Beastling
Partly Magical - (Original Species)
If you have any questions, do not be shy and feel free to inquire on discord!
Lore
Looks can deceive
In the Arboreum, many critters have made their home, and most of them are Beastlings. These tiny looking ferals may appear harmless at first glance - but many a traveller has underestimated them to meet a gruesome end. While their main form is small and agile, Beastlings are capable of shifting into bigger, anthro forms that can easily tower over a human. They do not hesitate to use this state to keep opponents at bay. While less common, some of them can even attain a near-humanoid form if they have been subjected to the reflection. Generally, however, Beastlings are proud of their heritage, and choose to stay beastly.
Even among themselves, tensions between the two known subtypes run high. The Vulpel are fox/squirrel like in appearance, and primarily active during the day. They inhabit the lush green parts of the Arboreum and defend it with all their might, relying on its many fruits and nuts for sustenance. On the other side, the Vesperus are fox/bat like in appearance, and rise during the night. They prefer bugs and blood to feed on, and live in the spooky, dark parts of the endless woods. It is currently unknown what exactly started their conflict, but it lies way in the past.
Features
All beastlings have these features!
- Feral: Small body (pikachu like), no full head of hair but can have bangs/sidebangs
- Anthro: humanoid body, but anthro face with a defined snout. Little to no skin.
- 4 toes on each hind leg, 3 on front leg. (Sometimes, though, Shift Lapse / Toe Trouble may occur...)
- 5 fingers on hands
- claws or none (they are retractable)
- eyes dependant on subtype
- generally short fur, except for the neck area which may be grow in more floofy
- tail can be as fluffy/furry as you want
Subtypes
Vulpel (Beastling Subtype)
The squirrelfoxes!
Common design points:
- Relatively big tails compared to their body
- 2 Whiskers
- Thicc arms
- 1-2 tails (more unlockable via traits) can be floofy puffy or not
- neck floof if you wish
- tail and neck fluff can be any degree but if you want a lot of leg/arm/ear fluff you'd need the Extra Fluffy trait!
- eyes with white sclera
MYO Slots
Category: MYO
Uses: Beastling MYO
A handmade mask with the face of a fox...squirrel?
This item, upon usage, will grant you a Vulpel (Beastling) MYO slot with all common traits!
Stocks at:
Category: MYO
Uses: Beastling MYO
A handmade mask with the face of a fox...bat?
This item, upon usage, will grant you a Vesperus (Beastling) MYO slot with all common traits! This includes the day or dawn bloodline.
Stocks at:
Traits
Exceptional Tails (Uncommon) Masterlist Examples
Vulpel who were blessed in the tail department, sporting 3-6 tails!
Lavish Tails (Extraordinary) Masterlist Examples
Very few Vulpel end up growing 7 to 9 tails, but those that exist are certainly regarded in awe.
Classy Collar (Uncommon) Masterlist Examples
Some Vesperus have grown collars that are not solely made of fur, but rather a mysterious sturdy material reminiscent of leather. These collars must reach all the way around their neck, but can take different forms. They must appear to be part of their body (so no necklaces or accessories).
Dracula Collar (Extraordinary) Masterlist Examples
Very rarely, a Vesperus may grow the collar of glory, in the style of Dracula himself! This collar is also made of a leathery material, but unlike the more common Classy Collars, it grows from the shoulders to wrap around the back of their head dracula style.
Fluffy (Rare) Masterlist Examples
Season: Winter
Individuals that inhabit cold climates may grow thicker and longer fur to keep warm. This fur may grow in areas that a species usually does not grow fur in, or just heavily amplify existing fur.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
NOTE: If a species naturally has some longer tufts of fur in an area, such as near the hooves of faun or equos, the fluffy trait is not needed.
Floral (Rare) Masterlist Examples
Season: Spring
Plant like growths on their bodies and a very in depth relationship with nature, these beings are quite the sight. This can range from sprouting flowers to having whole limbs made off of wood or plant matter. These parts may be disconnected or partly floating thanks to magical spells. There may also be floating flowers or petals around them.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
On Fire (Rare) Masterlist Examples
Fire/Lava like flames being summoned around their body. Better be cautious around these folks! This can range from candle like flames around them to entire limbs cloaked in flame. These parts may be disconnected or partly floating wisps of fire. Smoke is not covered by this trait, only flames. These Flames may glow like real fire.
Thunderstruck (Rare) Masterlist Examples
Sparks/Lightning around the individual. Shocking! It only gathers around the body / can be discharged from the body.
Smoke Cloaked (Rare) Masterlist Examples
Smoke, gas or mist gathering around the individual. These individuals often wear a mask that filter the potentially harmful bits of their smoke. The smoke can be cloud-like or wispy in form and may be semi-translucent.
Goopy (Rare) Masterlist Examples
Season: Summer
(ex. melting) The heat caused some of the features of these individuals to melt, or to turn into a type of wax or goo. Affected features may be deformed/have a pattern. It can affect parts such as horns & the body itself. This trait is not painful to the affected.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Mechanical (Rare) Masterlist Examples
Season: Autumn
Mechanical limbs and addons or decorations of all kinds, crafted and built by professionals for those who are more prone to science than magic. These can be made from any type of metal, with functioning joints. They cannot be translucent. These parts may also be disconnected or partly floating thanks to technology. The features of each species must be retained.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
NOTE: You don't need this trait to create prosthetics for your character. Mechanical only refers to highly sought after and technologically advanced robotic limbs that integrate with the body in a way that there is no notable difference between it and a regular limb, think fullmetal alchemist!
Zombiefied (Rare) Masterlist Examples
These individuals look like death incarnate. From their scarred, tinted skin to raw chunks of flesh, or with visible bones... Do you want you want your character to look like the walking dead? The individual cannot be a full on skeleton, rather, their flesh should be affected and some limbs may be replaced with bones! Other forms of decay may present depending on where the character lives: For aquatic beings, barnacles or dead coral (muted in color) may stick to them. For those on land, critters may wander around the decayed parts.
Spectral (Rare) Masterlist Examples
Season: Autumn
Some parts of these creatures seem to be dissolving into a spectral mass. The body part must visibly turn into spectral matter/fizzle out. These parts may be disconnected or partly floating. Spectral whisps may also float around the character.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Translucent (Rare) Masterlist Examples
Season: Autumn
Part of these individuals body have mysteriously turned translucent. This allows for any sort of translucent limbs, which may have visible bones or simply appear empty. Gore/Organs are not allowed!
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Crystallized (Rare) Masterlist Examples
Season: Winter
It's not quite clear how, but some individuals have developed crystallized features. This may affect horns/hooves/claws, or a whole limb. These parts may be disconnected or partly floating thanks to magical spells. It may also cause an icy / snowflake aura around the character, or floating crystals.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Plushified (Rare) Masterlist Examples
Season: Winter
Parts of these beings have turned into plush. How curious. This allows for the addition of plush patches, stitches or plush limbs made of fabric to a character. It also allows for yarn in place of strands of hair!
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Bioluminiscent (Rare) Masterlist Examples
Season: Spring
It's not quite clear how, but some individuals have developed glowing, bioluminicent body parts. This may affect horns/hooves/claws, markings or scales as well.
An Aura Trait only affects the characters surroundings, and cannot turn a limb into a different material!
NOTE: This trait is not needed for species that naturally glow such as Arma Caeli. You may add glow to things that naturally glow without needing this trait.
Earthen (Rare) Masterlist Examples
Season: Spring
These creatures have body parts made out of stone, clay or earth. These parts may be disconnected or partly floating thanks to magical spells. It can also simply cause floating stones or pieces around the character.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Watery (Rare) Masterlist Examples
Season: Summer
Water magic seems to affect bits of these characters body, turning them liquid. These parts may be disconnected or partly floating ripples of water. There may also be bubbles floating around the character.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Sparkling (Rare) Masterlist Examples
Season: Spring
These individuals shine so bright that they emanate sparkles or stars that surround them like an aura. The sparkles can be any shape or color.
An Aura Trait only affects the characters surroundings, and cannot turn a limb into a different material!
NOTE: You are free to add sparkle/shine to any artwork as a stylistical feature, this only concerns a very extreme sparkle effect that would be noticable in their world, and has taken on an almsot tangible form (similar to snowflakes floating).
Fungal (Rare) Masterlist Examples
Season: Autumn
Mushrooms have formed on the body of these creatures, either turning their limb into mushroom like material or sprouting mushrooms. This can cover any type of mushroom, and you may also add a bit of wood if they are reliant on growing on such.
Material traits turn a characters existing limbs, or part of one, into a different material. This should never affect more than 50% of the characters main body (the main body consisting of head, torso, arms and legs). Limbs should roughly keep their original shape (wings must still be recognizable as wings, tails as tails, etc).
Transformations
Walker Masterlist Examples
All Beastlings have the ability to shift into an anthro form., which is commonly referred to as the Walker form (perhaps due to Beastling observing humanoids walking around their area in the past.) This is most often done for practical reasons and has become more popular with more travellers arriving in Arboreum. It is generally preferred over the humanoid form as it keeps the bigger snouts and animalistic facial features and fur in favor of bare skin - although some Beastling's fur color may suggest that they do have patches of skin showing (mostly around their chest/stomach). For this reason, it also is easier to learn than a full humanoid transformation.
Humanoid Masterlist Examples
Sometimes, when a Beastling gets into contact with the reflection, they attain the ability to shift into a form even closer to that of humans. This transformation is more complex, and without a Reflection Pendant, Beastling are incapable of imitating the facial features of a humanoid. This form isn't super popular amongst most regular folks, but it is THE most sought after for Realm Travelers among them - perhaps due to the ease of use in other realms. The main points of the humanoid form is a humanoid face with a tiny snout, as well as bare skin for shoulders, torso and thighs.