#worldbuilding speculation
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earthdeluxe · 1 year ago
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Monsters have internal anatomy. Organs and bones and muscles. tendons. whatever. No blood but it's all like. solid-magic in shapes mimicking organs, you know?
organic monsters have recognizable organs and bones and stuff. Mostly.
inorganic monsters? also have internal anatomy. it looks wildly different depending though.
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theantiazdarcho · 1 year ago
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The Lancetfish is a species that looks like it comes straight out of a realistic fantasy world building project.
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vcreatures · 5 months ago
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if you’ve been following me long enough you know I love a mimic. From my false faced mermaids that I’ve been painting for years to butterfly dragons, I’m a big fan of illusion in the bestiary world.
I bring you the Ginkgo Draco, another member of the Botanical Drakes. 
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illwilledomen · 5 months ago
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Nether life forms
(Constructs and undead not included)
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prokopetz · 7 months ago
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I'm a big fan of unhinged worldbuilding in pornographic fiction, but I have to admit I get pretty annoyed when an author goes to all that trouble to explain something that falls completely within the normal range of plausible human behavioural and phenotypic variation. Like, if you're going to hit me with ten thousand words of elaborately justified speculative biology and the payoff in its entirety is "in this world, some women have penises", well, buddy, have I got news for you.
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entelodante · 2 months ago
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Wyrms come in a lot of different flavors in Abattoir land, so we're starting with the Sweep variety! More info found BELOW!
Containing some of the largest species of Wyrms, Sweeps are distinguished by their mouth placed ventrally on the proboscis, needle-like teeth, all 8 limbs used for locomotion, and a swollen hind gut. Sweeps are typically some of the most hardy Wyrms in the wastes, able to continue to move at all temperatures. They thrive at a range of about -100 to -160 degrees Fahrenheit, but are unbothered up and to around freezing point. They ARE more vulnerable to the scalding rain more typical to the Southern areas of their range. If they get to hot they swell up and can burst, so they typically try to stay Northernly! Honestly the best weather prediction you can find nowadays is these guys stuffing themselves full of ice and snow before a storm rolls in.
But! We've got a varied bunch here so lets get into the SPECIFICS of these Annelids! I've got a small sample just to show off some of the basic types you'll encounter.
Sleek Wanderer These guys are found in the remnants of the great plains, which are now vasts expanses of snow and ice. Sleeks are primed to spend their lives enduring the biting winds of their home as they snuffle their way through the ground cover. They move especially slowly, often a single step for every sweep of their mouth! Being in such a barren home, they don't really worry about too much going on around them. Assuming you don't bother them too much you can touch them or even ride one and it wont pay you any mind. The only time they get a little aggressive is when brooding, then they may try to strike. Though it isn't anything you could not leisurely side step.
Whistle The noisiest of the bunch, these guys are known for the iconic whistling noise they make during the uh.. digestion process. They live in warmer areas and eat a lot of plant matter so they tend to have a more swollen gut. On the smaller side of things though! And a LOT quicker than other sweeps, they WILL turn and slash you if you startle them. Still not fast enough to meaningfully chase a human, but they got some reach on em! They typically run into humans a bit more as they also like to congregate around the exteriors of Abattoirs to eat the plants that grow there.
Grimacing Chatter The most BEAUTIFUL of the sweeps, these guys like to curl up their 'lips' and expose their teeth down to the roots. Their teeth are mobile as well, used to shift through the snow and dirt for food. The sound of these teeth clattering against each other is a signature of these big beasties. Probably for the best as these fellas are EXTREMELY aggressive! They are the Southern most variety of sweep, dealing with a wide range of predators by flailing their head towards any perceived threat. If you get caught in their maw they WILL start to chow down on you, never a missed meal with these guys!
Eastward A sweep that enjoys the spoils of a sanguine Atlantic! Eastwards are so named because they are usually always facing that direction, nibbling at the snow and ice to feed on any blood that blows in on the breeze. They begin their lives spawned by the blood sea and will spend the first half of their lives walking away from the ocean. The second half of their life is spent walking back towards it! Once their they are back at the shore, they are able to withstand the heat drifting up from the sea by sweating profusely. They keep most of their body on the frozen shore, reaching into the warmth with their big ass mouth. After a life of walking, they will gorge themselves on blood until they breed, after which they promptly die. Nature is beautiful even now!
Swingsnap While Wyrms have no eyes and therefore don't really have a concept of light, the fact that humans and their derived forms still mainly rely on sight has greatly influenced the Swingsnap. Their dark coloration is perfect for blending in with the eternal night of the wasteland! They possess a highly sensitive sense of smell/taste to track down the remnants of humanity. Once they come upon their quarry, they are quickly able to coil their toothy maw around them, stabbing into them with many hundreds of teeth. Their prey is 'chewed' by the constant coiling and shifting of the mouth, drunk down bit by bit. After a week or so of gnawing, they will drop the remaining pile of gristle and begin the hunt once more.
That's the gist for these fellas! Typically these are the chillest of all Wyrms, both literally and in the attitude sense! Most of the time you'll run into these guys just in the middle of nowhere. Stand still and they'll most likely just pass you by.
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That being said all varieties can still bite!
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wanderingokali · 1 year ago
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A species of blep from cold steppes. Like most species of furred tetrapods, it keeps its young in a pouch for months until they are hardy enough to run about and eat solid food. It eats lichens, roots and mosses primarily, but is an opportunistic scavenger if those prove scarce. It lives in groups of variable sizes, with complex familial dynamics, but these groups can be spread out over great distances; they communicate by loud bellows that cover long distances despite great winds.
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living-dead-guyy · 5 months ago
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I’m going insane I want to eat it so bad
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bogcreacher · 5 months ago
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what if dragon hatchlings were fluffy. what if gumdrops fell from the sky.
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sparrowlucero · 1 year ago
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Though their initial mutations were the result of long term nuclear war, it's actually an intense culture of propaganda and strictly enforced conformity policies that have kept the Daleks in their current state. Every Dalek undergoes surgery just after birth; not to mitigate the effects of irradiation, but to rid them of whatever is legally considered "imperfections to the Dalek form" (usually throwbacks to a humanoid body plan, such as teeth and hands) and physically ready them for their casing. Additional surgeries must occur throughout a Dalek's life to prevent them from becoming "rooted" - a painful, often fatal scenario in which the Dalek overgrows their own shell and cannot be safely removed. Not only does their homogeneity serve to reinforce their fervent belief in genetic superiority, but the resulting chronic health issues prevent insurrection; a Dalek's fear of losing access to regular healthcare colors much of their judgement, and most attempts at dissent end as soon as their painkillers run dry.
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iguanodont · 4 months ago
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The Monoculi (informally dubbed ‘peebs’) are not exactly a new species from me, but they’ve gone through a pretty drastic redesign since I last posted anything about them. These are a spacefaring species from the same universe as birgworld! Details under the cut.
The Monoculi are so-called for the large compound eye that comprises the “head”. The densely packed ommatidia allow for crisp image resolution, and a variation in the depth of the lenses give the eye a range of acuity from only a few feet along the lower half to hundreds of meters along the top. Monoculi are nocturnal creatures which evolved to navigate complex cave systems by day and tangled branches by night; they have good depth perception and low-light vision but are nearly blind in regular daylight, and cannot perceive color.
The Mono homeworld is peculiar for the presence of a ring, the remnants of two moons which collided early in the planet’s history and bombarded the surface with chunks of space rock long after the planet’s crust had cooled. The result is an unusual abundance of heavy metals in the environment. Iridium, a prohibitively rare mineral on earth, comprises orange-yellow compound which carries oxygen through a Monoculus’s veins. The ring itself also has drastic effects on seasonal surface temperatures, though as on birgworld, life there has adapted accordingly.
Monoculi molt to grow like earth arthropods, but they only do so one segment at a time. A newborn larvae, one of 2 - 5 siblings, will remain soft and aquatic for about 8 months, until it loses its gills and hardens for the first time. They do not begin growing the first proper body segment until the thorax is as large as an adult’s. Molting and mating are both intimately tied to mineral pools found deep in their ancestral cave system. Without them, a molt will invariably fail and lead to severe health complications. Monoculi are hermaphrodites, and mate by pressing the gonopores (small openings under the first pair of arms) against the soft carapace of a first - third instar body segment, fresh after molting. The spawn will bore directly into the segment and trigger its transformation into a reproductive segment, which falls off after young are produced.
These sophonts are relatively large and long lived, with 200+ year old individuals sporting nearly 20 body segments not unheard of. They are also well into their space age, with a once-thriving space tourism industry buckled by a massive recession in recent decades. Rumour has it that several of the abandoned exoplanetary retreats still harbor stranded staff… but the company that built them dissolved and nobody has scraped up to funds for a rescue mission. They avoid contact with other sophonts, with the exception of the swimslugs, with whom they maintain a friendly cultural and technological exchange.
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Btw, I do still post almost weekly sketches and worldbuilding notes on my patreon
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earthdeluxe · 2 years ago
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Musing about generic universal symbols for people on Earth-With
I think there might be 3 main ones?
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azzayofchaos · 7 months ago
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Since my other Nether worldbuilding post was received pretty well... I'm back on my bullshit!
This time featuring zoning and biomes of the Neath: Lore below cut
Nether (noun): the formidable hellscape straddling the boundery between the Fragments of the Overworld and Death's Realms.
Derived from Beneath -> Neath -> Neth -> Nether.
The Nether is most easily accessable through outer regions of the nether, regions that are comparatively closed-off, and lacking in biodiversity compared to the Deep Nether where most Neath civilizations are centered.
The Neth is divided into three primary zones, distinguished by altitude and general climates.
The Calfactory Zone: the largest and most iconic of the three, the Calfactory zone is blisteringly hot and bone-dry, it's most prominent features are its abundant seas and lakes of magma, and the massive Supermagmas atriums that are common above the magma. In the largest of these atriums, the ceiling may be so high above as to be completely invisible from the ground, obscured by an ever present smog of toxic vapor and minerals formed in the self-generated micro-climates that are generated from the rising heat of the lava that begins to cool at a higher altitude.  
In the Basalt Deltas and other biomes around the edges of these lakes, massive pillars of rock and crystals bulwark the more-visible ceiling. 
The most common of this zone’s biomes is the Crimson woods, home to hearty thermal-philic fungi and plants that grow on the minerals and vapors of the lakes. Many are carnivorous in their lack of access to water or sunlight, and these forests contain many sub-biomes and ecosystems of flourishing life. 
The Wastes are perhaps the most desolate regions of the Neath, irradiated deserts of red-rock, brimstone, and sharp sand. Even the vast majority of nether-folk avoid these deserts due to the leftover radiation that rots and destroys anything that waits too long. The only forms of life are particularly robust lichens and bacteria that are happy to sit by the boiling pools of sulfur and mud and toxic sludge that dot the landscape. Growing within the rocks themselves are colonies of amorphous fungus, called geocorpus molds, they get their spores into cracks in the soft netherack and slowly feed on it; the ‘rock meat’ is considered a delicacy in nether cuisine. 
The Temperate Zone: Cradled in the heights of the Neath’s atriums and sat below the roof is the temperate zones; the rising heat of the zone below begins to cool and by doing so, distinct weather patterns form within this zone, leaving it, while still sweltering, a cooler though much more humid climate.
The main biome are the luminescent warped-fungal rainforests that collect the high-rising minerals and odd moisture from the lakes. Liquid is actually present here, though, if it’s not safely filtered through the innards of the various plants and fungi, this water is usually aggressively corrosive, and it is best to shelter from the acidic precipitation to avoid chemical burns. The nether folk and ender local to these rainforests are suited to deal with these conditions and the ender especially do not have trouble with the extreme pH of the water here like they would in the overworld. The zone is lit almost exclusively by the biolumincense of the organisms there and have often been described as false-stars.
In the Deep Nether, the ceiling may give way, allowing one to pass onto the plateaus of the Nether Roof and the yawning void above. The bedrock of the nether roof is jagged and layered in huge slabs, sometimes broken up my mazes of pillar-like structures and shallow, thermal pools of crystal-clear liquid. The kind you don't want to touch of course. fogs may hang low to the ground, but when its clear, or above the fog, the entire universe seems to spill out into the sky. The nether roof was culturally significant and a source of much knowledge and inspiration in the early days, but I'll get more into that in a later post 0.0
The Rime Zone: Plunge deep enough and one might find themselves bellow the lava beds. Here, where the heat can't quite penetrate, the temperatures will drop rapidly to sub-zero.
Namely, the Rime Zone is made up of the soul valleys, flat steppes of cinder and clotted sand, you can imagine it almost with the blindness effect, a fog that pools by your feet, and a heavier darkness hanging from the sky, it feels massive and endless and claustrophobic all at once. Frost collects as crystals on the irradiated, soul-soaked barrens, and the bones of the massive nether wyrms lie fossilized, breaking up the landscape. The sands are also split with patches of crazing on the ground and vents of blue fire that spills out and sets the sand ablaze.
These same wryms can be found sometimes, ancient things that dig through sand and soft rocks and the magma lakes, far and few between and treated with both fear and reverence.
And in the deepest pits of the Neath are the glowing frozen lakes that are colloquially and rightfully called the Gates to Death, glowing blue from beneath their surfaces. Indeed, any further down and you pass into limbo, the edge of Death's Realms.
Extra Notes??:
Soul sand/soil is tread on carefully or not at all, is one form of remnants from the apocolyspe. Like the general radiated rubble present through the Nether, it's a fault of nuclear fallout. Unlike other areas of radiation, its also been infused with the souls of those who didn't survive the joining of worlds. That said, unlike soul sand, soul soil is used productively to grow certain nether crops. It’s minerally and magically dense.
This infused quality is also precent in Nether Debris, resulting in a material that takes magic particularly well.
Iron cannot be found in dense veins and crystals like gold or quartz in the nether, but it's a pretty rich mineral a lot of netherack, giving it its ruddy coloring.
Sorry for this massive rant that no one asked for. If you have questions please feel free to send an ask, I may not have an answer yet but I'll certainly come up with one if I can.
I'm also hoping to do a pass on my headcanons about history and culture in the Nether and then we might start talking about character headcanons since this is also an actual AU.
If you read this far, here's some notes on striders and ghast
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vcreatures · 5 months ago
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Another Botanical Drake added to the compendium. Today is the tropical Draco Monstera
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yourlocalcringekid · 12 days ago
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GUYS
Idk if someone else has thought of this before, but hear me out on this new worldbuilding headcanon for Minecraft. Phantoms pose the same ecological role as IRL vultures. That being, they eat dead bodies. The reason a lot of them swarm (and even attack) the player when they haven't gotten sleep is because they sense lack of energy (which, for a lot of animals means death is nearby) and assume the player is either dead or dying.
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selkra-souza · 5 months ago
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AF Attack for @jayrockin!
My headcannon is that Talita was taught how to read Portuguese in homeschooling, before choosing to switch to on-campus schooling and subsequently becoming very rusty in it. Here she's reading a reprint gibi* of Turma da Monica (featuring a scan of my own copy of the gibi I've had since childhood). I think Cebolinha would've been her favorite from the turma because she's interested in his meticulous "infallible plans".
*gibi means comic!
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