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#aquafolk
urchinquest · 1 month
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Royal Guard: We've had reports the fugitives entered this building.
Sweeper: Oh crap- how do we get out??
Scallywag: Like this.
Chapter 1                        
Chapter 2                  
Chapter 3              
Chapter 4          
Chapter 5
Chapter 6
Chapter 7
Start   Page 32___ CURRANT___ Page 34
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I thought I had already posted the first part of this but I couldn't find it and I'm not sure if that's because I didn't post it or because I'm trying to search for something on tumblr but yeah. I'm reformatting the species classifications to help flesh out the worldbuilding and history (thank @zypiris for this, every time I talk to her I find something I've neglected in my worldbuilding)
Species Alphabetical
Key - Species [Greater Family]
Abyssfolk [Aquafolk], Anchored Phantom [Phantom], Autumn Sprite [Sprite], Barbari, Cave Dragon [Dragon], Demon, Deepfolk [Aquafolk], Dreamer [Seer], Faerie, Ferin, Flicker [Phantom], Griffin, Intuitist [Telepath] Leviathan [Dragon], Lycan, Mimic, Mindreader [Telepath], Molten Wyrm [Dragon], Natural Sorcerer [Sorcerer], Nebula, Nightbound Vampire [Vampire], Phoenix, Pureblood Vampire [Vampire], Reader [Seer], Reaper, Remnant, Riverfolk [Aquafolk], Scryer [Seer], Sea Serpent [Dragon], Shadecrawler, Shifter, Shiver, Siren, Spiritual Sorcerer [Sorcerer], Spring Sprite [Sprite], Stargazer [Seer], Storm Dragon [Dragon], Summer Sprite [Sprite], Swampfolk [Aquafolk], Talismanic Sorcerer [Sorcerer], Tidefolk [Aquafolk], Trenchfolk [Aquafolk], Twilightfolk [Aquafolk], Wandering Phantom [Phantom], Winter Sprite [Sprite], Wraith
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Species Name: Abyssfolk, pluralisation- Abyssfolk
Greater Family: Aquafolk
Deities and Major Religions: The Abyssfolk pay their respects to the goddess of the Sea, Irrenna and the deity of Death, Styxx. They hold no regular religious gatherings or holidays, however whale-falls are considered a highly sacred event. The death of a podmate is also treated with great reverence, and thanks are given to Styxx before the deceased is consumed as their final service to the pod.
Lifespan: The Abyssfolk typically live for around thirty years without interference but can succumb to hunger, extreme atmospheric changes and a variety of natural predators.
Homeland: They can be found anywhere from around three thousand to six thousand kilometres below sea level in the oceans of Ri’ath and Earth, though Earthly pods are few and far between.
Key Cultural Aspects: As their habitat is highly inhospitable and chances of longevity are slim, the Abyssfolk are a very social species, living in pods of around ten to twenty podmates. Within the pod, all food is shared based on need; first to the young, then the child-bearing, then the food-finders, then the remainder is shared equally. A pod will typically not remain in one area for more than a few months, so as to not deplete food sources. They may briefly cohabitate with another pod if they cross paths but concerns of food mean this is an uncommon and short-term occurrence. Abyssfolk reproduce asexually when in an ideal environment.
Relations with Other Species: It is incredibly rare that an Abyssfolk would make contact with a land-dweller, but the Sirens are close friends. Larger Sea Serpents have been known to predate the Abyssfolk if they deign to venture so deep, though it is uncommon as the Serpents prefer warmer waters. The Deepfolk will attack any lone abyssfolk that cross their paths, especially the young or weak.
Origin: Aquafolk that adapted to the deeper waters, likely outcasted from the Deepfolk when their population grew too large and forced to retreat gradually deeper.
Physical Description: The Abyssfolk’s slender, Scaled bodies with webbed appendages are optimised for moving quickly and evading predators, their bodies are covered in bioluminescent stripes in patterns not unlike those of a tiger. Large, bulbous eyes, fully black, allow them to detect even the most miniscule traces of light.
Magickal Affinities: Like all Aquafolk, they can communicate with aquatic animals and they use this skill most often to find food.
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Species Name: Anchored Phantom, pluralisation- Anchoreds, Anchored Phantoms
Greater Family: Phantom
Deities and Major Religions: As Phantoms can be made of any species, and Anchoreds cannot leave their anchor point, they have no widespread religion of their own though it is common for them to keep to religions held in life. Styxx and their reapers act as caretakers for the Phantoms.
Lifespan: Anchored Phantoms are completely incorporeal and thus are physically invulnerable. They can be made to pass on if their anchor point is destroyed or through the work of a summoner.
Homeland: Anchored Phantoms are spirits bound upon death to a person, place or object of personal significance by a reaper. They are unable to leave this anchor point until they pass on.
Key Cultural Aspects: As they are tied to individual anchors, socialisation among Anchored Phantoms is incredibly unlikely and they mostly keep to themselves, sometimes going about routines they kept in life, watching over families or people they knew, or even guarding property that was theirs before their passing. It is considered a grave insult to interfere with someone’s anchor without permission and due reverence, and such actions are usually met with violence.
Relations with Other Species: The majority of people cannot see Phantoms without assistance from specialised talismans, so to most, they are elusive. Certain Ri’athan peoples have the innate ability to see and/or communicate with Incorporeal beings, and this ability occurs randomly among humans as well.
Origin: Though the memory of precisely how long ago the first Anchored was bound is lost even to Styxx, they believe it to have been accidental, as at the time, the deity was still learning the extent of their power. They recall speaking with a spirit as their life slipped away, listening to their worries about their family and how their children would get on without them, and they offered to take the spirit to check on the children before they passed. As they paused by the sleeping form of the youngest child, Styxx held a translucent hand over the luminous soul of the creature and saw a barely perceptible ribbon of energy flowing between them and the spirit who was now moments away from death, as they focused on it, it grew brighter, stronger and the spirit noticed it too. When asked what was happening, Styxx replied that they weren’t entirely sure but that the spirit’s soul was soon to move on and they should return to their body so they may be freed from it properly. Upon severing the spirit’s connection to their body, they saw that the bond they had forged between the child and the newly deceased grew ever stronger, and the spirit did not fade, thus the spirit remained and watched over their family until the youngest child passed as well.
Physical Description: A Phantom is little more physically than a projection of how they see themselves, typically this means that a Phantom will appear as they did when they died, although the longer they exist post-death, their appearance is likely to change and abstract. To those that can see them, they appear to be translucent, and many can only see them clearly in low light. An Anchored Phantom becomes less tangible the further they move from the core of their anchor and can appear almost solid when nearer to it.
Magickal Affinities: Anchored Phantoms have markedly varied magickal abilities based on the attributes of their personal anchor. If anchored to a person or an animal, they can make themselves visible and sometimes audible to them, in rarer instances, their anchor may even be able to feel a touch or otherwise perceive their presence. If anchored to a residence, vehicle, or place, they can exert some small influence over objects within, and if their anchor is interfered with or they are otherwise suitably incensed, they have been known to manipulate the space itself, and conjure illusions to disturb or repel the interloper. Those anchored to an object can exert physical force upon it, manipulate internal mechanisms if they are present, restore small damages, and move the object instantaneously when they feel threatened.
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fleetsparrow · 2 months
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Do you think that merfolk who don't live in oceans would have their own names? Like, if mermaids are strictly sea-based creatures as opposed to rivers and lakes and such?
What would the catch-all term be, then? Aquafolk? Water-dwellers?
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crayonurchin · 3 years
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It’s bad enough you tried to rob us but now we’re not even GOOD ENOUGH for a robbery?? MY DUDE??!
Read the adventures of Urchin, Waif, Ragamuffin, Sweeper, Scallywag and others at @urchinquest! Updates every Wed and Sun 10pm- GMT
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Okay I've got some momentum going now so should I work on Sabastien's story, do another profile or finally finish the Aquafolk?
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pencilbrony · 4 years
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Aquafolk
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overusage-x · 6 years
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Maintenance guys.
Gustav's a master mechanic who's only doing repairwork; Philip is an aquafolk who is a plumber.
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urchinquest · 3 months
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Ragamuffin: Urchin?
Ragamuffin: Are you alright?
Ragamuffin: I heard you shouting, did you hurt yourself?
Urchin: RAGAMUFFIN!! YOU'RE BACK!! WHERE DID YOU GO??
Ragamuffin: I... Didn't go anywhere. I turned around, you yelled, and then you were on the ground with a book on your face.
Ragamuffin: Here, let's head back to the others.
Chapter 1                        
Chapter 2                  
Chapter 3              
Chapter 4          
Chapter 5
Chapter 6
Chapter 7
Start  Page 26___ CURRANT___ Page 28
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Ok babes I finally finished Aquafolk
Species Name: Aquafolk Caste/s: Beast, Magician Deities: Irrenna, Jasper Origin: Born Affinity: Animals, Plants Description: The aquafolk are by far the most varied species in Ri'ath, all unified by their connection to aquatic and amphibious animals and, as the name would suggest, their dwelling in wetlands and large bodies of water. All subclasses of Aquafolk serve both the water goddess Irrenna and the nature god Jasper.
Subclasses; -Abyssal Aquafolk dwell in the abyss zone of the oceans of Ri'ath, 3-6 kilometres below the surface. They eat of the decomposing matter that settles on the sea floor and require no oxygen to survive. They have bioluminescent stripes covering their entire bodies, not unlike those of a tiger. Smooth, scaled and slender, their bodies are optimised for moving quickly through the water, like all ocean-dwelling subclasses. Large bulbous eyes, completely black, help them see in the incredibly low light environment. Some adopt similar features to their totem animals, such as the anglerfish, gulper eel and dumbo octopus.
-Entrenched Aquafolk make their home in the foreboding depths of ocean trenches. They feed on bacterial and microscopic organisms that live around hydrothermic vents. They have translucent skin and are eyeless due to the total lack of light in their habitat, and navigate by sensing movement in the water with spiny appendages along their arms and torso. Common totem animals of the entrenched aquafolk include starfish, giant tubeworms and cusk-eels.
-Inland Aquafolk dwell in rivers and lakes. They are amphibious and live in small settlements near, or sometimes on, the water. They have thick, scaled hides and hooked claws which they use to catch fish. Common totem animals of the Inland Aquafolk include crocodiles, alligators, salmon and ducks. Common plant totems include cattails, algae and water lilies. -Midnight Aquafolk occupy the midnight zone of the ocean, from around 1 to 4 kilometres deep. They are opportunistic hunters but prey is few and far between so scavenging is typically how they find nutrition. They sport four pairs of eyes, which can detect the slightest traces of light. Bright red patterns decorate sleek black bodies, elongated fingers ready to snatch any unfortunate trespasser and slim, eel-like tails twisting their way through the murky depths. Common totems of midnight aquafolk include vampire squid, sea cucumbers and angler fish.
-Swamp Aquafolk are amphibious and live in large communities in swamps, bogs and marshes. Mostly they catch birds, fish and small amphibians, though in desperate times they may resort to hunting crocodilians. The smallest of all the aquafolk, those that dwell in the wetlands typically only grow to around two feet tall. They have lidless dark green or brown eyes with pupils that resemble those of a frog. Their night vision is excellent, though they are far-sighted in the daylight, only registering movements of close objects. They pounce on their prey, propelled by disproportionately long legs and wide, webbed feet. They have retractable hooked claws and unlike most aquafolk, unwebbed fingers. They have segmented, chitinous body armour and do not have any teeth, using their claws to tear their food into chunks before swallowing it whole. Common totems include anacondas, crocodilians, bullfrogs, cattails and mangrove trees.
-Tidal Aquafolk are amphibious and live in shallow water and reefs near the shore. They subsist on seagrass, algae, shellfish and are less skittish around people than other subclasses and steal from fishermen frequently. They have cloudy blue-green eyes, small, closely packed needle-like teeth line their gums, with a second row at the back of their mouth. With gills situated on their necks as well as mammal-like lungs, they can breathe above and below the waves. Webbed hands and feet are tipped with short, hooked claws that aid with opening shells and also serve as effective weapons of self-defense. Common totems include crustaceans, sea turtles, coral and kelp
-Twilight Aquafolk dwell in the twilight zone of the ocean, from depths of around 200 metres to 1 kilometre below. They hunt as a pod, corralling schools of small fish in a similar fashion to the hunting tactics of seals. They swallow prey whole and have no teeth or claws to speak of. Twilight aquafolk have deep blue skin with striking green and yellow patterns at their extremities that distinguish individuals as surely as a land-dweller's fingerprint. They have the typical webbed digits on their hands but elongated rear flippers make them the most agile of any ocean-dwelling aquafolk. They have four fully black eyes, two on the front and two on the side of their heads. Common totems of Twilight aquafolk include squid, jellyfish and lanternfish.
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urchinquest · 2 months
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Scallywag: Eh, it's a text book-
Ragamuffin: No Scally, these are scholars notes.
Urchin: What does it say?
Scallywag: It's all about Magic Pathways. There's Aquafolk, creaturborn- even fairies.
Sweeper: Oh cool! That one looks like-
Sweeper: Urchin...
Urchin: You... you told me humans don't HAVE magic pathways.
Scallywag: They don't.
Chapter 1                        
Chapter 2                  
Chapter 3              
Chapter 4          
Chapter 5
Chapter 6
Chapter 7
Start  Page 30___ CURRANT___ Page 32
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urchinquest · 1 year
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Chapter 1                        
Chapter 2                  
Chapter 3              
Chapter 4          
Chapter 5
Chapter 6
CHAPTER 7 START 
Page 5___CURRENT___Page 7
Adaas: It was easy, I asked the staff who needed extra help for tomorrow's party and said you'd start this morning-
Scallywag: AT WHAT POINT DID YOU FORGET WE'RE WANTED BY THE LAW WHEN YOU HIRED US OUT TO THE PEOPLE CURRENTLY HUNTING US??!
Urchin: Stop shouting! At least he's TRYING to help!
Sweeper: Hey what's MY job Adaas?
Adaas: R-Right um, since you're small Sweeper, I got you a job helping to polish all the silverware.
Sweeper: Shinies!
Adaas: Ragamuffin can sew so he's assisting the seamstresses.
Ragamuffin: Yay!
Adaas: Scallywag is an Aquafolk so she's helping clean the koi pond.
Scallywag: wot.
Adaas: Waif can grow plants so the gardener wants to see your work.
Adaas: And Urchin...
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urchinquest · 3 years
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Chapter 1       Chapter 2             Chapter3 Start           Page 29___PAGE 30___Page 31
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urchinquest · 3 years
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Chapter 1       Chapter 2           Chapter3 Start           Page 25___PAGE 26___Page 27
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crayonurchin · 3 years
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Pour one out for the fairies with hay fever...
Read the adventures of Waif and others at @urchinquest! Updates every Wed and Sun 10pm- GMT
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crayonurchin · 3 years
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The game has been amped, my dearest~
Read the adventures of Waif, Ragamuffin, Urchin, Scallywag, Sweeper and others at @urchinquest! Updates every Wed and Sun 10pm- GMT
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crayonurchin · 3 years
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Sometimes your thoughts are mean, but good friends will always prove them wrong <3
Read the adventures of Urchin,  Scallywag and others at @urchinquest! Updates every Wed and Sun 10pm- GMT
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