universe — creature

Aquatic Fauna

Canon Details

Marine/freshwater wildlife for rivers, coasts, and deep-sea; distinct from sentient aquatic factions.

Identity

  • Age: Unspecified
  • Origin: TBD
  • Species: Aquatic Fauna (aquatic fauna)
  • Occupation/Role: Creature / wildlife
  • Height/Weight: Not recorded
  • Bloodline/Elements: Water-leaning; tide/reactive sensing
  • Learned: Migration routes tied to tides and anomaly states
  • Role (Main/Side/Antagonist): Encounter / ambient
  • Faction: Unaffiliated / TBD
  • Classification: Creature
  • Tag: aquatic fauna
  • Source: docbase/creatures.txt (Creatures section)
  • Biome/Region: Rivers, coasts, deep-sea corridors

Gameplay Data

Baseline

  • Level / XP: 1 / 1
  • HP max / MP max: 10 / 5
  • Core stats: STR 3, DEF 1, AGI 2, INT 2, LUCK 1
  • Combat skills: Unarmed 1, Armed 1, Ranged 1, Finesse 1, Stealth 1
  • Elemental power/def: Fire 0/0, Water 0/0, Earth 0/0, Wind 0/0, Light 0/0, Dark 0/0, Thunder 0/0, Gaea 0/0, Time-Space 0/0
  • Elemental absorption: HP absorb: all listed elements; MP absorb: none

Innate Abilities

  • Innate passives: TBD (pending canonical content).
  • Elemental traits: TBD.

Latent Abilities

  • Unlocks/conditional: TBD.

Behavior & Notes

  • Highly sensitive to tides and rifts; migration paths change after anomalies or eclipsed tides.
  • Some species resonate with artifacts (sound/light), creating ambient tells for hidden relics.
  • Neutral to players unless nets/boats damage schools; deep-sea variants may circle wrecks defensively.
  • Use as worldbuilding signals: shifting currents and absent schools hint at time/space instability.

Open questions / conflicts

  • Which species should become “anomaly barometers” (glow/swarm) vs. standard fish?
  • Define artifact resonance effects: harmless attraction vs. aggressive guarding behaviors.