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People of the Sea of Flowers

(still under construction! things on this page are likely to change over time!)

Despite being isolated from the rest of the world by a vast ocean (dotted with occasional break anomalies), the Sea of Flowers is home to a diverse range of sapient peoples. By traditional reckoning these peoples can be split into three major groups based upon the shared pseudo-history of the world: Terrestrials, who have always been present in the Sea; Ashen, inhabitants of Ashe that arrived during the Great Incursion; and Eldritch, who appeared from the world following the Heavenly Schism. In practice, there are ambiguities to these classifications that make it hard to cleanly split everyone into these three groups and for many people these divisions don't matter nearly as much as other identifiers.

Bý (Beefolk)

Bugfolk with stingers and high vulnerability vulnerability to smoke

Moti (Mothfolk)

Bugfolk with fangs and frequent headaches due to flow sensitivity

Hebbikyo (Cactusfolk)

Tall plantfolk covered in spikes and flowers

Owgwila (Flytrapfolk)

Carnivorous plantfolk that can occasionally move with incredible speed

Parvi (Seacucumberfolk)

Armless people with sticky lungs and a lot of internal poisons

Wero (Frogfolk)

Amphibious people with a symbiotic relationship with fungi


Large, iridescent black birds with wide social circles

Myxine (Hagfishfolk)

Myxine are tall, vaguely fishlike (they're hagfish-like) people. their skin is usually a red, pink, or purple color but can range to brown and slate, and is very loosely attached to their body (mostly along their notochord). they generate incredibly viscous slime, though unlike the body mass of Slimes, it's more fibrous and sticky, and mostly serves as a protective layer around their skin. they have a few barbels around their mouth* which act as accessory sensory organs. internally, they barely have a skeleton, with a full skull and a few cartilaginous elements beyond that, and they have additional hearts and an oddly low blood pressure.

due to their physical quirks, Myxine are fairly well-adapted to escaping danger. their skin is hard to fully puncture due to how loose it is, their ponelessness makes it easy for them to twist themselves out of restraints, and their slime works as a deterrent in a few ways, being kinda gross and kinda sticky. conversely, they're also fairly light and a little frail if they do get hit. due to the way their circulatory system functions, blood Flow is a little weird for them to use, which led to the few Myxine users of blood Flow have created divergent techniques for it.

Myxine are often the subject of debate over their placement in the Three Origin system, falling into a bit of a grey area within it. records of their existence prior to the Heavenly Schism is sparse and contradictory, indicating both that they were already present in the Sea of Flowers and that they arrived alongside the Ashen, and a small crowd (based on the shared "they have slime" similarity with Slimes and the argument that the records are wrong) say that they could even be Eldritch. most Myxine don't give a shit about any of this and just identify as Myxine.


Vibrantly colored, horned people with highly varied physiology


Foxfolk with an intrinsic illusion ability


Deerfolk that supposedly "contain" bad luck within them


Humans are slightly shorter, two-armed people generally included within the Ashen. they usually have dark brown or black hair, though it can more rarely be lighter brown or offwhite. their skin ranges from brown to tan, and they usually have iridescent freckles across their faces and arms. they're considered to be better at growing facial hair, but if there's an actual difference it's really minor.

Humans seemingly have a connection to celestial phenomena, with the procession of the abodes through Ashe and the positioning of planets relative to that correlating with fluctuations in Flow tolerance. these fluctuations are centered around a given Human's birth abode, and are further complicated by other factors like the presence of traveling stars and atmospheric presences, though the actual mechanisms behind it aren't truly understood and there's a lot of guesswork going on.

beyond this, Humans are slightly more resilient to toxins on average, and sleep slightly less than most other peoples.

the number of unknowns behind Humans' connection to space has led to the creation of conflicting schools of astrotala, both to provide information on major shifts in peoples' tolerance according to the given school's interpretation (and not necessarily just for Humans), and to provide general divination based on the alignment of heavenly bodies with the abodes. the latter tends to get way more business and is more of a focus, though they have an iffy level of accuracy at best.


Armless beings seemingly made from loose white cloth


Person-shaped masses of goo with a skeleton inside of them


Angularly carved rockfolk made from red and blue marbled stone

Gooey (Coral Geodefolk)

Rough, person-shaped masses of stone coral filled with crystals

Hycolol (Mushroomfolk)

Hycolol are gestalt beings formed from fungal colonies growing around Relics. Specific features tend to vary based on the type of fungi thatthey formed from and on what Relics they possess, though most tend to have near-fatureless, mushroom-like heads, delicate vein-looking wings made from mycelium, and some number of wires embedded into their body. many are formed from shards of High Mycel that implanted themselves within Relics, though normal mushrooms are also capable of forming a Hycolol. they communicate by manipulating their Relics, which produces stuttering modulated voice clips.

their movements are somewhat slow (or even laggy) but graceful, and they walk as though they're floating. like Constructs, they're incredibly susceptible to Signals, and entering a Relic Chamber unprepared will cause major issues for them. despite having wings, they aren't capable of sustained flight (the wings are for breathing).

individual Hycolol can have an inherent Poison, Drunk, or Heal ability, depending on what specific fungus they're composed of. these abilities can be trained up over time and tie into their skillset.

Hycolol are closely related to Destroyer Angels, purely fungal beings that spawned from High Mycel and function as its limbs in the Sea of Flowers. they're completely silent, usually have an arm formed into a biological lance, and are always incredibly poisonous.


Heapfolk are pumpkins that spontaneously come to life in certain abandoned farms. their heads are just a pumpkin, usually some shade of orange but occasionally dark green or a dull orange-green blend. their face consists of a series of carved holes in their head with light glowing from inside (like a natural jack-o-lantern). past that, their body is essentially nonexistent, and only really consists of a pair of hands floating by them (possibly connected through a different layer of reality). their visible "torso" is just a handful of vines. while they lack a torso or legs, they are capable of floating silently.

the fact that Heapfolk are able to float silently lends itself well to stealth, though their glowing faces can give away their location in the dark. they generally have a very high tolerance to Flow, to the point that most Heapfolk are able to "charge" Flow in advance and store it for later so that they can instantly manifest an effect. they're also kinda small, usually not going past 5' while floating.

the fact that Heapfolk generate from fixed structures (spawn fields) has led to several Heapfolk-majority settlements emerging around them. these generally evolved from supprot networks intended to help orient newly generated Heapfolk, though one was notable built up by the Tengexws originally. the largest of these field settlements, Pãnukon Meadow, is a notable entity in the Sunbound Plain's hive system and has a pretty major Bý population, and conversely, several hives (Klasktézer in particular) have their own notable Heapfolk populations.

Tyabrus (Freezer)

Glitchy, 2-dimensional person-shaped silhouettes


Constructs are automata from the pre-Schism era that, for unknown reasons, started reactivating around 100 years ago (in the CC 1890s) with no memory from before their reactivation. they tend to be made from (now-)tarnished metal and off-white ceramics, with variation in patterns on the ceramic (like floral teacup patterns) or markings added at some later point (stencils, etc.). barring modification or loss, they have two or occasionally four arms and two backwards-folding legs, and a rectangular head with a vertical divot that displays an eye (which they actually use to see with somehow).

each awoken Construct has a has an artefact that they slept with, and which acts as a conduit for their ability to channel Flow. what each artefact is can vary widely from small trinkets to weapons to clothing, and if they become separated from it (some amount of distance is allowed, but not a lot) they lose their ability to use Flow entirely.

defensively, Constructs tend to be super bulky and are capable of withstanding a lot of damage, but they also don't heal naturally, instead requiring manual repair (either carried out by themselves or by someone with sufficient skill at repairing). like some other peoples, they're susceptible to Signals, and it's generally advised that they should stay away from Relic Chambers without serious preventative measures to keep from taking Signal damage.

while they come into being similarly to Heapfolk, un-awoken Constructs aren't usually clustered in a singular location (Ansible Garden being the one known exception), and recovery of newly awoken Constructs is important to prevent them from getting lost or disappearing (it's not great trying to make your way to town from the middle of nowhere with no supplies or memory). multiple small networks exist to organize discovery/guard/recovery efforts for them among Construct communities.