Playing with some ideas mostly regarding gender/reproduction in RW, and slugcat colonies.
Full transcript under the cut!
Creatures in Rain World are typically simultaneous hermaphrodites but require partners to reproduce, with either individual capable of being a genetic donor or carrier. Alongside what we are familiar with, this has lead to interesting reproductive strategies such as rotating donor/carrier roles, or dual/simultaneous genetic swaps.
Rotating donor/carrier roles - A K-selection reproductive strategy. One partner carries the first child, the other partner carries the next child, and so forth. Allows each partner to recover from the demands of childbearing.
Rain Deer aren't quite monogamous, but they tend to choose the same breeding partner whenever mating season rolls around. They serve as a donor one season, then bear and raise a child the next. Calves are raised away from the rain and worm grass, in places that have less food but more safety. Calf wool is softer, not yet gunked up by the dirty rainfall. Their legs are sturdier as children, allowing them to run for cover while the parent wards off threats.
Dual/simultaneous genetic swap - An r-selection reproductive strategy. Parents fulfill the donor and carrier role for each other. The more children you make, the more likely some are to survive!
Multiple batflies lay thousands of eggs in a single "blue fruit." Several eggs congeal and become nutrient paste for the surviving eggs (and for hungry slugcats). Like some plant seeds, batfly eggs that are consumed before pupating can survive passing through the digestive system. Ew.
Ancients also fell under this umbrella. Their genders (and the genders of iterators by extension, who have no sex anyways) could have been determined by a variety of other factors, such as societal role, donor/carrier preference, or simply different categorizations of personal expression.
It's difficult to say how well their common pronouns would translate to ours, but it seems they can translate to an extent, given what Moon and Pebbles use canonically.
Slugcats, like real slugs, can have children with a partner or self-fertilize. Unlike real slugs, they are often known to adopt.
In the case of self-fertilization: children who are born from one parent may display a large amount of genetic diversity despite the circumstances. Maybe slugcats have some sort of... genetic reservoir independent of their own genetic code?
Slugcats live 20-30 years on average... if they manage to reach adulthood. Their mortality rate is sadly rather high, especially in pups. If they were to develop as a civilization, it's likely their lifespan would increase dramatically.
Slugcats in a colony are more likely to have more children, and to successfully rear those children to adulthood, than those who wander alone or in small groups. The safety and stability of a colony cannot be understated.
Colonies either have a set, cycling migration path, or wander continuously. Survivor and Monk's tree home was a nesting site that their colony frequents about once a year. So it's likely that they'll see their family again!
...also, the strength of large colonies are why scavengers are likely to become the dominant species. In the time of Saint's era, continuous migration has become more of a risk, and it has become more difficult to support large populations. Slugcat populations have shrunk back to the more forgiving equatorial zones.
Saint's tongue is pretty unusual and probably unique to them, or to a small population that they hail from. Fur (of varying thickness) is much more common.
Meanwhile, scavengers are bulkier and covered in thicker insulating fur. They:
have seemingly massive populations
have a burgeoning society (the existence of merchants, tolls, bartering, elites and leaders)
are adept at communicating (non-verbally)
manipulate their environment
can build structures (scavenger-made structures were a scrapped idea from Saint's campaign)
can create complex weapons and tools
may have agriculture behind the scenes (unsure if scout parties prioritize exploration or hunting)
I would wager on scavengers developing more quickly than slugcats, but it would be nice if there was a future where both could co-exist.
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Low level/continuous pain tips for writing
Want to avoid the action movie effect and make your character's injuries have realistic lasting impacts? Have a sick character you're using as hurt/comfort fodder? Everyone has tips for how to write Dramatic Intense Agony, but the smaller human details of lasting or low-level discomfort are rarely written in. Here are a few pain mannerisms I like to use as reference:
General
Continuously gritted teeth (may cause headaches or additional jaw pain over time)
Irritability, increased sensitivity to lights, sounds, etc
Repetitive movements (fidgeting, unable to sit still, slight rocking or other habitual movement to self-soothe)
Soft groaning or whimpering, when pain increases or when others aren't around
Heavier breathing, panting, may be deeper or shallower than normal
Moving less quickly, resistant to unnecessary movement
Itching in the case of healing wounds
Subconsciously hunching around the pain (eg. slumped shoulders or bad posture for gut pain)
Using a hand to steady themself when walking past walls, counters, etc (also applies to illness)
Narration-wise: may not notice the pain was there until it's gone because they got so used to it, or may not realize how bad it was until it gets better
May stop mentioning it outright to other people unless they specifically ask or the pain increases
Limb pain
Subtly leaning on surfaces whenever possible to take weight off foot/leg pain
Rubbing sore spots while thinking or resting
Wincing and switching to using other limb frequently (new/forgettable pain) or developed habit of using non dominant limb for tasks (constant/long term pain)
Propping leg up when sitting to reduce inflammation
Holding arm closer to body/moving it less
Moving differently to avoid bending joints (eg. bending at the waist instead of the knees to pick something up)
Nausea/fever/non-pain discomfort
Many of the same things as above (groaning, leaning, differences in movement)
May avoid sudden movements or turning head for nausea
Urge to press up against cold surfaces for fever
Glazed eyes, fixed stare, may take longer to process words or get their attention
Shivering, shaking, loss of fine motor control
If you have any more details that you personally use to bring characters to life in these situations, I'd love to hear them! I'm always looking for ways to make my guys suffer more write people with more realism :)
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