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Inkythulhu

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A'ight.

1 min read
I'm about to dump several months worth of art...Fair warning. Dunno how much there with be, but huzzah, I'm not dead.
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*Flings gem OCs out to the wind* I live.
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I mentioned last night to a dear friend that there are legends about Riftwalkers in history that a basically passed from teacher to student within pods. These figures are used as examples, to teach younglings the dangers of straying too far from their paths. (As stated before, Riftwalkers are very neutral creatures, because if they were to interfere too much, it could have cosmic repercussions.) Below are just a few stories taught to young Riftwalkers.

The Naive One ~
The story of the Naive One is a very simple one, but very tragic. The Naive One was a very gentle, kind hearted Riftwalker. Naive was drawn to a realm, and became inamoured with the people there. Naive became entangled with these people, because they loved Naive ever so much. As is the blessing and curse of Riftwalkers, Naive knew what should happen in this realm, and began to meddle in that realm's timeline. Naive warned the people, implored them to seek change. The people grew frantic as the day of their end drew near. The begged Naive to help them, so desperate in their plea that they manipulated Naive's kind heart into saving them, guilting and exploiting Naive. Naive used every bit of power Naive could muster, and did in fact save the realm...But at a terrible cost. Because this realm had not met its 'end' as it should have, thousands of other realms that neighbored it died. Those realms depended on the ending of this realm to continue existing...Naive despaired, heart broken at the terrible crime Naive had committed. Naive carried out Naive's own punishment, the shattering of the horn and the stranding on the realm Naive had given so much to save.

The Dark One ~
The story of the Dark One is as expected--Very dark indeed. The Dark One sought control of many realms, and raised an army of like minded Riftwalkers. The Dark One was an experienced controller of void magic, and was known to be the strongest void user in existence. Dark eventually created a veil, so that Dark's plans could not be detected by the Ancients. All within the veil were safe from the prying minds of the Ancients, allowed to practice and manipulate as they saw fit. Dark's hunger for control and power was endless, extending the veil ever more, controlling ever more realms and worlds. The Ancients grew distressed, as they could sense worlds and realms becoming corrupted and they could not find the source. They pleaded with all for aid, and eventually found a single Riftwalker that knew how to stop the spread. This Hero was also a manipulator of void, and as such could sense when another void user was near. This Hero, backed by hundreds of powerful Ancients, lead them to the heart of the veil, where Dark had become entrenched in Dark's own evil work. The Hero aided in shredding the veil, and was key in stopping Dark and the army of Riftwalkers that backed Dark. With the ending of Dark's reign, the Hero was granted permission to do as he saw fit with the remaining void users of Dark's army. The Hero took them in, sheltered them, and helped in reforming them, as it was an evil heart that had lead them astray, not an evil magic. From then on, void users were personally taught and given special guidance, as it takes a special heart and mind to see the light in the void.

The Bloodied One ~
The story of the Bloodied One is an old tail, nearly as old as the Old Ones themselves. Long ago, when the Old Ones had only just begun to form the Riftwalkers as a race, they allowed the use of any elemental magic. These powers were refined, eventually, into the powerful magics we wield currently. The Old Ones, however, did not anticipate those that would wield blood magic, as they believed Riftwalkers were above such depravities. Blood magic is extremely difficult to master, and one must literally use the blood of other beings, or even one's self. It can lead to completely controlling another's body, or even summoning vile creatures from realms we do not visit...The Bloodied One was one such Riftwalker that mastered this magic. With it, he slaughtered dozens of Riftwalkers, creating monsters from their corpses and raising an army of vile creatures with their blood. The Bloodied One challenged the Old Ones, seeking to destroy their work, for the Bloodied One thought Riftwalkers should rule as tyrants over all of the realms. The Old Ones and the Bloodied One fought long and hard, the war spanning for centuries. Eventually, the Old Ones grew tired of trying to capture the Bloodied One, as they wished to try and reform the Bloodied One peacefully. They grew tired of war and strife, as every dead Riftwalker only made the Bloodied One's army grow. The Old Ones grew tired of loss, having even lost one of their own to the war. Tired, angered, and desperate, they finally did what they did not want to do. They flew into the war once more, and slew the Bloodied One, ending the reign of madness and terror. The Old Ones agreed that Blood magic would be forbidden from then on, as they did not want another Riftwalker tempted by such evil magic.
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Riftwalkers

13 min read
So, I've been meaning to write up a journal about Riftwalkers for a while now. I'm a procrastinator at heart, and my grip on time just isn't the best. Oops. QwQ;; So, I guess I'll try to elaborate on them here?

What are Riftwalkers?
Riftwalkers are a dragon-like species of inter-dimensional beings. They were born in the 'rifts' between worlds/dimensions, and as such call the rifts home. They are furred, usually seen with longer manes around their heads, necks, and even down to their chests, as well as matching long fur on their tail tips. All Riftwalkers have the ability to tear holes in reality with their horns, allowing them to travel conveniently between other worlds, realities, times, and plains of existence. Riftwalkers can live for thousands of years, and it it not currently known if they can die of old age. They seldom reproduce, even though they travel in pods as large as dozens of individuals, and they often mate for life. They are incredibly intelligent, having extremely well developed telepathy which is augmented by the tendrils on either side of their head. They are a very reclusive species, often not appearing during time of war or great conflict. As such, humans have very rarely seen them after adulthood, and often believe them to just be myths.

What is a Riftwalker's lifestyle?
Riftwalkers are social creatures amongst their own kind, but are rarely seen in the company of other species. They live in groups as small as three individuals or as large as several dozen, and their groups are often called pods, packs, or flocks. As they are telepathic in nature, these pods tend to be very tight nit and family-like, even though none of them have to be related by blood. Most often they will be self governing, making decisions as a group, instead of forcing their will on each other. Riftwalkers all see each other as both student and teacher, as each one's life experience is unique to them. They will exchange information freely, which includes hotspots to visit or avoid. More often than not, Ancient Riftwalkers will be referred to as leaders in times of great trouble, as they are naturally the eldest, wisest, and even physically best equipped for such needs.

Very rarely, a Riftwalker may claim a person or creature not of their own species as a member of their pod. This adoption is usually seen as a great honor and a chance for great exploration. More often they will even seek out individuals that catch their eye to give them guidance and advice. (Think like something similar to a spirit guide, in a way.)

Riftwalkers are very private about their mating rituals, even amongst each other! But, they lack concepts of sexuality and gender as we know it, and choose their mates based on their minds and their emotional connection.

As Riftwalkers are very curious as a whole, they often will study different species to satiate their curiosity. Often times, this will lead to them picking up habits and hobbies that the species they study have. It is not uncommon in the least to have Riftwalkers just as passionate about video games, sports, sewing/weaving, art, singing, and other such talents, purely because they find it stimulating and fun.

Are their any social restrictions for Riftwalkers?
While Riftwalkers are very open with one another, there are a few social taboos amongst them. They are extremely private about their sexual lives, and showing overt displays of PDA is considered vulgar and rude. (Holding hands/tails, hugging, cuddling, ect. is all normal, but beyond that is a no-no.) Respect is a common theme in their lives, though this isn't to say they all get along greatly with one another all the time. Extreme levels of violence and interference are forbidden and often dealt with harshly. As a whole, Riftwalkers align themselves as 'True Neutrals', though some may lean more toward 'Lawful' or 'Chaotic' purely based on personality.

It is also taboo amongst Riftwalkers to touch one another with their tendrils without explicit consent. Due to the fact these tendrils are extremely sensitive and used to amplify their telepathic abilities, touching them without warning could result in an accidental transfer of emotions, thoughts, and memories. As this is incredibly invasive and disturbing to many Riftwalkers (and most species in general), they are taught from a young age to be very careful with what their tendrils touch.

Do they have any religious beliefs?
Many Riftwalkers do in fact believe in many deities that mortals across the many worlds and dimensions believe in. This isn't just 'humoring the mortals', either. As respect is a very common theme among Riftwalkers, they will wholeheartedly endeavor to understand how and why other species worship. This leads many to even following one or several different belief systems. On their own, Riftwalkers may at times refer to the 'Old Ones'. These figures in their ancient history are as close to personal deities as Riftwalkers get. These Old Ones are the firsts of their species, and are often depicted as massive, dragon-like beasts with god-like powers and knowledge.

What are Riftwalkers like physically?
Riftwalkers appear to be warmblooded, but it is currently unknown if they are considered 'true mammals', as their young hatch from leathery eggs. Riftwalkers are physically very strong, but their true strength lies in their mental abilities. They are able to fly without wings, speak telepathically, and even move objects with telekinesis. Many are able to master using breath weapons as a means of defense, such as fire, ice, fog, acid, and even lightning. Some Riftwalkers are able to use elemental abilities beyond their breath weapons, often using a floating source made of either stone or metal to help channel their power. Mastering extra elemental abilities can take thousands of years, and some Riftwalkers never manage anything beyond small displays.

Riftwalker flesh is extremely malleable, stretching and twisting with their body's needs with little pain or discomfort. If wounded, the wound will seal itself closed rapidly so it can heal. Because of this, Riftwalkers are able to 'hide' their mouths by sealing their lips shut like a wound. If shown, their teeth are rather much like a shark's in shape, but set in their mouths more like a wolf. They will replace a lost tooth rather quickly, sometimes as soon as the next day even. Riftwalkers have gill-like ports in their ribs, varying in size and number among individuals, from which they can filter air, water, and aether for food and breath. (Which means they are technically filter-feeders, if you would like to call them that.) Because of this, they tend to avoid heavily polluted areas, as they can fall ill rapidly if exposed to pollutants for too long.

Speaking of illnesses, Riftwalkers are not immune to catching colds or typical bugs. But when a Riftwalker falls ill, they react vastly differently than humans might. They tend to lose control of their telepathy, often sending and receiving thoughts they did not intend to, which can lead to misunderstandings and huge headaches. They will also often hallucinate, and possibly lose control in varying degrees of their other abilities (such as flight or elemental power).

Riftwalker tendrils are filled with nerves, and are extremely sensitive to the touch. Gripping one firmly would cause them extreme amounts of pain, to the points of violently lashing out, sobbing in pain, or even vomiting and bleeding from the ears or nose. To cut one off could be lethal, and if they survive...They are often only a shell of their former self. Being born with more than two tendrils is a birth defect, and younglings born with the defect often do not make it to adulthood.

Because they live such extremely long lives, Riftwalkers are barely considered an 'adult' by the time they are one thousand years old. They are often not allowed to leave the safety of their birth pod until they are two or three thousand years old, so they can learn and grow without fear of their youth being taken advantage of.
Rift Sketchies 2 by Inkythulhu Rift Clothes Sketchie by Inkythulhu About Riftwalker sources and related topics by Inkythulhu


Examples of Riftwalker sources and clothing. EDIT: The third picture links to more information about sources.




What do they sound like? Can they talk?
Riftwalkers speak normally through telepathy, so they can talk like any human can. (Or any other language out there in the multi-verse, tbh) BUT, they do have a number of noises they can mimic, most notably fox noises, dragon roars, and white noise.

Can they be killed?
In short, yes. Riftwalkers are often poached in many worlds, as their bodies can be very valuable. From scientific study to spiritual beliefs, Riftwalkers always run the risk of being killed when they interact with outsider species. Everything from their horns to their tendrils to their organs are all highly valuable and sought after for the various qualities they may have. Many worlds have laws against Riftwalker hunting, but so many more worlds and dimensions believe them to only be a myth, and such lack these laws.

Another note to add is that a loner Riftwalker is exceedingly rare. Loners are often orphans or exiles. Orphans are sometimes lucky enough to be found by another pod and taken in, as Riftwalkers believe that no youngling should be without a pod to call home. Exiles are very special cases. Exiled Riftwalkers have usually committed some form of crime (such as interference), and it has been ruled that they are to be exiled for punishment. Ancients will often keep tabs on exiles, to see if they reform or if they continue their crime-ridden ways. If they reform, another trial is held to see if their home pod will accept them back (which is usually the case, and Riftwalkers can be very forgiving once you prove you desire to change). If the exile refuses to reform, and continues to prove to be a hazard to other Riftwalkers and/or continues to interfere with other species/world/realms/ect, the Ancients may rule for execution. And uncontrolled, rogue Riftwalker can be potentially disastrous, and as such are dealt with rather harshly...

Riftwalkers can control elements?
Yes! The average Riftwalker has the power within them to control a single element, though many never seek out more than a few sparks or small displays of their powers. True masters of elements have trained for thousands of years to hone their ability, which can often show in how they chose to act or dress, and of course in how much control they show to have. While normal Riftwalkers may only master one element, Ancients can master upwards of three or four elements. These elements will often relate to one another (such as fire, lighting, and celestial), though there are extremely rare cases of Ancient masters of opposite elements. Listed below are several kinds of elements and their subcategories that are typical amongst Riftwalkers:
Fire - Smoke - Lightning
Water - Ice -Weather
Nature - Stone - Metal
Arcane - Time - Void**
Celestial - Light - Space
Air - Weather - Aura
Blood***

**Void manipulators are very rare (only a handful exist at a time!), and the practice is borderline forbidden as Void manipulators are the only Riftwalkers able to hide from the omnipotence of Ancients. They are often watched and taught with extreme care so that they do not use their Void powers for wrong doing.
***Blood magic is strictly forbidden, and practitioners are very harshly dealt with.
Riftwalker ElementsFire ~ Literal manipulation and creation of flames.
Smoke ~ Creation and manipulation of smoke, fog, mist, and other such substances.
Lightning ~ Creation and manipulation of static charges and lightning.
Water ~ Manipulation of water, possible creation with extreme mastery.
Ice ~ Manipulation and creation of frost and ice, may need a water source if inexperienced.
Weather ~ Creation and manipulation of the forces of weather (such as tornadoes, hail storms, and typhoons)
Nature ~ Manipulation of plants, possibility of growing plants out of nothing, or urging seeds to adulthood rapidly. (Masters can even turn deserts into lush forests!)
Stone ~ Manipulation of stone and sand.
Metal ~ Manipulation of metal and even magnets.
Arcane ~ Manipulation of the arcane, such as classical magic, witchcraft, ect.
Time ~ Manipulation of time, separate from a Riftwalker's natural ability to appear where ever and when ever they desire. Includes freezing time or making time move more quickly. Time users




So, 'Ancient' Riftwalkes are like gods?
Not exactly. Because Ancient Riftwalkers have obtained such a vast age (and such a vast collection of knowledge and experience), their minds too have expanded. Their telepathy has broadened into a form of omnipotence, but not on the level of 'true gods'. Their omnipotence only extends to as far as the realm they inhabit. (Such as an Ancient currently living on Earth would only have omnipotence there.) Riftwalker Ancients that choose to remain in the Rift have much broader omnipotence as the Rift is literally everywhere and is as far reaching as the multi-verse is. (This still only effects the Rift itself, though, and not the worlds/dimensions/realms/ect that are 'outside' the Rift.)

==
Any questions asked will be added here, so this journal will continually be edited! Please, if you have any questions, feel free to ask as I will be more than happy to answer them! All questions help out the species as a whole!
Rift Walkers - Species Sheet by Inkythulhu Remember, there is also a species sheet available for a more visual guide on how Riftwalkers look!

Riftwalkers are a closed original species created by me. Please do not make your own without my explicit consent.
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Hmm...

2 min read
While I've not yet given up on the project the Talit (my first original species) has become, another species kinda popped up in my head while looking over some very very old art of mine. While Talit have become increasingly more complex the more I work on them, these guys only 'look' complicated, but are far more simple in story and such.

Riftwalker Lines Wip by Inkythulhu Riftwalker Example by Inkythulhu


^ das the basic idea. I've taken to calling them Rift Walkers for now, but that may change in the future. I'll post up more information on them soon! Cause, ideas for them are flowing in like a storm, whereas Talit ideas have slowed to a trickle...I'll pick it back up eventually. X.x;
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