#Creature - Aquafolk
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50 Fantasy Prompts: Cultures and Societies. Writers Save this!
1. Luminae
- A society that worships light and revolves around bioluminescent creatures.
- Gesture: Raising both hands to the sky and opening palms to signify receiving light.
- View: Light is considered the purest form of energy and the ultimate source of life.
2. Mistral Nomads
- Wind travelers who harness the power of the breeze for navigation and communication.
- Gesture: Whispering into a small vial and releasing it into the wind, symbolizing sending a message.
- View: The wind carries the voices of ancestors and guides the living.
3. Veilwalkers
- Inhabitants of the mist who can see and manipulate spirits.
- Gesture: Drawing a veil across the face to communicate with spirits.
- View: The world of the living and the dead are separated by a thin veil that can be crossed.
4. Starforged
- People born under specific constellations with unique abilities tied to their birth star.
- Gesture: Touching a constellation tattoo to activate its power.
- View: Stars are the eyes of the gods, watching over and guiding them.
5. Shadecloaks
- Masters of shadow magic, living in perpetual twilight.
- Gesture: Merging fingers into the shadows, symbolizing blending into the darkness.
- View: Shadows are protective, hiding them from danger and giving them strength.
6. Seraphians
- Winged beings who consider themselves guardians of the skies.
- Gesture: Unfurling wings in a greeting, showing trust and openness.
- View: The skies are sacred, and flight is a divine gift.
7. Pyrosages
- Fire-wielders who live in harmony with volcanic landscapes.
- Gesture: Holding a flame in one hand while placing the other hand over the heart, symbolizing passion and life.
- View: Fire is a cleansing force, both destructive and renewing.
8. Aquafolk
- Ocean dwellers with the ability to breathe underwater and communicate with marine life.
- Gesture: Creating ripples in water with a fingertip to convey emotions.
- View: Water is a mirror of the soul, reflecting true feelings and intentions.
9. Silvan Elves
- Forest guardians who blend seamlessly with their environment.
- Gesture: Touching foreheads with a leaf, symbolizing unity with nature.
- View: All life is interconnected through the roots of the great tree.
10. Necrochanters
- A culture deeply connected to the afterlife, able to communicate with and summon spirits.
- Gesture: Drawing a circle with ashes to summon spirits.
- View: Death is not the end but a transformation to another state of being.
11. Stonekin
- Rock-like beings who can manipulate earth and stone.
- Gesture: Pressing a hand to the ground to communicate with the earth.
- View: The earth holds ancient wisdom and the memories of their ancestors.
12. Aetherians
- Masters of air magic, capable of floating and flying at will.
- Gesture: Raising arms and fingers to mimic the flow of air currents.
- View: The air is filled with invisible threads that connect all living beings.
13. Chronomancers
- Time-benders who can manipulate past, present, and future.
- Gesture: Tapping a timepiece rhythmically to alter time flow.
- View: Time is fluid and can be molded to fit the needs of the moment.
14. Dreamforgers
- People who can enter and manipulate dreams.
- Gesture: Weaving fingers in intricate patterns while in a trance.
- View: Dreams are a bridge between realities, holding power and prophecy.
15. Sunseekers
- Pilgrims who follow the path of the sun, gaining strength from its light.
- Gesture: Holding a hand above the heart to swear oaths under the sun’s gaze.
- View: The sun’s light is a witness to all promises, giving them sacred weight.
16. Frostborn
- Ice-dwellers with control over cold and frost.
- Gesture: Exhaling a cold breath to signify agreement or truth.
- View: Ice preserves and protects, holding the essence of life.
17. Songhearts
- A musical culture that uses songs and sound for magic.
- Gesture: Placing a hand over the throat and singing a single note to show sincerity.
- View: Music is the language of the heart and the most honest form of communication.
18. Runecarvers
- Inscribers of powerful runes that grant various abilities.
- Gesture: Tracing runes in the air or on surfaces to cast spells.
- View: Runes are the written words of the gods, containing immense power.
19. Stormcallers
- Masters of weather, able to summon and control storms.
- Gesture: Raising a staff to the sky to summon storms.
- View: Storms are the breath of the gods, bringing both fury and renewal.
20. Plainsriders
- Nomadic horsemen known for their speed and agility.
- Gesture: Drawing a circle in the dirt with a foot to mark territory or signal peace.
- View: The open plains are a vast, sacred expanse that must be respected.
21. Mycologians
- Mushroom-like beings who can communicate through spores.
- Gesture: Spreading spores by tapping a mushroom cap to communicate.
- View: Fungi are the bridge between life and decay, recycling energy.
22. Glimmerfolk
- Glittering, gem-encrusted people who can harness the power of precious stones.
- Gesture: Touching gemstones to channel their energy.
- View: Crystals are vessels of ancient power and knowledge.
23. Thornclad
- A warrior culture clad in thorny armor, known for their fierce combat skills.
- Gesture: Clasping hands with thorned gloves to signify a bond or agreement.
- View: Pain and resilience are intertwined, symbolizing strength.
24. Celestials
- Star-born beings with a deep connection to the cosmos.
- Gesture: Drawing constellations in the air with glowing fingers.
- View: The night sky is a map of destiny, guiding their every action.
25. Inkshapers
- People who can bring drawings and tattoos to life.
- Gesture: Drawing a symbol on their skin to activate a spell.
- View: Ink and art are extensions of the soul, capable of bringing thoughts to life.
26. Mirageweavers
- Desert dwellers who can create illusions and mirages.
- Gesture: Waving hands to create illusions and mirages.
- View: Reality is fluid and can be shaped by perception and will.
27. Echoers
- A culture that communicates and fights using echoes and soundwaves.
- Gesture: Clapping or snapping fingers to create soundwaves for communication.
- View: Sound is a powerful force that can shape the world around them.
28. Ironveins
- Metal manipulators who can shape and control metal at will.
- Gesture: Clenching fists to channel metal manipulation.
- View: Metal is a living force, constantly evolving and reacting.
29. Wyrmkin
- Dragon-like people with scales and the ability to breathe fire.
- Gesture: Exhaling a plume of smoke or fire to show respect or power.
- View: Dragons are the ultimate beings, embodying wisdom and might.
30. Duskborn
- Night-dwellers who gain strength from the moon.
- Gesture: Holding a candle to their chest, symbolizing the light within the darkness.
- View: Darkness is not to be feared, but embraced as a part of the natural cycle.
31. Crystalhearts
- A society with crystalline bodies that can refract light and energy.
- Gesture: Touching their heart crystal to show honesty and purity.
- View: Crystals are the heart of their being, reflecting their true selves.
32. Skyforgers
- Builders of floating cities and airships.
- Gesture: Hammering an invisible anvil to craft objects from thin air.
- View: The sky is a forge, and they are its smiths, creating wonders from the air.
33. Leafkin
- Plant-based beings who can photosynthesize and communicate with flora.
- Gesture: Placing a leaf in the palm to connect with nature.
- View: Leaves and trees are the lifeblood of the earth, nourishing all.
34. Sandshapers
- Desert people who can control and shape sand.
- Gesture: Drawing patterns in the sand to communicate or cast spells.
- View: Sand is a canvas for their magic, constantly shifting and changing.
35. Moonshadow Elves
- Elves who live in the shadows of the moon, skilled in stealth and night magic.
- Gesture: Casting moonlight on their face to invoke lunar power.
- View: The moon is a guide and protector, influencing their magic and lives.
36. Bloodrunes
- Warriors who use their own blood to inscribe powerful runes.
- Gesture: Pricking a finger to draw blood and create runes.
- View: Blood is the essence of life, and through it, they gain power.
37. Dreambinders
- People who can link their dreams to reality.
- Gesture: Twining fingers together to weave dreams into reality.
- View: Dreams are powerful forces that can shape and change the world.
38. Thunderclans
- Tribes who worship and control thunder and lightning.
- Gesture: Stamping feet or clapping hands to summon thunder.
- View: Thunder is the voice of the gods, a call to action and power.
39. Feywilders
- Inhabitants of the fey realm with unpredictable and chaotic magic.
- Gesture: Dancing in a circle to invoke fey magic.
- View: The fey are mischievous yet powerful, their magic a blend of chaos and beauty.
40. Mirrorborn
- People who can step through and manipulate mirrors.
- Gesture: Touching mirrors to travel or communicate.
- View: Mirrors are portals to other realities, reflecting infinite possibilities.
41. Wispwalkers
- Ethereal beings who guide lost souls.
- Gesture: Holding a wisp of light to guide lost souls.
- View: Wisps are guides and protectors, leading them through darkness.
42. Frostweavers
- Ice artisans who create intricate and magical ice sculptures.
- Gesture: Weaving ice crystals into intricate patterns.
- View: Ice is a delicate and beautiful force, capable of great power.
43. Starwardens
- Celestial knights who protect the realms from cosmic threats.
- Gesture: Drawing star maps in the air to invoke celestial power.
- View: The stars are guardians, watching over and protecting them.
44. Emberkin
- Fire-dwellers with control over embers and ash.
- Gesture: Snapping fingers to produce sparks and embers.
- View: Embers hold the remnants of fire’s spirit, representing both the end and beginning of the flame.
45. Oceanborne
- Sea nomads who can control the tides and waves.
- Gesture: Drawing water symbols in the air to summon sea spirits.
- View: The sea is a vast, living entity, a source of mystery and power.
46. Windwhisperer
- Communicators with the wind, able to send messages across great distances.
- View: The sky is a living entity, responsive to the voices of those who respect it.
- Gesture: Moving gracefully to mimic the flow of the wind.
47. Etherseekers
- Gesture: Holding out their hands to draw ether into themselves.
- View: The ether is a vast reservoir of magic, accessible to those who seek it.
48. Twilight Guardians:
- Gesture: Holding a lantern to light the way through twilight.
- View: Twilight is a sacred time, a bridge between day and night.
49. Windwalkers
- Gesture: Moving gracefully to mimic the flow of the wind.
- View: The wind is a messenger of the gods, carrying whispers of destiny and change.
50. Eclipsewatchers
-Gesture: Covering one eye while the other remains open to signify balance
- View: Eclipses represent the merging of light and dark, a time of balance and reflection.
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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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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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I fully intend to draw all the races in my Urchin Quest world, but a quick thing to show differences between two of the ANIMAL themed races
Creatureborn- a humanoid with mammal/avian/amphibious/reptilian features. Ragamuffin and Sweeper are both Creatureborn, with Rags being Canine and Sweeps being Avian. Unless the animal in its original form is legless (snakes) all creature born are standard humanoid sized with standard humanoid arrangements.
Aquafolk- a person with fish features. The Aquafolk exist on a WIDE spectrum. Some are like Scallywag- humanoid with fish features. Some can range all the way back to their original fish form, but with the same higher intelligence. Some are humanoid but tiny- like seahorses. Some are half and half. Some are huge. The rules seem almost random, but in reality it’s a complex series of genetics- since aquafolk are a much older race than creature born.
#urchin quest#lore#aquafolk#creatureborn#creature born are animal people with rules#aquafolk are fish people with no rules
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