Nocturns
Pros:
Strategic geniuses
Independent
Efficient; function harmoniously in environment with minimal waste.
Unparalleled speed and strength.
Unique natural mutations.
Quick to abandon old ideas in favor of new ones; Inventive.
Cons:
Selfish
Violent
Impulsive
Pessimistic
Disorganized Anarchy
Basic Information
Anatomy
Generally dark colored and naturally desaturated with body markings, horns and tails.
Genetics and Reproduction
Nocturns reproduce as much as possible in large batches for best survival.
Growth Rate & Stages
Nocturns age at an alarmingly fast rate. Most don't live to 30 years old. Their childhood is compressed into 5 years. Nocturns are sexually mature at 10.
Ecology and Habitats
Anywhere dark: Caves, Forests, Volcanoes.
Dietary Needs and Habits
Nocturns are strict carnivores and need to hunt to get their nutrients. Depending on the breed, they can eat animals or other Nocturns.
Biological Cycle
Unconsciously Nocturns colors and markings change to match their environment. They can control it, but their hue automatically adjusts like a cellphone's brightness.
Additional Information
Uses, Products & Exploitation
Nocturns use their deceased kind as much as possible, using bones for tools, skin for clothing, etc. Nocturns believe a burial is a waste of flesh and biological material.
Average Intelligence
Quite intelligent on a strategic level, despite simplistic language.
Perception and Sensory Capabilities
Exceptional heightened senses of a keen predator.
Have a third eye like many reptiles to sense heat and sun direction.
Civilization and Culture
Naming Traditions
Short, guttural names that don't waste time being said and feature strong consonants like: S, N, T, R , K, X
Usually do not have last names. Instead they list the faction they're loyal to.
Major Organizations
Red Fang: Militaristic Anti-Nox Group (Largest)
Equinox: Scientific Pro-Nox Group (Rival group to the Red Fang)
Lesser Known Factions:
Polaris: Pro-cherub Nocturns who identify as stars in "constellation" families.
Beauty Ideals
Determined by your level of biological fitness.
Stronger, bigger, pointier, more poisonous, more deadly is always attractive.
Gender Ideals
Seek the most powerful and rare variants and traits to pass to their offspring.
Courtship Ideals
Physical dance and power displays.
Relationship Ideals
Males and females do not have long relationships. They are all in it for the sex. Same-sex affairs is considered unnatural as well as Nocturns faithful their entire lives to one woman. (Perceived as emotions getting in the way of logically creating the most genetically varied offspring that are going to survive.)
Average Technological Level
Space-saving futuristic nests.
Efficient public transport via the "Vine"
Major Language Groups and Dialects
Nocturns speak a universal Nocturn language that is gutteral, tonal and consisting of very few words. Most communication is through non-verbal body language so usually speaking is not even necessary. Interactions are fast and to the point.
If you don't pay attention you might miss something.
Common Etiquette Rules
Talk as little as necessary. Don't pollute the air and waste their short lifespans.
Common Dress Code
Clothes are usually dark and blend in with their natural markings. Nocturns expect you to adopt the colors of their city before arriving from another.
Culture and Cultural Heritage
Very prideful and selfish race. Proud of their natural ability to change. Believe deep down they're superior to the cherubs.
Common Customs, Traditions and Rituals
Often many physical competitions.
Historical Figures
Krux*- Head of the Red Fang and arguably the most feared and respected Nocturn.
Nox- The creator of the Nocturn. Lives at the core of the earth and generally is a mysterious figure many people interpret differently.
Interspecies Relations and Assumptions
Friendly relations with a Cherub are laughable and completely unnatural.
Lifespan
30 years
Average Physique
Muscular, lean and massive usually.
Body Tint, Colouring and Marking
Usually gray and camo-like markings. Can be more warm or more cool. Usually unable to completely change color.
(Ie: a brown nocturne becoming green)
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