Tumgik
#an equivalent of a land mammal trying to live underwater
skunkes · 16 days
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
old drawings i found and enjoyed while looking for something else
226 notes · View notes
galaxysodapopdraws · 7 months
Note
I'd like to learn more about your ideas for meropis
Tumblr media
SORRY FOR THE LATE REPLY I WANTED TO DRAW SOME DOODLES ABOUT SOME OF IT WITH UNDINA
Anyways here’s some quick ideas:
Meropolis has only one major city in the ocean which is home to the royal family: King Puff, Queen Angelica, and of course Princess Undina. The rest of the ocean is filled with smaller cities and towns scattered about. The best way I can describe it is tears of the kingdom and breath of the wild. Where it’s all under one kingdom with little “pit stop” towns (the horse stables) and medium sized cities (the towns/domains). They sort of rule fresh water areas but only if they connect to the ocean. If you live in a lake or pond that’s up to the mainland rulers.
Fish mobians tend to not really go on land much. Mostly because they don’t have legs and risk of drying out if they get lost or injured. You’ll only really see fish mobians out and about on land if you’re in a seaside town or a lake/river town. They do have water wheel chairs but they’re pretty bulky and sometimes not water proof. So they’ll have to rent one or in Undina’s case, get one custom made. For aquatic mammals such as dolphins, pinnipeds, whales etc. they can go back and forth between having legs and a mermaid like tail. They’re usually the ones who help fish mobians get to land and are even sometimes tour guides for them.
There isn’t a real currency in Meropolis, everything is mostly done by trading. They do technically have one in sand dollars but that’s mostly used for tourists who forget to bring items to trade and they aren’t worth anything on the main land (unless you really like sea shells). Thankfully fish mobians love shiny things like shells, hooks, jewels etc. and will happily take a fork off your hands for some fish made jewelry. And don’t worry about the teeth thing in the picture, a lot of fish tend to loose and regrow back their teeth in at least two weeks. It’s the equivalent of seeing a surfer dude with a shark tooth necklace around his neck it’s normal to them.
Most Meropolis buildings consist of either organic things like giant coral/shells or sunken ships and man made objects. It isn’t surprising that if a ship sinks and the owners of the ship try to retrieve it some fish mobians would try and bargain with the owners to let them keep it as a new home or shop. More high tech buildings in the cities have air pocket rooms so air breathing mobians can visit and even stay underwater comfortably. Air charms do exist so you can breath underwater but most land dwellers don’t find it comfortable to sleep and slowly float to the ceiling or have their hair and clothes constantly flowing about.
That’s all I got for now. If you got any questions let me know!
28 notes · View notes
ladiesofnrc · 2 years
Text
Ello ello everybody! So after looking over some of my headcanons and OCs that I want to post, I realized I need to add a lot more context to my version of Twisted Wonderland than just the little blurb at the top of this page. So in the spirit of that; Welcome to
Suki’s Over Analytical TWST Headcanon AU!
So this is not as much of an AU as some might be, but rather an explanation of what I’ve added to the canon to fill in the blanks and color the world as a whole a bit more than what’s shown. These ideas are largely dictated by canon, so as my understanding of the world improves or more information is released, some of this might be changed or just plain made uncorrect.
As with nearly all my writing, this is hella long, so I’ll be breaking it up into a few different parts to try and make it a bit less book-ish to read.
Part 1: Races
The story takes place in a world called Wonderland, within the greater world are four primary races and multiple countries/regions.
The four primary races are human, fae, merfolk and beastmen. Each race has their own subspecies, breeds or types, that are unique to each region and/or personal heritage. It is believed all races first originated from the ancient fae from the isle of Avalon. Using the first iteration of magic, they dispelled the fog of Tir na nÓg and either discovered or created Wonderland, depending on the telling.
Fae make up the smallest overall population in Wonderland. They’re naturally long living and so have a tendency to not reproduce as prevalently as the other races. This, as well as years of bloody segregation between the races, has led to fae living rather secluded lives separated from most of the other races. Fae come in all manner of shapes and sizes- from the tiny pixies and sprites to powerful elementals, to the noble blood of dragons. How a fae is born is often dictated by their subspecies, also called “type”.This also dictates their life spans, powers and overall physique.
The second race in population size are the merfolk. Due to them almost exclusively living underwater until rather recently, not much is known about their culture or overall population size. Most live under the sea, with a handful of "breeds" (subspecies) adapting to freshwater. In rather recent years, a potion has become more readily available that can turn merfolk into near humans, allowing them to walk on land. Overall merfolk also seem to have the least unifying social structure, possibly due to the great expanses of water they occupy. Instead most dwell in smaller communities, or “schools”, with a couple regional monarchies loosely ruling over the individual seas/waters. Nearly all merfolk live off of a raw meat diet, as they are obligate carnivores, though they can process plant matter and may choose to eat a more varied diet.
Beastmen makeup the next group, a race of beings appearing to be infused with traits of animals. They are largely segregated by "breed" (subspecies) and often live with similar social structures as their animal counterparts. All beastmen share their breed with some form of mammal, though some ancient legends may tell of bird or reptilian beastmen. Most beastmen lean towards a more carnivorous diet, but they are largely omnivores and likely will mirror a diet consistent to their breed. On the whole beastman live much longer lives than their animal equivalent, but shorter than fae or merfolk. With rather natural and dangerous lifestyles, they tend to have larger family units and more children per couple than the previous two races.
The last and by far most populous and varied race is humans. Able to acclimate to nearly any environment through science and magic, they have integrated themselves in nearly every corner of the world. Humans are so popular and varied by region, many countries are often categorized by their culture of the humans who live there. While their lifespans are the shortest, and physical abilities typically at a lesser degree of the other races, their ability to create and work together when needed outweighs the other three combined. Further information on the different classifications of humans will be explained in a different part.
Beyond the four primary races, there are two unofficial races in wonderland, monsters and hybrids.
Monster classifies an animal or animal-like being that possesses some amount of magical ability. Some can cast spells, others have magical properties that differentiate them from normal animals. As some monsters have been documented holding cognitive intelligence, and some even blending within society at large, some people argue they should be counted amongst the primary races. The only examples of such civilized monsters are mostly individuals rather than a standard amongst any one type or breed. For this reason, as well as the overall stigma the classification of “monster” holds, they have been repeatedly denied status as a recognized primary race separate from animals.
The other unofficial race are hybrids, also known as half breeds or mixed breeds. A hybrid is an individual whose parentage consists of two or more different classifications of race, although it is most commonly used/seen in humans breeding with another race. The union between two different races only rarely produces offspring, and in ancient times these pregnancies and infants had a high natural mortality rate. Due to this, the union of separate races was largely discouraged and made taboo, a sentiment that is still being overcome to this day. Beyond the difficulty of mixed unions producing children, said children also carry risks of their own. The biggest one being “Progenitor Syndrome”, a condition I hybrid child could be born with that carries a number of symptoms and side effects, depending on the mix. (Merfolk and human hybrids could have respiratory problems, or issues with limbs and legs. Beastman hybrids could have issues with senses sensitivity, or sensitive and strict dietary needs. etc.) The only consistency amongst all cases of progenitor syndrome recorded is infertility of the hybrid offspring, seen in all mixes and genders. There are extremists, mostly humans, known as “purists'' who believe the races should never fully mix, and hybrids are seen and treated like monsters who don't deserve to live. The hatred towards hybrids is so widespread it's often very common for them to claim the parent race they look like most as their race, hiding the fact they are mixed at all costs. Efforts are still being made to research hybrids and better the public’s acceptance of them, but it's still an uphill battle.
24 notes · View notes
thecreaturecodex · 3 years
Text
Darfellan
Tumblr media
Image © Wizards of the Coast, by Joel Thomas. Accessed at the Stormwrack Art Gallery here
[As I previously mentioned, I like the new playable races in Stormwrack better than in Sandstorm or Frostburn. One of them, the aventi, are nothing special, but the darfellan and hadozee both have an easy descriptive hook (orca men! flying monkeys!) and solid mechanics. A short lived Savage Tide game I played in in my 20s featured one of my friends playing a darfellan PC, named Squee-ha, her attempt at rendering orca wailing into phonetic English.
As an aside, I didn’t mention it in the entry proper, but I imagine that the darfellans have a positive relationship with the ocean striders ]
Darfellan CR ½ CN Humanoid This burly humanoid has glossy and hairless skin, marked with a striking black and white pattern. Their hands and feet are webbed, and their wide mouth is filled with conical teeth.
Darfellans are a species of humanoids with the features of both human and orca. Darfellan lore says that they once had the shore of an entire continent to themselves, but were ravaged by war with the sahuagin, who viewed their amphibious nature as worthy of jealousy and their bodies as excellent for sacrifice. The darfellan homelands were seized and they were forced into flee, living in small pods and trying to maintain their culture in the face of attempted genocide.
Darfellans live in communities based on bloodline, and matriarchs are seen as highly valued. Communities come together for athletic competitions, matchmaking and trade, but these meetings are rarely in the same place twice, as the darfellans keep ahead of their sahuagin enemies. Darfellans live along beaches and cliffs adjacent to coastal forests, and use both resources of land and sea. They are experts at animal husbandry, especially pinnipeds, and treat sea lions and seals as other cultures treat dogs or sheep. They occasionally hunt whales, but hunting orca is taboo and seen as an act of cannibalism. Any orca local to waters in which darfellans live are venerated and sacrifices of meat are made to them on special occasions.
A darfellan averages between six and seven feet in height. They have lifespans equivalent to half-elves. No two darfellans have exactly the same pattern of markings except for the rare all-black or all-white individual; these mono-colored darfellans are seen as auspicious births, and many rise to positions of leadership.
Darfellans as Player Characters A darfellan does not have racial Hit Dice and advances by character class. Bard, barbarian and ranger are common classes among darfellans. A darfellan character has the following racial traits +2 Str, +2 Cha, -2 Dex. A darfellan has both a strong body and personality, but they are somewhat muscle-bound. Slow speed A darfellan has a move speed of 20 feet on land, but also has a swim speed of 40 feet +1 natural armor Bite A darfellan gains a bite attack as a primary natural weapon that deals 1d4 points of damage. Limited echolocation A darfellan has blindsense 20 feet, but only underwater. Hatred A darfellan gains a +2 racial bonus on attack rolls against sahuagin Hold Breath A darfellan can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning. Marine Mammal Trainer A darfellan gains a +4 bonus on Handle Animal rolls and wild empathy checks made to influence marine mammals, including whales, dolphins, seals, walrus and sea otters. Languages A darfellan begins play speaking Aquan and Darfellan. They can select from the following as bonus languages: Common, Draconic, Elven, Sylvan.
Darfellan ranger 1  CR ½ XP 200 CN Medium humanoid (darfellan) Init +4; Senses blindsense 20 ft. (underwater only), Perception +5 Defense AC 13, touch 10, flat-footed 13 (+1 natural, +2 armor) hp 12 (1d10+2) Fort +4, Ref +0, Will +1 Offense Speed 20 ft., swim 40 ft. Melee spear +4 (1d8+4/x3), bite -1 (1d4+1) or bite +4 (1d4+4) Ranged spear +1 (1d8+3/x3) Special Attacks favored enemy (monstrous humanoids +2), hatred Statistics Str 17, Dex 11, Con 14, Int 10, Wis 12, Cha 10 Base Atk +1; CMB +4; CMD 14 Feats Improved Initiative Skills Climb +7, Handle Animal +4 (+8 marine mammals), Heal +5, Knowledge (nature) +4, Perception +5, Stealth +4, Survival +5 (+6 following tracks), Swim +11; Racial Modifiers +4 Handle Animal with marine mammals Languages Aquan, Darfellan SQ hold breath, track, wild empathy +1 (+5 marine mammals) Ecology Environment cold coastal Organization solitary, band (2-5) or pod (10-40 plus 100% noncombatants plus 1 5th level character per 10 individuals) Treasure NPC gear (leather armor, three spears, other treasure) Special Abilities Hatred (Ex) A darfellan gains a +2 racial bonus on attack rolls against sahuagin.
49 notes · View notes