Aquatic-Kin Species in Pakkiila | World Anvil

Aquatic-Kin

Aquatic-kin are goblins who have adapted to living within rivers, oceans, or swamps. Packs dominantly featuring them are often situated within these areas, and are often unintentionally antagonized by both aquatic species and fishermen, who will accidentally fish up the poor goblins and cause damage to them by doing so.   It's said Aquatic-kin are the most confident and fashion-minded of the goblins, which they don't deny nor do they confirm. They just like shiny or pretty accessories, can you blame them? They're neat, and can make a variety of different things!

Basic Information

Anatomy

Aquatic-kin are not much different from Normal-kin. Their unique traits are fins, webbed digits, and glowing markings all over their bodies. They use those glowing markings to speak Aquan.

Genetics and Reproduction

Goblins reproduce physically, and will carry young for 6 months. They often bare 1 to 2 offspring, as it is the ideal amount for them, but can produce up to 5 young.

Growth Rate & Stages

Aquatic-kin are one of the final stages of a Goblin's growth. Because of this, there are no growth rates to speak of.

Ecology and Habitats

The ideal environment for an Aquatic-kin is a swamp, river, or the ocean. They will usually live close to the surface, but spend most of their time awake underwater.

Dietary Needs and Habits

Aquatic-kin are able to eat anything most species found in Pakkiila can, but are built to hunt and eat primarily fish and other types of meat. They'll often add aquatic plants onto them, such as kelp, to have added flavor.

Additional Information

Social Structure

Aquatic-kin' life and society views are often based heavily off packs. Aquatic-kin believe that it is a vital part of one's emotional growth to find a pack they fit in the most with. Their ideal pack is one in which those will stay by your side through thick and thin, and bonds shared by packmates are more important than anything else. Aquatic-kin will usually never leave a pack they've picked unless they had been pressured to join it or realize a sudden change that they cannot overlook, even with their special and deep bond in mind. Aquatic-kin also don't have a real hold on the concept of property. They mostly see things as up for grabs, no matter what, as long as it'll get what needs to be done, done. They understand others may have emotional attachments and will always return things if those exist, but have a hard time even grasping that this is not a universal opinion.

Geographic Origin and Distribution

Aquatic-kin are found all over, but tend to be in more watery areas. Arid places are not ideal for them.

Average Intelligence

Aquatic-kin are as intelligent as any race on Pakkiila, despite what others may say about them.

Perception and Sensory Capabilities

Aquatic-kin have the same sensory or perception capabilities of a human, though they have a more sharp sight and can see in the dark.

Civilization and Culture

Naming Traditions

Aquatic-kin have often short and simple names, be it the name of a creature, object, or a made up word. This is not to say intricate names are absolutely unheard of, but they are rather rare. Aquatic-kin do not usually have last names, and instead are given titles or last names that reflect a characteristic of that goblin.

Beauty Ideals

Aquatic-kin do not typically care for beauty, besides adorning themselves with accessories of course, but if others seem to want to improve their appearance? Sure, go ahead! But mostly what they see is what someone can do, what they've done or how they treat others, especially pack members.

Gender Ideals

Aquatic-kin don't quite have a hard grip on gender, all they care about is if it makes the other happy. If a goblin has been called something all their life, but decide one makes them happier? Great, they'll switch right over.

Courtship Ideals

Aquatic-kin court their mates by making a great show using their glowing markings, then asking if the other will be their mate. If the other returns with a shiny accessory, that means they've accepted.

Relationship Ideals

Aquatic-kin look for mates they mesh well with individually, and look to be there in times of need, emotionally and physically.

Major Language Groups and Dialects

Aquatic-kin all know Goblinish, along with the language of Aquan. Aquan is spoken by the flashing of bioluminescent markings, or signs, but mostly bioluminescent markings are used as most sapient aquatic creatures possess them.

Common Etiquette Rules

Aquatic-kin are expected to respect the decisions of others and not to shame those for how they choose to grow or live.

Common Dress Code

Aquatic-kin, despite the popular belief among Folk, prefer others to have a shirt and pants, or anything that may fall into an area of that sort. They do not care for shoes and how they feel on their paws, however. They also usually have pretty jewels, rocks, shells, etc. all over their bodies.

Common Customs, Traditions and Rituals

Aquatic-kin will often celebrate births in a pack with a party or gift the young with objects that they believe may fit the adult the young will grow into. They will also settle down, if nomadic, to raise the young one, always in a non-aquatic spot since the young cannot hold their breath like the adults can. Aquatic-kin also celebrate the anniversary of a pack's founding with uproarious applause and all kinds of festival-like fun.

Interspecies Relations and Assumptions

Goblins could care less who their fellow goblin may be mates with. Whatever they may be, all they truly care about is how those who they are closest to feel. Just be happy, and your pack will celebrate the relationship as they would normally.
Genetic Ancestor(s)
Genetic Descendants
Lifespan
60 to 85 Spins
Average Height
3 to 4 Feet
Average Weight
40 to 80 pounds
Body Tint, Colouring and Marking
Aquatic-kin have markings all over their bodies, which they can turn make glow on and off. This is used for speaking Aquan, and likely was linked to attracting mates long ago.

Goblin (Aquatic-kin)

Ability Score Increase +1 Constitution, +1 Dexterity
Size Small
Speed 30 ft. Walking, 40 ft. Swimming

Age. Goblins reach physical maturity at 8 Spins, but mentally mature at 21 Spins, and live up to 60 to 85 Spins.   Alignment. Goblins are typically of the chaotic alignments, be they good, evil, or somewhere in the middle.   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in the darkness as if it were dim light.   Fury of the Small. When you damage a creature with an attack or spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals to your level. Once you use this trait, you can't use it again until you finish a short or long rest.   Large Lungs. You can hold your breath underwater for up to 5 hours. Once these 5 hours are up, you must return to somewhere with air for at least 20 minutes.

Languages. You can speak, read, and write Goblinish and Aquan.