Closed
Cryscential
Cryscentials
None
Herbavore
Any
None
6 months in a year, 35-45 days in a month, 24 hours in a day, 60 minutes in an hour, 60 seconds in a minute. 235 days in a year.
Baby: 1-3
Kid: 4-15
Teen: 16-25
Young Adult: 26-75
Adult: 76-200
Elder: 201-300
Ancient: 301+
Crysentials are celestial creatures born from the hearts of dying stars. They act as dreamcatchers, storing good dreams and memories in their horns and orbs while fending off the bad memories. Many cryscentials end up on Valarikiria, some make it to other worlds.
This will all vary by individual and group as this is a generalization.
Crysentials are normally very solitary creatures. Mates may or may not stay together, it depends on their personality and the strength of their bond. Mothers normally stay with their young until they are twelve years old, and then force them out of their homes to go live on their own till they can find a mentor to take them in. If they can't find a mentor they have to try and teach themselves or ignore their magic altogether.
Higher rarity and adult (or older) crysentials will take in younger ones and teach them to use their powers at the age of fifteen. It's normally pretty hard for a young cryscential to find a good mentor, if they aren't quick enough all the high rarity and the more experienced mentors will already have apprentices. Mentors only take in one apprentice at a time, when that apprentice has learned their magic and left, a mentor will wait for a new apprentice to eventually find them.
Cryscentials do not usually attack others without reason, though it isn't unheard of to have an attack from a defect or enraged cryscential. Normals and defects attack each other on sight. Defects try to turn the normal into a defect, though if they can't they'll switch to trying to kill them. Normals just try to kill the defect.
Cryscentials are not typically aggressive unless attacked first or they're a defect.
Cryscentials are not typically aggressive unless attacked first or they're a defect.
Cryscentials are not typically aggressive unless attacked first or they're a defect.
N/A
xxx
Besides the abilities to store good dreams and memories and to dreamwalk, they have other powers. In order to use those powers they have to use a power channeler. It is very rare that a crysential will have more than one power channeler. Cryscentials have different amounts of powers based on their rarity. Powers normally start to appear when the cryscential is fifteen.
Crysentials with horns can use their powers along with the added magic in their horn, but they're pretty mediocre at it compared to other spellcasting species.
Power channelers are items specifically made and/or enchanted to help a cryscential use their powers. Power channelers can take many forms, and are often created specifically for a cryscential or passed down through families, apprenticeships, or jobs/roles/positions.
When creating new power channelers, cryscentials will often pick something of significance to them, something inconspicuous, and/or something they already commonly have on/with them. Piercings, jewelry, and accessories are common choices as they can be/are worn daily. Many prefer to keep their power channelers close so they can use their magic at any time.
Power channelers are much harder to damage due to the magic within them, but it isn't impossible to damage or destroy one. The only visible difference between a normal object and a power channeler is that power channelers typically glow slightly when in use. Power channelers owned by normal, healthy cryscentials glow white or light/pastel colors, while power channelers owned by defective cryscentials glow gray or black.
Most cryscentials have one power channeler at a time. Less than 2.821% of the total population have two power channelers at a time. Throughout their lives, many will end up switching power channelers at some point. A couple reasons for this could be that their old one is damaged and can't be repaired, or their first one was borrowed from/loaned to them by their mentor. The average amount of power channelers a cryscential will have throughout their life is 2-5.
Piercings
Glasses
Head jewelry and accessories (ear cuffs, horn cuffs, hats, etc.)
Neck jewelry and accessories(necklaces, chokers, scarves, etc.)
Front Leg jewelry and accessories (bracelets, arm cuffs, etc.)
Waist jewelry and accessories (waist beads, belts, etc.)
Back Leg jewelry and accessories (anklets, leg warmers, etc.)
Wing jewelry and accessories (cuffs, drapes/coverings, etc.)
Tail jewelry and accessories (cuffs, bows, etc.)
Staffs
Books
Tools
Prosthetics
Mobility aids
Bags (saddle bag, messenger bag, backpack, etc.)
Cloaks/capes
Clothing (shirts, jackets, etc.)
Armor
Weaponry (knives, swords, bows, axes, etc.)
Other items
Upright ears and two layers of feathers on tail
Upright ears and three layers of feathers on tail
Downturned ears and two layers of feathers on tail
Downturned ears and three layers of feathers on tail
Horse-like/pony-like bodies
Ears with feathers inside
Crescent floating above forehead
Long tail with 2-3 layers of feathers underneath
Normal eyes (black pupil, colored Iris, white sclera) when not dreamwalking
Unusual eyes (light grey (HEX#E5E5E5) or light blue (HEX#F2FFFF) pupil, colored iris (thin, glowing ring around pupil), black sclera) when dreamwalking
Floating orb above rear
Power channeler
Height, length, and weight
Feral: Yes
Anthro: Yes
Humanoid: Yes, if they're a hybrid
Sentient: Yes, high level sentience
Sapient: Yes, high level sapience
Male
Female
Intersex
6’-7’
7'-8'
7'-8'
8'-9'
600-1,000lbs
800-1,200lbs
If they have wings
10'-18'
10'-18'
Female: 4'
Male: 4'
Female: 5'
Male: 5'
N/A
If they have wings
8'
Female: 9'
Male: 10'
Female: 11'
Male: 12'
N/A
If they have wings
20'
Common [C] | Uncommon [UC] | Rare [R] | Mythic [M]
Both (Wings & Horn) [UC] must be accompanied by a wing trait and a horn trait.
Plain Orb [C] cannot be combined with any other orb attachment traits.
Flower/Feather Plume with 1 Crystal on top of Orb [UC], Flower/Feather Plume with 2 Crystals on top of Orb [R], and Flower/Feather Plume with 3 Crystals on top of Orb [M] cannot be combined.
×2 String Feathers on Orb [R] and ×4 String Feathers on Orb [M] cannot be combined.
Tiny Flowers/Moss/Small Rocks surrounding base of Orb [R] and Flowers/Moss/Rocks (small to medium)/Water surrounding base of Orb [M] cannot be combined.
×2 String Feather Tails [UC] and ×4 String Feather Tails [R] cannot be combined.
6 Legs [R] and 7+ Legs [M] cannot be combined.
3-6 Eyes [R] and 7+ Eyes [M] cannot be combined.
Wings
Bird Wings [C]
Bat Wings [UC]
Half-Bird Half-Bat Wings [R]
Horns
Unicorn Horn [C]
2 Pronged Horn [UC]
3+ Pronged Horn [R]
2 Horns on Forehead [R]
3 Horns on Forehead [M]
Antlers [M]
Other
Both (Wings & Horn) [UC]
Normal (No Horn & No Wings) [R]
Mane/Hair [C]
No Mane/Hair [R]
3 Powers [C]
4 Powers [UC]
6 Powers [R]
Unlimited Powers [M]
Markings
No Markings on Crescent and Orb [C]
Markings on Crescent and Orb [UC]
Orb Attachments
Plain Orb [C]
Flower/Feather Plume with 1 Crystal on top of Orb [UC]
Flower/Feather Plume with 2 Crystals on top of Orb [R]
Flower/Feather Plume with 3 Crystals on top of Orb [M]
×2 String Feathers on Orb [R]
×4 String Feathers on Orb [M]
Tiny Flowers/Moss/Small Rocks surrounding base of Orb [R]
Flowers/Moss/Rocks (small to medium)/Water surrounding base of Orb [M]
×2 String Feather Tails [UC]
×4 String Feather Tails [R]
6 Legs [R]
3-6 Eyes [R]
2 Power Channelers [M]
7+ Legs [M]
7+ Eyes [M]
2 Layers of Feathers on Rear [M]
Eyes have permanent Dreamwalking look [M]
Crescents were not included in the horn references, but they float in front of the forehead on cryscentials without horns and in front of/near the base of the horn on cryscentials with horns.
Their horns do not need to look exactly as shown as they can be almost any shape.
Horn References
Art by BluekittyhorseDefects are cryscentials with broken crescents and/or broken orbs. Defects can be identified by the dark aura around their crescent and orb, missing/patchy feathers, duller colors, and weakened powers. Defects are the opposites of the normal cryscentials, working with nightmares instead of good dreams. Normal cryscentials and defects attack each other on sight.
They can dreamwalk, but they appear as shadows of themselves, fully black except for their eyes, which are completely white.
The only way to get rid of a defect and it's nightmares is to kill it. No normal cryscentials has been strong enough to fix a defect and the ones that try have a 90% chance of death, a 9% chance of living, and a 1% chance of actually succeeding.
Broken crescent and/or orb (visible cracks, can have missing pieces)
Dark aura around crescent and orb
Missing/patchy feathers
Duller colors
Weakened powers
Normal eyes (black pupil, colored iris, white sclera) when not dreamwalking
White eyes (white pupil, iris, and sclera) when dreamwalking
Here's some examples of cryscentials
<Name> - Owned by <Username>
Toyhou.se
<Name> - Owned by <Username>
Toyhou.se
<Name> - Owned by <Username>
Toyhou.se
<Name> - Owned by <Username>
Toyhou.se