#sea urchin food fantasy
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could I have a mood board of Sea Urchin in his blade dancing skin from food fantasy?
Blade Dancing!Sea Urchin (Food Fantasy)
#livi’s moodboards#aesthetic#moodboards#moodboard#video games#blue#Orange#white#food fantasy#ff#ff sea urchin#food fantasy sea urchin#water#fabric#silk#patterns#blade dancing#blade dancing sea urchin#urchins
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I’m not apart of this fandom but my best friend is. My love language is drawing peoples ocs or drawing them art from a fandom they like
I am unfortunately a furry so I don’t draw people often but I think it turned out ok!
@criminaldoenjangjjigae
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This might just become an art series
#ah yes another depiction of a meme with members of our system#uni#sea urchin#shenanigans#digital art#fictives#digital doodle#food fantasy
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Brave Zenith
Brave Zenith is a post-fantasy tabletop RPG, set in a world inspired by Brazilian culture and long summer nights playing JRPGs on a pirated PS1. With a set of simple interpretative rules, that focus on player creativity and imagination, explore the ruined world of pastpresent, meet colourful (and deadly) creatures, see the sights of the Second City, partake in delicious Monkey Oil and become an adventurer: ambitious, indebted, BRAVE.
Choose from 3 unique origins:
Humans - lovers of ideology, probably depressed (and responsible for ending the world).
Catfolk - cats that walk and talk, lovers of food and hospitality.
Jellies - wobbly and goofy, unburdened by tradition, possibly delicious.
Pick one of 6 exciting vocations:
Freelancer - Hit stuff, be strong, wear a cool jacket.
Mixologist - Make up your very own special grog, get drunk, make friends.
Thief - Steal stuff, create disguises, leave no locked door behind.
Magic User - Create spells, manipulate the mists, wear a cool hat!
Dancer - Feel the secret rhythm of the world, turn your body into a weapon.
Hunter - Become one with nature, use your poisonous tongue, get a cool pet.
And face over 10 unique creatures in your adventures:
Capymera - Half capybara, half jabberwocky, 100% monstrous.
Observer - Eldritch sea urchins with laser eyes. Behold their glory.
Mermaids - Kids turned into 4 armed sea creatures, ready to steal your stuff.
Written by Giuliano Roverato. Layout by Tatyane Frankalino. Art by Alex Damaceno and Silva João. Editing by Maik Malik.
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babblign about weird visions of games that arent reminded me that i once really wanted to make an rpg where you go through like your super generic JRPG prologue chapter about some kids living in a little village and looking up at the stars together, and the travelling caravan of merchants come selling all these fabulous and mysterious goods from the big city and far off lands, and it all just kinda lends to this sense of a big sprawling diverse JRPG fantasy world out there that you'll of course get to go visit over the course of the game.
And then you get to use a telescope to look at the stars that fascinate you and your childhood friends so much, and you watch the rare meteorshower together and wish on a shooting star. And at the end of the week your father and mother take you aside adn tell you theyve arranged for you to go with the travelling merchants, that your brothers and sisters are enoughto help work the farm and they want you to have the chance to see the world. and so you go off with the caravan and see the nearby city, which is almost quaint, but still so unfathomably big for your protag's sense of the world. and you see a traveling circus and some street urchin types and the merchants guild and sellswords and hear of menacing bandits. and then off you go again to the mountain underpass thatll lead you out of your little starter pocket of the world out the rest of the big wide world map, because, you know, every JRPG has that early dungeon, where you go into a cave or a mountain pass or maybe even an ancient ruin and when you pop out the other side the map opens up.
Only when you go in you get jumped by bandits, and theres an earthquake and a cave in, and the floors collapse and your wagons are broken and your precious cargo lost and your travelling party separated. so you try to find the people who are lost and injured, you retrieve useful cargo like food and medicine, you try to repair your wagons, and find a way back out, and manage little S-link side story dialogs with NPCs. But then you find out there's no easy way out. you have to fend off the surviving bandits. you have to establish law and order as people get desperate and stir crazy. you have to manage your resources so everyone gets to eat, even as food dwindles. you have to choose to recruit other lost travelers or not even if you don't have the means to support them.
you find a more elaborate system of caves under the mountains. you find a civilization of cave people. you find the ancient remains of dragons. you find cave monsters. all the while quakes and tremors shaking the environment around you so that the maps are constantly changing shape around you. you keep going and going and at some point you and your characters come to the realization that you aren't actually getting out of the cave. that the starry eyed prologue with all its tropes and cliches was a lie. that you don't get to see the big wide world, that you're going to die in the sub dungeon of a sub dungeon of a sub dungeon of the first dungeon of the game.
But then you cling to a glimmer of hope. the caves the mountains the underground dwellers the dragons, there's a chance if you just keep tugging the thread that you'll unravel it all and find a way out. And after exploring half a dozen biomes of different flavors of cave, crystal caversn, fungal forests, rivers of magma, aquifer seas, etc... you find a still living dragon who can take you back to the surface, and you do! and your legendary benefactor bursts thru the mountain side into the open air of a sunset sky. and is struck by a meteor.
You all plummet toward the surface, the mountains to one side, the dusky sky darkening to night behind you, and blazing across it a meteor shower raining fire down on the sprawling landscape you'd yearned for. The underground quakes and tremors were the meteors hitting the surface of the planet flattening it all to rubble the whole time. As you watch the world burn in the background, the credits start to roll past your party still in free fall. the credits end just before you all hit the ground and the screen goes black.
and then maybe i'd make a nearly unrelated sequel with none of the same characters but in the world that you only realize alter is the one you never got to see in the first game, and halfway into that game the meteors show up and you just have to play through the back half of the game thru a constant rain of fire as any sense of epic quests and destiny all fall apart under the immediate urgency of staying alive and surviving the apocalypse both as individuals making up your party and as a civilization.
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V; Randy Dandy Oh! (Pirate AU)
TW: Themes and/or mentions of violence, torture, blood, gore, rape, alcohol abuse, slavery, and sex/human trafficking are present.
This verse is compatible with fandoms/lores relevant to:
1600-mid 1800s colonial timelines and fantasies based in such
Norse/Celtic / Other pagan mythologies
Any Thor RPers (of Norse mythology and/or Marvel/MCU
any existing pirate themed franchises (Pirates of The Caribbean, Our Flag Means Death, Black Sails)
Assassin's Creed
Marvel Comics 1602 universe
Some canon DC muses that would be great for this AU (some of which I include in Dick's origin for this AU):
Raven
Zatanna
Bruce Wayne and any of the Batfam
Ra's al Ghul/League of Assassins/Al Ghul family
Lucius Fox
John Constantine
Madame Xanadu
Penguin
Poison Ivy
Swamp Thing
Jason Blood/Etrigan the Demon
Aquaman and Mera, any Atlanteans
Diana Prince and other Amazons
Joker
Harley Quinn
Clark Kent
Lois Lane
Oliver Queen
Jim Gordon
Lex Luthor
Falcone/other Gotham/DC based crime families and syndicates
Synopsis: Between the middle ages and early industrial eras of human history, piracy was the most revolutionary business to save souls from the clutches of slavery, taxing economies, and oppressive kingdom structures. The last bastion of hope for those who would have nothing left to fend for themselves. Such was the business carried on by generations of the Grayson bloodline, circa 1300s A.D. Europe. Richard John "Dicky" Grayson grew up an aspiring aerialist, as opposed to being optimistic about the chance to see the seven seas from aboard a water vessel. He read stories of the greats: Sir Francis, Blackbeard, and even some tragic lores like that of Davey Jones (which he thought to be nothing more than fantasy). Outside of these romantic fantasies, he, as well as his illegitimately married parents, John and Mary, lived their entire lives in a gang of outcasts, led by one Sir Haly; a once respectable socialite praised by the British Army and the elites which they served, whose tastes for the unusual, unexplained, and otherworldly things did not sit well with the King, who sought to make Gotham prime territory for the beginning of western colonial expansion.
For you see, Sir Haly's Circus practiced, unlawfully, as a safe haven for runaway slaves and indigenous folk seeking refuge. Haly was cast out by a supposed polite society, but knew if he could turn a sense of profit out of making refugees into showmen, he'd have enough shilling for eventual provisions of equity for those to whom he gave asylum. Not to mention, pirates would also be looking to him for resources, albeit, humans to traffic. Dicky didn't take well to certain aspects of this culture. So he got wise one day, taking a heavy sack of loot from his family's ring leader while he slept, and by morning one fateful spring day, he bribed a sailor for his ship.
Thus, The Nightwing's first voyage began. He woke up the whole circus of urchins, commanding them to haul ammunition, liquor, food, herbs, cutlery, and even a risky theft of local guard armory cannons and firearms onto the boat. The Graysons were the most worrisome about Dicky's plans, alongside Sir Haly of The Narrows, to whom Dicky would bestow first mate responsibility. The three were of the last standing in concern and trivial thought over the matter before a unit of Royal Navy opened fire in the public, John and Mary hopelessly in the crossfire. Haly had been fatally shot in a calf, limping on his way aboard the vessel. Dick had no choice but to flee, in spite of the tears raining over his cheeks in a look of absolute uncertainty. This was not what he had hoped for.
The Haly's crew set a course for Blüdhaven, a town of natives and refugees alike, not yet eyed for conquest by the Navy, where they might find the means for an expansion of the crew, as well as safe passage within the rivers of the Americas, most of which had been taken over by the British Navy. The crew would rest, recuperate, and hope to set sail for plunder beyond the colonized territories that were vastly becoming the last places their kind would be in before dying. But if the Royal Navy wants to stand in the way, then the blood of the King's men shall be the price to pay, for Dicky's loss, as well as for the suffering his Haly's family went through.
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The Mistmantle Chronicles, Book 5: Urchin and the Rage Tide
We’re going through the mists, one last time…
Today I’m reviewing the fifth and final book in the Mistmantle Chronicles.
Yeah, yeah, at this point people know the drill. There’s a lovely island inhabited with moles, otters, hedgehogs, and squirrels. Spoilers ahead. This book (written by M. I. McAllister, illustrated by Omar Rayyan, published in 2010) features Mistmantle getting hit with an awful storm called the Rage Tide. There’s also a charismatic troublemaker named Mossberry.
The first thing I have to say is something embarrassing.
This entire time, I’ve been thinking that the animals were human-sized. It was the way they talked about food. I thought, surely they’re treating acorns the way we would. They pick up sea urchins like they’re hand-sized. A fish for us is part of a meal, but for small animals one fish would be a feast for several creatures.
But, no. I’m the world’s biggest goof. There is a castle built in the roots of a tree. There’s simply no way they’re not to scale with real world animals.
But they do age like humans. This book (finally) gives us an exact number on the time that passes! Eight years. Our hero Urchin is full grown, with a page of his own.
The beginning is a pure delight, as it should be. If your fantasy book about squirrels doesn’t have a joyful winter solstice party at the beginning, what are you even doing? No, really. It’s so essential to show why this world is worth protecting and treasuring.
From there… that’s where the pacing gets funny. These books will not-infrequently have confusing timelines, where island-wide events happen in just a few days or a few hours.
There’s a warning about the storm during the solstice party. Meanwhile, Mossberry the squirrel is undermining animals’ belief in the monarchy and Brother Juniper. Chapter 3 has Urchin discovering that, and asking Mossberry’s followers to explain what’s going on. Chapter 4 has the beginning of the Rage Tide and the confrontation with Mossberry. And by chapter 5, it’s over.
After that, I was like… wait, what is this book about?
There’s a pair of children who are missing for a few chapters. I was never really invested. Urchin’s page leaves the island to look for Sepia, who got washed away. And ultimately it turns out there is another Rage Tide coming toward Mistmantle. But all in all, I think the confrontation with Mossberry was rushed.
Honestly, I dislike the addition of Mossberry. Book 3 already had irrational fear and mistrust being the enemy (and Linty, who mistakenly believed she had to hide Princess Catkin). After so many books where I was positively surprised by the treatment of disability… Mossberry is kind of just “evil because he’s crazy”.
He’s delusional and it’s not explained in any detail like it was for Linty. He spends most of the book in a cell yelling obscenities. There was one bit of sympathy that I liked: Padra the otter captain says that Mossberry can’t get away from himself. Anyone else can just go away, but Mossberry’s stuck with himself. But overall, it’s not ideal.
Two further notes about disability: the otter scribe Tay is described as using a wheelchair. We get no further description. I want to see how an otter wheelchair works!
Also, at the end of the last book, the squirrel Scatter got injured. She started as a maid for Lady Aspen, and even years after Aspen was revealed as a murderous traitor Scatter was loyal and carefully maintained her grave. Scatter was injured during the Raven War and couldn’t walk anymore. But unless I missed it, Scatter isn’t mentioned at all in this final book. It’s just interesting that she’s been around since book 1 but didn’t appear at all in this one. Especially since we know animal wheelchairs apparently exist!
Some notes about species equality:
Overall, this series handles it the best out of most series I’ve read. I love the balance between making species matter (otters tend to like the water, squirrels leap through trees) and subverting the generalizations (not all moles hate the water, and Hope the hedgehog is just as good at digging as the best moles). Mistmantle has an otter scribe in the beginning, but a squirrel trains under her and takes over. We see some squirrel priests, but in this book an otter is training to be the next one and it’s not unusual.
The second chapter has a discussion about captains. They want at least one captain for each of the species, but they’re also concerned that would mean not choosing the best animals for the job. So basically they’re talking about affirmative action. It’s just interesting.
In spite of being the fifth book, the book does a good job of introducing things and explaining them (which is awesome in a children’s book). McAllister really knows her stuff.
I could just be getting fonder of the books. But I really think Rayyan has been improving, book-by-book. His art’s really sensational.
To get back to Sepia, the squirrel washed away early on: she and Urchin are kinda-together in this book. In the last review, I mentioned how funny I thought it was when Queen Cedar basically shrugged and guessed Urchin might be interested in Sepia. I buy the relationship in this book— they’re two likeable characters with a lot of positive traits. Eight years is plenty of time for feelings to develop.
But it’s also interesting to me since it’s another off-screen romance. We get the eight year timeskip, now they’re in love, and even during this book they mainly just think about each other because they’re separated. These are highly platonic books, with a lot of focus on the strong non-romantic relationships.
Before Sepia can get back to the island, though, there’s a sacrifice. One of the big details of the book which I haven’t mentioned yet is that King Crispin has to trade his life for Sepia’s.
It did get me. Knowing this book series was ending, and seeing this character I’ve known for five books, made me sad.
But if I’m honest, that emotional punch is one of the big things keeping this book afloat for me. This book would be notably worse, for me, if it didn’t have that emotional aspect. And I wish the death had happened in a better book.
The books say that Crispin was actually injured ever since the Raven War in the last book. It’s weak writing. He was technically on the verge of death buying time for eight years, except no one really noticed, so…? It’s too convenient.
These are generally great ensemble-cast fantasy books, though. We see the young people growing into the next generation of adults safeguarding the island, with proteges of their own. I love that.
I also want to talk about faith. There’s a perspective in these books that I hadn’t quite seen before.
I think this series has a uniquely positive view of religion, while also not just being pro-Christianity. Children’s books will sometimes have Christian elements that, y’know, bring up a lot of weird questions. What does it mean if Redwall characters are talking about Satan?! Or maybe they have basically-Christianity, but with different names.
But in this world, faith truly is a positive force. The books aren’t unquestioningly saying that we should believe. It’s not “the Heart is like God and that’s why it’s good and we should believe in it”. We legitimately see the power of the Heart. Plenty of times in every book, people pray because it’s all they can do.
It makes a lot of sense, because McAllister is married to a minister. The author bio in all the books is something like “M. I. McAllister wrote the Mistmantle Chronicles, she has children, she lives in England, and she’s married to a minister.” So clearly, faith is important to her. But it’s also fascinating that someone like that didn’t just make mouse-Christianity. The books have their own faith which is very different in some ways.
Getting back to this book, in particular: one of the ideas for how to get Sepia back through the mists (since she left via water, she can’t return that way) is to bring her the Heartstone. In book two, that’s how Urchin and Juniper miraculously came back via water. They unknowingly had the Heartstone on their ship.
But, this book explains that the Heartstone isn’t just a magic relic. It’s not an exact science and besides, it would be wrong to treat the Heartstone as a tool to get through the mists.
I would never come up with that perspective. I’m not religious, so to me it really would just be a magic item for gaming the system. The books really show-don’t-tell why faith matters. It’s awesome.
On a lighter note— McAllister also seems to enjoy scenes where one character is like “I’ve failed you, my King. Take back this sword, I don’t deserve it, I’ve done such a bad job here that I have to resign”. And then the King is like “no, you’re so good at your job I won’t let you!”.
And you know what? She’s darn right! It’s so cool! Great trope!
My personal rating for this book: 4
Overall rating: 3.5
Also, I haven’t done this before, but I want to rank the series as a whole. The Mistmantle Chronicles has truly been an unexpected joy for me. These past few months have had plenty of days when I really needed stories about loyal animals who love each other. And most importantly, stories written at an easy reading level. But they also start to bring in serious themes, and they generally treat them in a positive way. I have never read a better series in this genre. I highly, highly, highly recommend them.
My personal rating for this series: 4.5
Overall: 4.5
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King
reminder that requests are Open!
#sea urchin food fantasy#ff sea urchin#food fantasy#filia#filia skullgirls#skullgirls fanskin#skullgirls recolor#skullgirls
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“Huh? What's with this look? So what if a guy likes to wear a dress every now and then?”
- Sea Urchin 🧡
#food fantasy#sea urchin#food soul#food fantasy sea urchin#my art#we stan a queen/king#so confident#so beautiful
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Sea Urchin Skin- Dancing Blade Flowing Cloud
"Do you want to use such a beautiful sword technique to end the dirty lives of those heartless scum...Really, it's cheap for them."
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I like them, therefore, here's some dumb stuff
#Food Fantasy#FF Mentaiko#FF Sea Urchin#FF Takowasa#FF Junmai Daiginjo#FF Osechi#FF Matsutake Dobinmushi#FF Inarizushi#FF memes#Food Fantasy Mentaiko#Food Fantasy Sea Urchin#Food Fantasy Takowasa#Food Fantasy Junmai Daiginjo#Food Fantasy Osechi#Food Fantasy Matsutake Dobinmushi#Food Fantasy Inarizushi#Food Fantasy memes#Food Fantasy shitpost#I miss makin' these www
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Btw Sea Urchin is genderfluid. Fight me.
Proof:
(Mentaiko Event)
(Current/Conpoy event)
(Backstory)
#miss sea urchin#mr sea urchin#sea urchin: doesnt matter man or woman if pretty yall pursue#food fantasy
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More Food Fantasy fanart because it’s the only thing I’ve been able to make recently
#food fantasy#food fantasy fanart#ff fanart#ff sea urchin#gacha#food fantasy game#transwoman#my fav spiky lady <3
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Brave Zenith
[Print & PDF]
Brave Zenith is a post-fantasy tabletop RPG, set in a world inspired by Brazilian culture and long summer nights playing JRPGs on a pirated PS1. With a set of simple interpretative rules, that focus on player creativity and imagination, explore the ruined world of pastpresent, meet colourful (and deadly) creatures, see the sights of the Second City, partake in delicious Monkey Oil and become an adventurer: ambitious, indebted, BRAVE.
Choose from 3 unique origins:
Humans - lovers of ideology, probably depressed (and responsible for ending the world).
Catfolk - cats that walk and talk, lovers of food and hospitality.
Jellies - wobbly and goofy, unburdened by tradition, possibly delicious.
Pick one of 6 exciting vocations:
Freelancer - Hit stuff, be strong, wear a cool jacket.
Mixologist - Make up your very own special grog, get drunk, make friends.
Thief - Steal stuff, create disguises, leave no locked door behind.
Magic User - Create spells, manipulate the mists, wear a cool hat!
Dancer - Feel the secret rhythm of the world, turn your body into a weapon.
Hunter - Become one with nature, use your poisonous tongue, get a cool pet.
And face over 10 unique creatures in your adventures:
Capymera - Half capybara, half jabberwocky, 100% monstrous.
Observer - Eldritch sea urchins with laser eyes. Behold their glory.
Mermaids - Kids turned into 4 armed sea creatures, ready to steal your stuff.
Written by Giuliano Roverato. Layout by Tatyane Frankalino. Art by Alex Damaceno and Silva João. Editing by Maik Malik.
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Gonna be thinking about these two every step of the way
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I finally pledged Sea Urchin!!! I’m working on Martini now for the meta but I think I’ll work on Pan De Muerto after him.
I just, look at her!!! She so pretty omg!
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