TERRESTRIAL TRAIT GUIDE
This guide lists the rarity of normal traits in relation to terrestial Ulivari, who typically have a more stereotypically demonic look to them (though this has nothing to do with their nature/personality) -- visit the celestial guide if you'd like your Uli to have a more angelic look. Keep in mind that once your character is created, their status in either category cannot be changed!
SOME trait categories allow you to take free uncommon+ traits provided you're taking a trait from that category at or below that rarity -- be sure to check the end of each of the trait lists to see whether this applies! Affected categories are: eye type, horn number, horn size, tail type, tail length, and markings descriptors.
SOME trait categories allow you to take free uncommon+ traits provided you're taking a trait from that category at or below that rarity -- be sure to check the end of each of the trait lists to see whether this applies! Affected categories are: eye type, horn number, horn size, tail type, tail length, and markings descriptors.
Necessary Terrestrial Traits
All Ulivari have four ears, at least two wings, and at least one tail. Terrestrials will always have furred manes (versus celestial's feathered ones), and elemental crowns (versus celestial halos). Beyond these two things, all traits can be altered! Note that between terrestrials and celestials, trait rarity varies, and there are some traits exclusive to either category of Uli.
Elemental Crowns
Crowns aesthetically represent a core space, the material and terrestrial. Though they often have concentric circles resembling a halo, they must have an object, shape, or symbol at their center. Crowns are often (but not always) shaped by the elements their manifestor controls -- if one chooses to change domains, their crown may morph over time and combine elements of their old and new domains!
Trait Descriptions
Simple Crown (Default) -- Common -- A simple display of elemental alignment or personal representation that the user can manifest and hide at will. It doesn't require a significant amount of magic to conjure, and could either be a sign of a weaker magical ability, or a deliberate understatement of one's power. These crowns are typically rather small, though they may grow to x1 the size of the head.
Moderate Crown -- Uncommon -- A moderate display of elemental alignment or personal representation that the user can manifest and hide at will. It requires an average amount of magic to conjure and maintain, and can similarly be a sign of average magical ability, or a deliberate understatement of one's power. These crowns range from small to medium sizes, and can grow up to x2 the size of the head.
Complex Crown -- Rare -- An often complex display of elemental alignment or personal representation that the user can manifest and hide at will. It requires a significant amount of magic to conjure and maintain, nodding to a much larger pool of magical ability than the average Uli. These crowns range from small to large sizes, and can grow up to x3 the size of the head.
Intricate Crown -- Very Rare -- An often highly complex, very powerful display of elemental alignment or personal representation that the user can manifest and hide at will. It requires an extreme amount of magic to conjure and maintain, meaning the user is extremely competent, skilled, or naturally gifted. These crowns range from medium to very large sizes, and can grow up to x4 the size of the head.
Labyrinthine Crown -- Mythic -- An often extremely complex and overwhelming display of elemental alignment or personal representation that the user can manifest and hide at will. The level of power required to maintain a display of this magnitude is immense and certainly awe-inspiring -- the crown can become so massive it takes on the appearance of a full-body aura.
Moderate Crown -- Uncommon -- A moderate display of elemental alignment or personal representation that the user can manifest and hide at will. It requires an average amount of magic to conjure and maintain, and can similarly be a sign of average magical ability, or a deliberate understatement of one's power. These crowns range from small to medium sizes, and can grow up to x2 the size of the head.
Complex Crown -- Rare -- An often complex display of elemental alignment or personal representation that the user can manifest and hide at will. It requires a significant amount of magic to conjure and maintain, nodding to a much larger pool of magical ability than the average Uli. These crowns range from small to large sizes, and can grow up to x3 the size of the head.
Intricate Crown -- Very Rare -- An often highly complex, very powerful display of elemental alignment or personal representation that the user can manifest and hide at will. It requires an extreme amount of magic to conjure and maintain, meaning the user is extremely competent, skilled, or naturally gifted. These crowns range from medium to very large sizes, and can grow up to x4 the size of the head.
Labyrinthine Crown -- Mythic -- An often extremely complex and overwhelming display of elemental alignment or personal representation that the user can manifest and hide at will. The level of power required to maintain a display of this magnitude is immense and certainly awe-inspiring -- the crown can become so massive it takes on the appearance of a full-body aura.
Eyes and Eye Variants
The window to the soul.
Trait Descriptions
Type
Slitted Pupils -- Common -- Pupils that have a cat's eye look to them. Can be vertical or horizontal.
Goat-like Pupils -- Common -- Pupils with a horizontal, rectangular appearance similar to goat's eyes.
Round Pupils -- Uncommon -- Regular old round pupils, as one would expect to see in human eyes.
Split Pupils -- Uncommon -- Odd twin pupils with a separation between them in each eye.
Unnatural Pupil -- Uncommon -- Pupils that can take on any unnatural shape not otherwise included -- triangles, stars, moons, diamonds, twinkles... whatever the heart desires!
No Pupils -- Rare -- Pupil-less eyes with a somewhat ghostly look to them. The lack of pupils will render the bearer blind without magical enhancement, but allows them to better sense magical auras and otherwise invisible magic.
No Irises -- Rare -- The eyes appear blank save for the pupil in the center, giving them a ghoulish look.
Blank Eyes -- Rare -- The eyes are completely blank, empty and ethereal. Blank eyes are still perfectly capable of sight due to their arcane nature, and are capable of visually identifying magical auras and invisible magic without use of any spells.
Glowing Eyes -- Rare -- The eyes have a perpetual glow to them as a result of a powerful magical influence. The glow can affect the entire eye, or a single section of it.
Runic Eyes -- Very Rare -- One or all of the irises are branded with a glowing arcane sigil imbued with a permanent spell, little flecks of light fluttering off the lashes. The spell can be anything, though true-sight spells to see through illusions are common among the few individuals who've undergone the painful process of this mage's brand.
*Pupils and eye types can be mixed and matched among all eyes. Taking an uncommon or higher pupil type allows you to take another type of a same or lower rarity without requiring an additional trait potion.
Goat-like Pupils -- Common -- Pupils with a horizontal, rectangular appearance similar to goat's eyes.
Round Pupils -- Uncommon -- Regular old round pupils, as one would expect to see in human eyes.
Split Pupils -- Uncommon -- Odd twin pupils with a separation between them in each eye.
Unnatural Pupil -- Uncommon -- Pupils that can take on any unnatural shape not otherwise included -- triangles, stars, moons, diamonds, twinkles... whatever the heart desires!
No Pupils -- Rare -- Pupil-less eyes with a somewhat ghostly look to them. The lack of pupils will render the bearer blind without magical enhancement, but allows them to better sense magical auras and otherwise invisible magic.
No Irises -- Rare -- The eyes appear blank save for the pupil in the center, giving them a ghoulish look.
Blank Eyes -- Rare -- The eyes are completely blank, empty and ethereal. Blank eyes are still perfectly capable of sight due to their arcane nature, and are capable of visually identifying magical auras and invisible magic without use of any spells.
Glowing Eyes -- Rare -- The eyes have a perpetual glow to them as a result of a powerful magical influence. The glow can affect the entire eye, or a single section of it.
Runic Eyes -- Very Rare -- One or all of the irises are branded with a glowing arcane sigil imbued with a permanent spell, little flecks of light fluttering off the lashes. The spell can be anything, though true-sight spells to see through illusions are common among the few individuals who've undergone the painful process of this mage's brand.
*Pupils and eye types can be mixed and matched among all eyes. Taking an uncommon or higher pupil type allows you to take another type of a same or lower rarity without requiring an additional trait potion.
NUMBER
Two Eyes (Default) -- Common -- There are two eyes on the face, same as humans and other Earth animals.
Third Eye -- Common -- A culturally significant feature, the third eye is revered as a symbol of luck, foresight, and connection to the gods. This eye is always situated above the other two, but can take any number of orientations. Those without this eye might be born with a marking at the center of their forehead, or create one to resemble it.
Five Eyes -- Rare -- There are five eyes on the face, with two on either side and one centered in the forehead like the third eye. Individuals with this feature are considered closer to the gods.
Third Eye -- Common -- A culturally significant feature, the third eye is revered as a symbol of luck, foresight, and connection to the gods. This eye is always situated above the other two, but can take any number of orientations. Those without this eye might be born with a marking at the center of their forehead, or create one to resemble it.
Five Eyes -- Rare -- There are five eyes on the face, with two on either side and one centered in the forehead like the third eye. Individuals with this feature are considered closer to the gods.
Ear Variants
Ulivari ears are double tiered, giving them particularly good hearing under regular circumstances. The most common placement is two ears stacked on top of each other per side, though any orientation is possible. Ears can be shredded or torn, but all Uli must clearly still have four ears!
Trait Descriptions
Animalistic Ears (Default) -- Common -- An extremely diverse category of ear types, these ears will resemble any external ear structure seen on an animal (real or mythological), but should not go past the shoulders.
Floppy Ears -- Uncommon -- Big, long ears that reach past the shoulders and can fall all the way down to the knees! Given that Ulivari have four ears, these tend to come in one smaller set and one larger set, but can be perfectly symmetrical.
Puffball Ears -- Uncommon -- Animalistic ears, but with fluffy fur balls or abnormally long, draped tufts of fur at the base, coming from the inside. This fluff tends to dampen sound and make it a bit harder to hear, but it also makes loud noises less bothersome.
Shaped Ears -- Uncommon -- Odd ears with abnormally shaped bases and/or tips. These ears must be animalistic in their basic appearance, but have a quality to them that makes them unnatural! Examples include but are not limited to fanned ears, ears with star-shaped tips, and any ears with multiple tips. These ears can be combined with other ear types.
Floppy Ears -- Uncommon -- Big, long ears that reach past the shoulders and can fall all the way down to the knees! Given that Ulivari have four ears, these tend to come in one smaller set and one larger set, but can be perfectly symmetrical.
Puffball Ears -- Uncommon -- Animalistic ears, but with fluffy fur balls or abnormally long, draped tufts of fur at the base, coming from the inside. This fluff tends to dampen sound and make it a bit harder to hear, but it also makes loud noises less bothersome.
Shaped Ears -- Uncommon -- Odd ears with abnormally shaped bases and/or tips. These ears must be animalistic in their basic appearance, but have a quality to them that makes them unnatural! Examples include but are not limited to fanned ears, ears with star-shaped tips, and any ears with multiple tips. These ears can be combined with other ear types.
Horn lengths and Complexity
Terrestrials tend to have significantly larger horns than celestials. They can take any shape, texture, or placement on the head, and do not have to match each other in shape or size. Horns can be matte, irridescent, or pearlescent without a marking descriptor required.
Trait Descriptions
NUMBER
No Horns -- Very Rare -- There are no horns on the head.
One Horn -- Rare -- A single horn on the head, often centered in the forehead (though it can be anywhere).
Two Horns -- Common -- Two horns on the head, which may be different sizes and shapes.
Three Horns -- Uncommon -- Three horns on the head, which may be different sizes and shapes.
Four Horns -- Rare -- Four horns on the head, which may be different sizes and shapes, and are often arranged in a crown.
Five Horns -- Very Rare -- Five horns on the head, which may be different sizes and shapes, and are often arranged in a crown.
Six Horns -- Mythic -- Six horns on the head, which may be different sizes and shapes, and are often arranged in a crown.
*All 3+ horn counts can have small horns for free. 4+ horn counts can have tiny horns for free.
One Horn -- Rare -- A single horn on the head, often centered in the forehead (though it can be anywhere).
Two Horns -- Common -- Two horns on the head, which may be different sizes and shapes.
Three Horns -- Uncommon -- Three horns on the head, which may be different sizes and shapes.
Four Horns -- Rare -- Four horns on the head, which may be different sizes and shapes, and are often arranged in a crown.
Five Horns -- Very Rare -- Five horns on the head, which may be different sizes and shapes, and are often arranged in a crown.
Six Horns -- Mythic -- Six horns on the head, which may be different sizes and shapes, and are often arranged in a crown.
*All 3+ horn counts can have small horns for free. 4+ horn counts can have tiny horns for free.
SIZE
Tiny Horns -- Rare -- Very small, nubby horns that tend to be about the length of one fingertip or claw.
Small Horns -- Uncommon -- Small horns that tend to be about the length of one finger.
Medium Horns -- Common -- Medium horns that tend to be about the length of the head.
Large Horns -- Uncommon -- Large horns that tend to be about the length of the head and shoulders.
Massive Horns -- Rare -- Massive horns that tend to be about the length of the arm or leg and may have to be broken off to become manageable. They can be pretty difficult to handle otherwise!
*Horn sizes can be mixed and matched. Taking an uncommon or higher rarity horn size allows you to take another size of a same or lower rarity without requiring an additional trait potion.
Small Horns -- Uncommon -- Small horns that tend to be about the length of one finger.
Medium Horns -- Common -- Medium horns that tend to be about the length of the head.
Large Horns -- Uncommon -- Large horns that tend to be about the length of the head and shoulders.
Massive Horns -- Rare -- Massive horns that tend to be about the length of the arm or leg and may have to be broken off to become manageable. They can be pretty difficult to handle otherwise!
*Horn sizes can be mixed and matched. Taking an uncommon or higher rarity horn size allows you to take another size of a same or lower rarity without requiring an additional trait potion.
Additional
Broken Horns -- Common -- Though it's actually fairly rare to see an Uli with broken horns, this trait is free to apply. Haphazardly broken horns imply a life of battle and hardship, while deliberately cut horns can imply any number of things from a shameful defeat to a vow of pacifism.
Carved Horns -- Uncommon -- The horns are carved with symbols or pictures, perhaps in order to tell a story, or simply for decorative purposes. Horn carving is a difficult process, but there are plenty of skilled artisans capable of carrying it out.
Branched Horns -- Uncommon -- Horns that branch out like antlers or a tree. They can consist of only a couple branching parts, or become huge, genuinely tree-like tangles of complex branches depending on their size. The smaller, thinner pieces of these horns can break off easily with enough force, but the trunks are as sturdy as any other horns would be.
Carved Horns -- Uncommon -- The horns are carved with symbols or pictures, perhaps in order to tell a story, or simply for decorative purposes. Horn carving is a difficult process, but there are plenty of skilled artisans capable of carrying it out.
Branched Horns -- Uncommon -- Horns that branch out like antlers or a tree. They can consist of only a couple branching parts, or become huge, genuinely tree-like tangles of complex branches depending on their size. The smaller, thinner pieces of these horns can break off easily with enough force, but the trunks are as sturdy as any other horns would be.
Wing types and Numbers
All Ulivari have at least two wings, which they are capable of shape-shifting to either their default flight state, a miniature state, or a vestigial state.
Trait Descriptions
Type
Leather Wings (Default) -- Common -- The wings are thick and leathery, perhaps even covered in a light scaling or even partially coated in fur. Leather wings can take on any patterning and any color, natural or unnatural.
Partially Feathered Wings -- Rare -- The wings are feathered at the top, and leather throughout the 'fingers,' creating a half and half look. Partially feathered wings can take on any patterning and any color, natural or unnatural.
Feathered Wings -- Very Rare -- The wings are feathered like those of a bird, and may be of any feather arrangement. Feathered wings can take on any patterning and any color, natural or unnatural.
Insectoid Wings -- Mythic -- A very strange mutation derived from the combined terrestrial influence of Ghilavyr and Frignilfyr, giving a feylike quality to the Ulivari. The wings can be see-through and gossamer like those of a conventional insect, or powdered and fluttery like those of a butterfly... but either way, they're incredibly, incredibly delicate and tear easily, often requiring a life-user to repair them.
Partially Feathered Wings -- Rare -- The wings are feathered at the top, and leather throughout the 'fingers,' creating a half and half look. Partially feathered wings can take on any patterning and any color, natural or unnatural.
Feathered Wings -- Very Rare -- The wings are feathered like those of a bird, and may be of any feather arrangement. Feathered wings can take on any patterning and any color, natural or unnatural.
Insectoid Wings -- Mythic -- A very strange mutation derived from the combined terrestrial influence of Ghilavyr and Frignilfyr, giving a feylike quality to the Ulivari. The wings can be see-through and gossamer like those of a conventional insect, or powdered and fluttery like those of a butterfly... but either way, they're incredibly, incredibly delicate and tear easily, often requiring a life-user to repair them.
Number And Placement
Two Back Wings (Default) -- Common -- Two wings on the back, the standard wing set found on most Ulivari. The wings attach from the shoulder-blade all the way partially down the length of the tail.
Four Back Wings -- Uncommon -- Four wings on the back, which can be of varying sizes. The primary wings must attach as specified in the default, but the secondary set can attach anywhere so long as they remain on the back.
Six Back Wings -- Rare -- Six wings on the back, which can be of varying sizes. The primary wings must attach as specified in the default, but the secondary and tertiary sets can attach anywhere so long as they remain on the back.
Eight Back Wings -- Very Rare -- Eight wings on the back, which can be of varying sizes. The primary wings must attach as specified in the default, but the secondary, tertiary, and quaternary sets can attach anywhere so long as they remain on the back.
Four Back Wings -- Uncommon -- Four wings on the back, which can be of varying sizes. The primary wings must attach as specified in the default, but the secondary set can attach anywhere so long as they remain on the back.
Six Back Wings -- Rare -- Six wings on the back, which can be of varying sizes. The primary wings must attach as specified in the default, but the secondary and tertiary sets can attach anywhere so long as they remain on the back.
Eight Back Wings -- Very Rare -- Eight wings on the back, which can be of varying sizes. The primary wings must attach as specified in the default, but the secondary, tertiary, and quaternary sets can attach anywhere so long as they remain on the back.
Two Tail Wings -- Uncommon -- Two wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Four Tail Wings -- Rare -- Four wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Six Tail Wings -- Very Rare -- Six wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Eight Tail Wings -- Mythic -- Eight wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Four Tail Wings -- Rare -- Four wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Six Tail Wings -- Very Rare -- Six wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Eight Tail Wings -- Mythic -- Eight wings on the tail, significantly smaller than the back wings (they can be half the size of the primary set). These wings can be placed anywhere up the tail's length.
Two Misc. Wings -- Uncommon -- Two additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical.
Four Misc. Wings -- Rare -- Four additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Six Misc. Wings -- Very Rare -- Six additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Eight Misc. Wings -- Mythic -- Eight additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Ten Misc. Wings -- Legendary -- Ten additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Four Misc. Wings -- Rare -- Four additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Six Misc. Wings -- Very Rare -- Six additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Eight Misc. Wings -- Mythic -- Eight additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Ten Misc. Wings -- Legendary -- Ten additional wings that can be placed anywhere on the body, so long as they do not resemble another trait. Examples of potential placing includes the head, face, neck, chest, hips, arms, or legs, but are not limited to these spots, and do not have to be symmetrical or placed in the same spot.
Leg Types
The two types of legs seen within the Ulivari species are almost equally common amongst celestials and terrestrials, but do have a slight variance in rarity.
Trait Descriptions
Pawed Legs -- Common -- Digitigrade legs that end in clawed or clawless paws with four toes and a dewclaw.
Taloned Legs -- Uncommon -- Digitigrade legs that end in clawed, draconic feet with four toes and a thumb-like dewclaw.
Taloned Legs -- Uncommon -- Digitigrade legs that end in clawed, draconic feet with four toes and a thumb-like dewclaw.
Tail Types and Lengths
Tails are extremely important to Ulivari physiology, as they allow the vertical span of the wings to extend far enough that they might actually carry them through the air! Longer tails provide a greater deal of space for wingspan.
Trait Descriptions
TYPE
Furred Tail -- Common -- Furred tails can be hairless save for a furred tip, partially furred, or fully covered in fur. Fur texture and style can be anything, from rough and coarse to puffy and curly, or anything in between! They can also be combined with the scaled body texture to create an Eastern draconic look.
Scaled Tail -- Common -- A thin layer of protective scales cover the tail. If there are scales on the tail but the tail also fits into a different category (such as furred, spaded, thorned), then the other category takes precedent, and one of the body textures should be listed as scaled.
Sphynx Tail -- Common -- These tails have no fur whatsoever, but can have a very fine scattering of thin, sensitive hairs for sensory purposes. Sphynx category only applies if there is no fur, no shaped tip, no scales, and no thorns... it also only tends to appear when an Uli is entirely bare save for their mane and hair!
Spaded Tail -- Common -- These tails have a shaped tip in a classic devilish style. This shape can be just about anything vaguely spade-like, simple or complex, but should not resemble objects. They can be furred, scaled, or bare.
Spiked Tail -- Uncommon -- The tail is covered in barbs or thorn-like protrusions that can be small, sharp bumps, or grow to be long, dangerous spines. They can be furred, scaled, or bare.
Pangolin Scale Tail -- Rare -- The tail is covered in plated scales that are much, much thicker than the normal scales terrestrials often sport. The shed scales of pangolin-tailed youth are often used by the child's guardians in little keepsake craft projects!
Insectoid Tail -- Very Rare -- An oddity derived from the terrestrial influence of Frignilfyr. The insectoid tail can be chitinous like a beetle, lightly furred like a bumblebee, or may have simply taken on a more insectoid shape.
*Taking an uncommon or higher tail type allows you to take a tail length of a same or lower rarity without requiring an additional trait potion.
Scaled Tail -- Common -- A thin layer of protective scales cover the tail. If there are scales on the tail but the tail also fits into a different category (such as furred, spaded, thorned), then the other category takes precedent, and one of the body textures should be listed as scaled.
Sphynx Tail -- Common -- These tails have no fur whatsoever, but can have a very fine scattering of thin, sensitive hairs for sensory purposes. Sphynx category only applies if there is no fur, no shaped tip, no scales, and no thorns... it also only tends to appear when an Uli is entirely bare save for their mane and hair!
Spaded Tail -- Common -- These tails have a shaped tip in a classic devilish style. This shape can be just about anything vaguely spade-like, simple or complex, but should not resemble objects. They can be furred, scaled, or bare.
Spiked Tail -- Uncommon -- The tail is covered in barbs or thorn-like protrusions that can be small, sharp bumps, or grow to be long, dangerous spines. They can be furred, scaled, or bare.
Pangolin Scale Tail -- Rare -- The tail is covered in plated scales that are much, much thicker than the normal scales terrestrials often sport. The shed scales of pangolin-tailed youth are often used by the child's guardians in little keepsake craft projects!
Insectoid Tail -- Very Rare -- An oddity derived from the terrestrial influence of Frignilfyr. The insectoid tail can be chitinous like a beetle, lightly furred like a bumblebee, or may have simply taken on a more insectoid shape.
*Taking an uncommon or higher tail type allows you to take a tail length of a same or lower rarity without requiring an additional trait potion.
LENGTH
Common Length (Default) -- Common -- A normal tail length. These tails can range from 1-3 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Uncommon Length -- Uncommon -- A slightly long tail length. These tails can range from 4-6 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Rare Length -- Rare -- A long tail length. These tails can range from 7-10 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Very Rare Length -- Very Rare -- A very long tail length. These tails can range from 11-15 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Mythic Length -- Mythic -- An extremely long tail length. These tails can range from 16-20 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
*Taking an uncommon or higher tail length allows you to take a tail type of a same or lower rarity without requiring an additional trait potion.
Uncommon Length -- Uncommon -- A slightly long tail length. These tails can range from 4-6 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Rare Length -- Rare -- A long tail length. These tails can range from 7-10 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Very Rare Length -- Very Rare -- A very long tail length. These tails can range from 11-15 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
Mythic Length -- Mythic -- An extremely long tail length. These tails can range from 16-20 feet long, with taller individuals tending to have longer tails, and shorter individuals tending to have shorter ones.
*Taking an uncommon or higher tail length allows you to take a tail type of a same or lower rarity without requiring an additional trait potion.
NUmber
One Tail (Default) -- Common -- A single tail that extends the spine and allows the wings the vertical surface needed to carry a humanoid through flight.
Split Tail -- Uncommon -- The tail has two 'branched' halves, with a split down the middle that can go halfway up the length of the tail starting from the tip.
Two Tails -- Rare -- Two tails that extend the spine in two directions, with the bottoms of either primary wing attached to one tail respectively. The tails do not have to match.
Three Tails -- Very Rare -- Three tails that extend the spine in three directions, with the bottoms of either primary wing attached to one tail respectively, and the third tail set above or below the other two. The tails do not have to match.
Many Tails -- Mythic -- Several tails (up to ten) that extend the spine in several directions, with the bottoms of either primary wing attached to one tail respectively, and the additional tails set above, below, or beside the other two. The tails do not have to match.
Split Tail -- Uncommon -- The tail has two 'branched' halves, with a split down the middle that can go halfway up the length of the tail starting from the tip.
Two Tails -- Rare -- Two tails that extend the spine in two directions, with the bottoms of either primary wing attached to one tail respectively. The tails do not have to match.
Three Tails -- Very Rare -- Three tails that extend the spine in three directions, with the bottoms of either primary wing attached to one tail respectively, and the third tail set above or below the other two. The tails do not have to match.
Many Tails -- Mythic -- Several tails (up to ten) that extend the spine in several directions, with the bottoms of either primary wing attached to one tail respectively, and the additional tails set above, below, or beside the other two. The tails do not have to match.
Markings And Body Texture
Markings are fairly unrestricted, but are still a notable category as things like glowing or runic markings have rarities attached. The two non-default body textures for terrestrials are scales and fur, which can be mixed if desired.
Trait Descriptions
BODY TEXTUREs
Skin (Default) -- Common -- Regular bare skin. Only notable as a trait given that Ulivari will always have bare skin -- if not on most of their body, then at least on their face!
Fur -- Common -- Alongside the mane, additional patches of thin or thick fur can appear anywhere on the body of the individual (excluding the face and head). It can even partially cover the wings, making them more bat-like than draconic.
Scales -- Uncommon -- A thin layer of protective scales appears on the body. Scales can be applied anywhere and have no maximum size or coverage limit, though it's more common for them to show up in small sporadic patches on the chest, arms, wings, and tail.
Fur -- Common -- Alongside the mane, additional patches of thin or thick fur can appear anywhere on the body of the individual (excluding the face and head). It can even partially cover the wings, making them more bat-like than draconic.
Scales -- Uncommon -- A thin layer of protective scales appears on the body. Scales can be applied anywhere and have no maximum size or coverage limit, though it's more common for them to show up in small sporadic patches on the chest, arms, wings, and tail.
Markings
Normal Markings (Default) -- Common -- Any kind of markings not otherwise listed. They can look like anything, natural or unnatural, organic or geometric, simple or highly complex, and they can have any color!
Runic Scroll Markings -- Very Rare -- A sprawling string of runes and arcane scripts that carry magic with them, giving them an inherent magical glow. These markings can show up anywhere, but should not be too closely packed (covering up a limb, etc.) or covering more than 25% of the body.
Runic Mural Markings -- Mythic -- A large cluster of runes and arcane scripts that can carry several powerful spells with them, giving them an inherent magical glow. These markings can show up anywhere, often cluster together, and can cover up to 50% of the body.
Runic Scroll Markings -- Very Rare -- A sprawling string of runes and arcane scripts that carry magic with them, giving them an inherent magical glow. These markings can show up anywhere, but should not be too closely packed (covering up a limb, etc.) or covering more than 25% of the body.
Runic Mural Markings -- Mythic -- A large cluster of runes and arcane scripts that can carry several powerful spells with them, giving them an inherent magical glow. These markings can show up anywhere, often cluster together, and can cover up to 50% of the body.
Marking Descriptors
Matte Markings (Default) -- Common -- The basic markings that most Ulivari have. Matte markings have the same texture and quality as whatever surface they appear on, and can be applied anywhere on the body.
Iridescent Markings -- Uncommon -- These markings can look like anything, but have a shimmery quality to them reminiscent of a colorful beetle shell. They can be applied anywhere on the body, but the body should not be fully iridescent. Not required to make horns, claws, or body spines iridescent.
Metallic Markings -- Uncommon -- The markings have a metallic sheen to them, giving the appearance of gilding. They can be any color, but oftentimes take the colors of real metals such as gold, silver, or copper. They can be applied anywhere on the body, but the body should not be fully metallic.
Glittering Markings -- Rare -- The markings appear as little sparkles or sparkling, glittery flecks, and can describe the quality of other markings, or simply be the permanent appearance of glitter on the body (without any of the mess). They can be applied anywhere on the body, but the body should not be fully covered in sparkles.
Glowing Markings -- Very Rare -- The markings have a bioluminescent or even magical glow to them. They can be applied anywhere on the body, but the body should not be fully glowing.
Shifting Markings -- Mythic -- The markings move across the body or even change colors. They can move anywhere on the body and change to any color, even shift through the entire rainbow of hues.
*Taking an uncommon or higher marking descriptor allows you to take another type of a same or lower rarity without requiring an additional trait potion.
Iridescent Markings -- Uncommon -- These markings can look like anything, but have a shimmery quality to them reminiscent of a colorful beetle shell. They can be applied anywhere on the body, but the body should not be fully iridescent. Not required to make horns, claws, or body spines iridescent.
Metallic Markings -- Uncommon -- The markings have a metallic sheen to them, giving the appearance of gilding. They can be any color, but oftentimes take the colors of real metals such as gold, silver, or copper. They can be applied anywhere on the body, but the body should not be fully metallic.
Glittering Markings -- Rare -- The markings appear as little sparkles or sparkling, glittery flecks, and can describe the quality of other markings, or simply be the permanent appearance of glitter on the body (without any of the mess). They can be applied anywhere on the body, but the body should not be fully covered in sparkles.
Glowing Markings -- Very Rare -- The markings have a bioluminescent or even magical glow to them. They can be applied anywhere on the body, but the body should not be fully glowing.
Shifting Markings -- Mythic -- The markings move across the body or even change colors. They can move anywhere on the body and change to any color, even shift through the entire rainbow of hues.
*Taking an uncommon or higher marking descriptor allows you to take another type of a same or lower rarity without requiring an additional trait potion.
Additional, Miscellaneous Traits
Non-standard traits belonging to no particular category.
Trait Descriptions
Tusks -- Common -- The canines are thicker and longer than usual, having grown into small tusks. They can be on top, on bottom, or both! They can have any kind of curvature from straight to very curved.
Feelers -- Uncommon -- An oddity derived from the celestial influence of Celanesra. Fluffy whisker-like appendages that function similar to antennae but typically have an appearance more befitting mammals. They can be thick or thin, short or flowing all the way to the length of the tail, and come in many varieties, but always come from somewhere on the head or face.
Fey Brows -- Uncommon -- An oddity derived from the terrestrial influence of Ghilavyr. Fey brows are actually a very rare trait to see on an Uli, but are easily acquired if they're found desirable!
Shoulder Dusters -- Uncommon -- Unusually long tufts of fur that drape off the shoulders and give a caped appearance.
Hip Dusters -- Uncommon -- Unusually long tufts of fur that drape off the hips and give a partially skirted appearance.
Body Spines -- Rare -- Sharp spines grows from the body, mirroring the spiked tail. Allows the body to be covered in barbs or thorn-like protrusions that can be small, sharp bumps, or grow to be long, dangerous spines.
Four Arms -- Very Rare -- A useful feature that brings one closer to the visage of the gods.
Tauric Form -- Mythic -- An elevated version of the slight shapeshifting Ulivari are capable of, those with a tauric form can shift from their bipedal humanoid shape to an often (but not exclusively) quadrupedal, tauric humanoid shape much like those of the gods. Both terrestrial and celestial Ulivari's tauric half can be based on any land or sky animal or insect, real or mythological. They never appear similar to animals of the sea.
Feelers -- Uncommon -- An oddity derived from the celestial influence of Celanesra. Fluffy whisker-like appendages that function similar to antennae but typically have an appearance more befitting mammals. They can be thick or thin, short or flowing all the way to the length of the tail, and come in many varieties, but always come from somewhere on the head or face.
Fey Brows -- Uncommon -- An oddity derived from the terrestrial influence of Ghilavyr. Fey brows are actually a very rare trait to see on an Uli, but are easily acquired if they're found desirable!
Shoulder Dusters -- Uncommon -- Unusually long tufts of fur that drape off the shoulders and give a caped appearance.
Hip Dusters -- Uncommon -- Unusually long tufts of fur that drape off the hips and give a partially skirted appearance.
Body Spines -- Rare -- Sharp spines grows from the body, mirroring the spiked tail. Allows the body to be covered in barbs or thorn-like protrusions that can be small, sharp bumps, or grow to be long, dangerous spines.
Four Arms -- Very Rare -- A useful feature that brings one closer to the visage of the gods.
Tauric Form -- Mythic -- An elevated version of the slight shapeshifting Ulivari are capable of, those with a tauric form can shift from their bipedal humanoid shape to an often (but not exclusively) quadrupedal, tauric humanoid shape much like those of the gods. Both terrestrial and celestial Ulivari's tauric half can be based on any land or sky animal or insect, real or mythological. They never appear similar to animals of the sea.