Aquatica Homebrew

Aquatica Homebrew 


“Below is the description of my world that I wrote up for the World Ember 2018 writing contest. The heading above has a link to the write-up.”

Aquatica is my homebrew world. It is 80% water, with multiple small continents stretched around the equator and one at the bottom of the world.


Planetary Temperature: Hot.

All climate bands are one step warmer than normal; the tropical zone is super-tropical. Super-tropical regions are warmer than humans can comfortably tolerate, an unprotected human can survive in such areas, at least temporarily. The average temperature is well over 100 degrees, usually in the 110 to 140 degree range. (Human societies in such conditions may become nocturnal or do their best to avoid the heat of the middle of the day).


Seasonal Variations: Severe.

The world’s axial tilt exceeds that of Earth, creating strong seasonal variations. The summers will be hotter and the winters colder than those experienced at similar latitudes on Earth. The Arctic Circle is located well within the sub-arctic climate band, about 30 to 35 degrees from the pole.


Climatology: Hot.

Below the equator, very frequent rain is common. Prevailing winds will travel north to south (warm) and south to north (cold) water currents will travel the same direction as above with northern cold currents traveling along the ocean floor, and the southern warm currents traveling along the surface.


Astrology: This planet has 2 suns and 3 moons.



This is a large world, with a 12,000 mile diameter, 4 major islands, 6 minor islands, 2 large continents, and various smaller islands.

Because of the extreme climate of this world, only a small part of the far north has any ice year round. The hottest locations rarely have snow at any time of the year.


Flora & Fauna

Because of the Chaos Wars centuries ago, much of the plant and animal life was mutated or forcibly evolved. You would be hard pressed to find any untouched life except in some rare protected sites.


Natural Resources

Except where ravaged from the Chaos Wars, wild magic storm and magic contamination. There are many natural resources, many are mutated, but some are finally recovering from the destruction of the past.

All normal natural resources are present, although many were being mined by the Atlanteans to help build their cities and improve their technology.


Here is the write-up that I did for my previous site on

In this older post there are a few differences, and misspellings. Some ideas have evolved over time.

Related Links

Holiday Downtime


Figure of the Week: Thanksgiving Mouselings

Thanksgiving Mouselings

Today’s figures are Reaper Dark Heaven Legends: Thanksgiving Mouselings; Male & female pilgrim and male Indian. They were fun to paint, I really like the Reaper Mouselings. I have most of the set and will post them later when I finish painting them.

Below in the Related Links section, I put links to the Mousefolk and Ratfolk. These are for my Aquatica Homebrew world. They were created using the Pathfinder advance race rules.

This slideshow requires JavaScript.

To Buy




Related Links







Creature Spotlight: Lutra


This is one of the advanced races that I created for my Homebrew world of Aquatica. Below is the Pathfinder write-up for the Lutra:

Lutra (14 RP)

Medium humanoid (aquatic, animalfolk)

Racial Traits

  • +2 Dexterity, +2 Wisdom, -2 Strength. Lutra are nimble and curious, but their laziness makes them weaker than other races. (0 RP)
  • Medium Size: Lutra have no bonuses or negatives due to their size. Medium races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
  • Standard Speed: Lutra have a base speed of 30 feet. (0 RP)
  • Aquatic Subtype: Lutra gain a swim speed of 30 feet, can hold their breath as long as their Constitution score plus their level in minutes, and operate normally underwater as if it were their natural element. (2 RP)
    • Bond to the Water: Lutra gain a +2 dodge bonus to AC when under water. (2 RP)
  • Lowlight vision: Lutra can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Whiskers: Lutra can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. (1 RP)
  • Keen Senses: Lutra receive a +2 racial bonus on Perception skill checks. (2 RP)
  • Waterborn: Lutra gain a +2 to 1 water-based skill of choice; craft: fishing gear (nets, poles, lures, boats), profession: fishing, ride: dolphin (or other), survival, or swim (2 RP)
  • Cliff Jumper: Lutra are fearless of heights because they often live in and around cliff caves. (1 RP)
  • Know Direction: Lutra always know north and direction of their Holt (home). (1 RP)
  • Tail Slap: A Lutra’s tailslap is a slam attack that does 1d6 damage. (1 RP)
  • Fearless: Lutra gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
  • Languages: Common and Lutran. Bonus: Aquan, Dwarven, Elven, Gnome, Goblin, and Mer. (0 RP)


Alternate Racial Traits

  • Curiosity:  Lutra are naturally inquisitive, and gain a +4 bonus on Diplomacy checks to gather information, and both Knowledge (history) and (local) become class skills for them. If they choose a class that has these Knowledge skills as class skills, they gain a +2 racial bonus in the skills instead. Replaces water born
  • Gregarious: Lutra are naturally charming and social. Whenever Lutra use Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the aquatic’s Charisma-based skills for the next 24 hours. Replaces fearless.
  • Change Shape: Lutra gain the Feral Form feat at reduced cost and look like Large-size sea otters. Replaces waterborn.
  • Powerful Swimmer: Lutra receive a +10 foot bonus to their swim speed. Replaces whiskers.
  • Tough Hide: Lutra have a +1 to their Natural Armor. Replaces keen senses.
  • Water Child: Lutra gain an additional +4 racial bonus on Swim checks (this stacks with any other racial bonuses), can always take 10 while swimming, and may ignore penalties from water pressure and cold water temperatures, allowing them to dive as deeply as they wish. Additionally, they treat above-water cold climate effects as though they were one order of magnitude less. This advantage provides no protection against attacks that use pressure or cold. Replaces waterborn and bond to the water.
  • Weather Savvy: Lutra are so in tune with the air and sky above their liquid homes that they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Replaces tailslap.

Lutra live on Hyna Beatha is covered in mountains, cliffs, forests, rivers and streams.

This playful race is evolved from the common sea otter. They are a medium-sized race of humanoid otters with brown hair and eyes which live in nomadic tribes and are cooperative hunters. Lutra prefer to live in sheltered caves, commonly in cliffs, but often found in aquatic (underwater) caves in temperate to arctic waters. Their diet consists mostly of aquatic plants and animals [shellfish are favorites]. A rare few (20% or DM choice) can shapeshift into a Large sea otter. The majority of the tribes worship the primal egg (like lizardfolk) or the World Turtle.

Their society is like a combination of Pacific Islanders, Eskimo and Jamaicans. They are a very laid back people, but when needed work with a will; vocal, love singing and music; communal, everything is shared. Like to barter and use shells for currency.

ally: walaran, whales, dolphin, turtles, aquatic mammals

enemy: reptiles, sharks, snakes, lizardfolk, lemurans

This slideshow requires JavaScript.

Upcoming is a Hombrewery PDF of the Lutra.


Links to similar posts:




Maricoxi- Outsider Paraelemental


This creature stands like a man, yet is half again the height of most men, with blue translucent bluish skin and covered with a coat of thick white fur on the head, forearms, and legs.


Maricoxi                                      CR 6

XP 2,400

N Large outsider (cold, outsider)

Init +6; Senses darkvision 60 ft., snowvision, scent; Perception +11



AC 19, touch 10, flat-footed 16 (+1 Dex, +9 natural, –1 size)

hp 70 (8d10+12)

Fort +12, Ref +7, Will +4

Immune cold, disease

Weaknesses vulnerability to fire


Speed 40 ft., climb 30 ft. (ice and snow are treated as normal movement).

Melee bite +13 (1d8+5 plus 1d6 cold), 4 claws +13 (1d6+5 plus rend and 1d6 cold), or ice spear +13 (1d8+7 plus 1d6 cold)

Range ice spear +13 (1d8+5 plus 1d6 cold)

Space 10 ft.; Reach 10 ft.

Special Attacks rend (2 claws, 1d6+6 plus 1d6 cold)


Str 21, Dex 12, Con 19, Int 12, Wis 14, Cha10

Base Atk +8; CMB +12; CMD 23

Feats Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Multiweapon Fighting, Power Attack.

Skills Climb +21, Intimidate +11, Perception +11, Stealth +6 (+17 in snow), Survival +11; Racial Modifiers +4 Stealth (+12 in snow)

Languages Aklo, Aquan, Common



Cold (Su)

A maricoxi’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its bite, claws or rend attack.

Ice Half-Paraelemental Template Abilities (Su)

See table below for the half-paraelementals level based abilities. 1/day

Ice Shape (Su)

A maricoxi can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. One of their favorite attacks is an ice spear. A maricoxi’s caster level for this effect is equal to its Hit Dice.

Icewalking (Ex)

This ability works like the spider climb spell, but the surfaces the maricoxi climbs must be icy. The maricoxi can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Martial Training (Ex)

Because of their high intelligence, maricoxi are proficient with light and medium armors, simple weapons, and one martial weapon of choice.

Snow Vision (Ex)

When young maricoxi’s learns to see perfectly well in snowy conditions. A maricoxi does not suffer any penalties to Perception checks while in the snow.


Environment cold mountains

Organization solitary, pair, or tribe (3–8)

Treasure standard


Maricoxi is a strange combination of a Girallon, Yeti and an Ice-elemental (para-elemental). Instead of the evil tendencies of the Girallon, they lean more to Neutral that the common Yeti does, but a rare few descend to evil. Mysterious and rarely seen, the Maricoxi is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of “wild snowmen” who come down from the heights and raid livestock, only to leave barefoot tracks in the snow.

Although Maricoxi stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures.. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe, such Maricoxi are often driven to raiding lowlander settlements, thus perpetuating the myth of the Maricoxi as a demon made flesh.

The source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch dimensions. The Maricoxi’s mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the Maricoxi are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the Maricoxi are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.


Special Attacks: Maricoxi with an Int or Wis score of 8 or higher, posses the following spell-like abilities, using their character levels as the caster level, as specified in the table. Each ability is usable once per day:

Level . . . Ability

1-2 . . . . Chill Touch

3-4 . . . . Fog Cloud

5-6 . . . . Flurry of Snowballs

7-8 . . . . Ice Wall

9-10 . . . . Ice Storm

11-12 . . . Cone of Cold

13-14 . . . Freezing Sphere

15-16 . . . Ice Spears

17-18 . . . Elemental Swarm (Summons only Ice Para-elementals)

19+ . . . . Plane Shift



Hey if you liked my take on the Maricoxi you might like some of the other creatures I have homebrewed. Here are some links to check out.




If you like this consider donating to our Patreon.