Gleamstic
Highly Magical - (Original Species)
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Lore
What are Gleamstic?
Gleamstic are a species of humanoids that evolved from an alien race secretly arriving on Candoris. Over time, they adapted to the new environment, taking on animalistic traits of Candoris native species and losing some of their original features - to a point where no one knew of their origin, until the original alien Gleamstic arrived again!
All Gleamstic share common traits, most notably, their legs that function like a lightbulb: Their glow, unique to each Gleamstic, can be turned off and on at will, and helps them navigate dark places. Each Gleamstic has their own personal glow that is never changing! A grey color indicates that the glow is currently turned off. Black Gleamstic are a very special occurence- their 'light' somehow simulates the absence of such. Some Gleamstic do not glow, which is considered a mythical occurence. These Gleamstic may only be drawn with grey legs and crown.
The antennae that make up their crown provide power to this glow by gathering light! Usually, a Gleamstic's eye color will match their glow color. Sometimes, though, their glow doesn't quite reach their eyes- allowing for a different color to appear there. The amount of antennae does not seem to have an effect on Gleamstic and their health.
The consistency of their legs/antennae is similar to barely see-through plastic. The glow can be turned on and off by the Gleamstic- ones that can't turn their glow on are considered 'broken' and immensely rare. Legs can easily be twisted and pulled off, much like a lightbulb. Even if two Gleams were to exchange legs, their glow color would never change (and it's unheard of).
Their animalistic traits can be of any existing animal. Usually they only spans ears, tails or wings and maybe fins. They may also have an effect on a Gleamstics coloring and markings. Gleamstic have developed to sport animal features that can be found in the wildlife of Candoris- mythicals being an exception. While most Gleamstic retain human feet, some have feet that match their animal traits.
Aliens?!?
Alien Gleamstic are a variant of Gleamstic and to understand them better, you should check out the regular Gleamstic guide. Many of their traits, such as glow/crown work the same as them! Alien Gleamstic share a certain set of features that will always occur and do not count as a trait. Their skin color is not limited to anything, and they often have intricate or bright markings. They are also mostly fur-less, tails the color of their skin aside from, in some cases, the tailtip. Their sclera is never fully white, instead some other color. Aside from that, traits work similarly to regular Gleamstic- except for the animal traits.
An Alien Gleamstic's animal traits do not match any existing animal. Alien Gleamstic are rather free in their animal traits and features may include those of lower rarities. They are, however, mostly fur-less and sleek. Scaley skin markings may appear. They also tend to sport intricate or bright markings, which are not categorized into traits. All alien Gleamstic have outer ears, as shown below. Tails can vary in length/thickness and somewhat in form. Some of them grow horns.
Similar to Gleamstic, they have access to elemental powers and use those in creating weaponry, art, or popular games.
Face the Elements
Ever since the Alien Gleamstic showed up and brought back some forgotten technology, it became known again that each Gleamstic's glow can emit a certain type of energy based on its color. This energy is commonly harnessed by Alien Gleamstic, be it in their weapons or for regular use, e.g. improving the growth of crops with plant energy. It does, however, need a catalyst and practice to turn into something tangible - lest it stays as nothing but a glow and light source.
Each Gleamstic is born with one, two or even three inherent energy types that they can use. These types correspond directly to the available elements. However, even if the potential is there, they must train the use of each seperately - as all elements come with their own challenges.
Mutations
Some Gleamstic wear unlikely features, all of which are categorized as mutations. These may range from extra limbs to weirdly grown limbs, ireregularity in their glow, missing fur or feathers to an extra eye or extreme markings.
Features
All Gleamstic have the following features!
- smooth, glowstick like legs. With the fancy leg trait, they can also have slight spikes/shapes if it matches their animal.
- 2-10 antennae on their head.
- They can be placed anywhere on the head, and may have slight kinks/curves. They must be thin and lithe and should not reminiscent of horns too much.
- ear stumps
- human eyes with a white sclera
- colored sclera possible as a tattoo, but black sclera signifies a hidden gleamstic (see traits)
- animal features, depending on their animal:
- ears,
- tails
- wings
- or fantasy beings if alien subtype
- generally fur is only present on their animal limbs, eg. tail/ears
Subtypes
Alien (Gleamstic Subtype)
Common Alien Gleamstic have the following features:
- They tend to have outwardly visible ears
- they have no horns or horns
- a smooth tail without fur / feathers.
- They have pawed feet, human feet do not exist in aliens.
- their sclera is never white
- they can have elaborate markings & skin of any color imagineable!
Please note that the Gleam in the below example has all common traits, except for her glow which is uncommon.
MYO Slots
Category: MYO
Uses: Regular Gleamstic MYO
A glowing, shimmery trinket that is often given to newborn Gleamstic by their parents. It's a tradition that goes back as far as their alien roots.
This item, upon usage, will grand you a Gleamstic MYO slot with all common traits!
Stocks at:
Traits
Bi-Colored Glow (Uncommon) Masterlist Examples
This Gleamstic glows in two colors. These can be split (each leg a different color), or both legs a mix of the two colors.
Tri-Colored Glow (Rare) Masterlist Examples
Adds the possibility to use up to 3 different colors for a Gleamstic's glow.
Rainbow Glow (Extraordinary) Masterlist Examples
Allows the usage of 3+ colors in a Gleamstic's glow.
Dim Glow (Extraordinary) Masterlist Examples
Allows the Gleamstic to have a grey (aka broken) glow.
Fancy Legs (Rare) Masterlist Examples
Allows for a Gleamstic to have any leg type other than human or pawed feet. This includes bird talons, hooves, claws, and leg stumps. The type of leg must match their animal trait!
Fantastical (Extraordinary) Masterlist Examples
Allows the Gleamstic to have any mythical/fantastical animal as their animal trait. This trait cannot be used for Alien Gleamstic!
Fluffy Tailtips (Uncommon) Masterlist Examples
Grants an Alien Gleamstic the ability to sprout fur or feathers on their tail!
The Hidden (Extraordinary) Masterlist Examples
These Gleamstic originate from the Abyss, which caused their sclera to turn dark.
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).