body

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.

Antlers

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.

Fur and Coloration

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.

Eyes

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.

Biology

Physical Capability

Wrognoth are incredibly fast and strong, having incredible physical power. They also have very acute senses and even the ability to "sense" 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.

Reproduction

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.

Livelihood

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.

Lifespan

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.

Culture

Overall, the Wrognoth culture is considered unusual by Humans, given their "monstrous" appearance. The primary ideals stressed by most Wrognoth civilizations, even since their most primitive roots, are honor and loyalty.

History

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.

Society

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.

Language

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.

Religion

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.

View of Other Races

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.




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.

Physical Attributes

Face and Body 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.

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.

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.

Antlers 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.

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.

Fur and Coloration 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.

Eyes 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.

Biology 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.

Physical Capability Wrognoth have astounding physical power, with great strength and speed. They have acute senses, as well as the ability to "sense" 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.

Reproduction 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.

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 "swallow" 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.

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.

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.

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.

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.

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.

Livelihood 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.

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.

Lifespan Given their reputation for enduring most any hardship, Wrognoth boast an impressive lifespan. The oldest of Wrognoth can live over 200 years.

Culture Overall, the Wrognoth culture is considered unusual by Humans, given their "monstrous" appearance. The primary ideals stressed by Wrognoth civilization are honor and loyalty.

History 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.

Society 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.

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.

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.

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.

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.

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.

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.

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.

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.

Language 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.

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.

Religion 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.

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.

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.