Noctari
The Noctari Lineage
“Children of the Dusk, born to claw, climb, and chart the forgotten places where others fear to tread.”
Origins & Roots
Velgarin folklorists tell of an age-old pact between Night Mother Kaelithra and the trickster-spirit Scevaros. From their moonlit bargain sprang the Noctari—a broad lineage of dusk-dwellers whose forms mirror the clever scavengers of mortal realms. Where other Velgarin tribes embody proud beasts of day or wilderness, the Noctari were shaped to master the in-between: the shadows under city eaves, the maze of sewers, the hollows of cliff and rotting hull.
Shared Physiology
Dexterous Frames. Noctari possess quick reflexes, nimble fingers, and preternatural balance.
Nocturnal Senses. Large pupils, finely tuned ears, and a keen sense of smell grant them superior low-light vision and perceptive acuity.
Scavenger Adaptation. Their stomach‐chemistry neutralizes most spoiled fare, and their immune systems shrug off disease that would fell sturdier folk.
Major Branches
Vespari (Bat-Folk). Cliff-city messengers, cavern cartographers, and night-skies hunters. Their winged mobility fosters cultures of exploration and courier guilds.
Raskir (Rat-Folk). Sewer-born scouts, plague-wardens, and black-market brokers. They prize knowledge of undercity tunnels and the subtle politics of refuse.
Procylen (Raccoon-Folk). Wharfside salvage-traders, gadgeteers, and storm-drifters. Dock dens double as foundries where scrap becomes ingenious contraptions.
Names & Honorifics
Noctari favor flowing consonants punctuated by clicks or trills—easy to whisper in tunnels or scream through open air:
Vespari: Zivrana, Krezul, Tylvak
Raskir: Chitter, Skavren, Vrelli
Procylen: Prissa, Groft, Wazzik
Honorifics such as “Gray-Whisk” (esteemed elder) or “Moon-Wing” (distinguished scout) replace surnames in formal address.
The Noctari embody the resourceful heart of Veth’Arden’s underbelly—guides through forgotten vaults, traders of midnight lore, and living proof that life’s edges can be just as vibrant as its centre.
Creating a Noctari Character
When you choose a Noctari, decide which of the three sub‑races your character belongs to: Vespari (bat‑folk), Raskir (rat‑folk), or Procylen (raccoon‑folk). All Noctari share the following traits unless a sub‑race feature states otherwise.
Ability Score Increase
Your Dexterity score increases by 2.
Age
Noctari mature quickly, reaching adulthood by age 8. They rarely live beyond 60 years, though some Vespari archivists and Procylen tinker‑matrons have seen 80 winters.
Alignment
Reliance on community and barter nudges most Noctari toward Neutral alignments. Vespari scouts and Procylen smugglers often lean Chaotic, whereas Raskir guardians may hew to Lawful codes that protect their warren.
Size
Vespari and Procylen are Medium (4½ – 5½ ft tall, 90 – 140 lb).
Raskir are Small (3 – 4 ft tall, 40 – 60 lb).
Speed
Your base walking speed is 30 ft.
Darkvision
Accustomed to twilight activity, you can see in dim light within 60 ft as if it were bright light, and in darkness as if it were dim light. You discern only shades of gray in darkness.
Keen Senses
You have proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks that rely on smell or hearing.
Scavenger’s Fortitude
You have advantage on saving throws against disease, and spoiled food or drink never causes you to become poisoned or sick.
Languages
You can speak, read, and write Common and Velgarin. Noctari dialects are rich in clicks, trills, and whispered consonants.
Sub‑Races
1. Vespari (Bat‑Folk)
Winged couriers of sheer cliffs and cathedral rafters.
Ability Score Increase
Your Wisdom increases by 1.
Aerial Mastery
Flight. You have a 50 ft flying speed while you are not wearing medium or heavy armor and not exceeding your carrying capacity.
Encumbered Flight. Wearing medium armor reduces your flying speed to 30 ft.
Grounded. You cannot fly while wearing heavy armor or while encumbered.
Controlled Descent. If a spell effect or condition causes you to fall, your wings allow you to glide 5 ft horizontally per 1 ft fallen and negate falling damage if you end the descent on your feet.
Echolocation
While you are not deafened, you have blindsight 30 ft.
Sonic Pulse
Once per short or long rest, you can unleash an ultrasonic screech as a bonus action:
Creatures of your choice in a 15‑ft cone must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier) or be deafened until the end of their next turn.
Regardless of the result, until the start of your next turn you know the exact location of every creature within 60 ft of you that is not behind three‑quarters cover or total cover.
2. Raskir (Rat‑Folk)
Sewer‑born scouts and undercity information brokers.
Ability Score Increase
Your Intelligence increases by 1.
Cunning Scurry
On each of your turns, you may take the Dash or Disengage action as a bonus action. Additionally, you can move through the space of any creature at least one size larger than you.
Muck‑Born Resilience
You have advantage on saving throws against poison, and you are immune to non‑magical diseases.
Gnawing Bite
Your sharp incisors count as a natural melee weapon (1d4 piercing damage; you may use Dexterity instead of Strength for the attack and damage rolls). Immediately after you hit with this bite, you can attempt to grapple the target as a bonus action (escape DC = 8 + your proficiency bonus + your Strength or Dexterity modifier).
3. Procylen (Raccoon‑Folk)
Dockside tinkerers and masked salvage marauders.
Ability Score Increase
Your Charisma increases by 1.
Climber’s Agility
You have a climb speed of 30 ft.
Nimble Paws
You gain proficiency with Thieves’ Tools and the Sleight of Hand skill. During your turn, you can perform an Object Interaction (such as opening a lock, pocketing an item, or tossing a vial) or a Sleight of Hand pickpocket as a bonus action.
Masked Bandit
You can attempt to Hide as a bonus action when you are lightly obscured by dim light, foliage, rubble, or similar urban detritus.
Rummage Sense
By spending 1 minute scrounging through refuse, wreckage, or cargo heaps, you can cobble together an improvised set of tinker’s tools. These tools last until the end of your next short rest and then fall apart.