Semi-Closed
Esserfae | Nivialae
Esserfae is their common name and was given by other species, nivialae is what they named themselves.
Esserfaere | Nivialaere
Court
Photosynthesis + Mesocarnivore
50% meat, 40% light, 10% plants
All biomes on Neithellia
Esserfae prefer forests
Neithellia
Neiraellia System Time (NELST)
20 months in a year, 20 days in a month, 24 hours in a day, 60 minutes in an hour, and 60 seconds in a minute. 400 days in a year. 80 weeks in a year, 4 weeks in a month, and 5 days in a week.
Seed: 0-26.4 Weeks
Sprout: 0-1 Years
Seedling: 2-3 Years
Child: 4-11 Years
Teen: 12-20 Years
Young Adult: 21-35 Years
Adult: 36-400 Years
Elder: 401-500 Years
Ancient: 501+ Years
All esserfaere have the ability to shapeshift. Archdruids, Druids, Elders, and Caretakers have minor influence and control over plants and emotions.
The universe they live in has an additional form of energy in it. All species have some amount of it in them, and esserfae have a slighlty higher amount than most other species, allowing them to shapeshift. Some ranks can draw on more of this energy; this mostly presents as them having some minor influence and control over plants and emotions. Those ranks are: Archdruids, Druids, Elders, and Caretakers.
Note: Most species are not aware that the additional form of energy exists (including esserfae)!
Esserfae can shift into any species (sentient/sapient or non-sentient/non-sapient), though there are some conditions:
If they aren't familiar with the species, they must be able to see someone from the species they want to shift into, and the person/people must be no further than 50 feet (15.24 meters) away.
To become familiar with a species, they must shift into the species anywhere from 1-5 times.
For a completely new species it typically takes 3-5 shifts.
If they're already familiar with a species that is in the same genus, or sometimes tribe, as the new species it can take as little as one or two shifts to become familiar with the new species.
Subspecies and breeds are also easier to become familiar with, with most taking one or two shifts.
Once they are familiar with a species, they are able to shift into it from memory.
Many shift into the species they're familiar with regularly, as it's believed that not shifting for too long (50-100 years) can cause someone to lose their familiarity with a species. There is evidence both supporting and disproving this claim, and whether or not it is true is still being debated.
Shifting doesn't come without it's issues. Due to the reliance on sight and distance, and shifts needing to be learned, esserfae with eye conditions that affect their sight often struggle to shift, or are completely unable to.
While an esserfae can stay shifted for as long as they want, there is a cooldown for shifts. The cooldown lasts for as long as the shift was. Someone who was shifted for 20 minutes would have a 20 minute cool down, someone who was shifted for 5 hours would have a 5 hour cooldown, and someone who was shifted for 2 years would have a 2 year cooldown.
In circumstances where an esserfae is under extreme stress or in danger, they may be able to shift again before their cooldown is over. The longest known shift during a cooldown was reported to be 14 hours (data from the ARC Scandal, June 11, 2338/Itlia 16, 12319). While often beneficial in the moment, this always causes a much longer cooldown and can cause lasting psychological damage (though it is debatable if the phycological effects are due to the shift itself or the event that caused it).
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Official References
Bipedal
Thin skin covered in fine hairs in some areas
Thick skin partially made of plant matter in some areas
Plants on body, growing from thick skin
Human-like head
2 eyes
False nose
Snake-like jaw (2 mandibles, additional/restructured bones and muscles)
Additional appendages inside mouth
Have 32 teeth in total -- 12 cuspids, 4 bicuspids, and 6 molars
Cuspids are curved backwards and bicuspids have a slight curve at the front
Long, pointed ears
Horns/Antlers
Hair made of keratin or plant matter
Long neck
Breathing holes in chest/collar
Breathing vents in neck - typically closed unless speaking or needed to increase the amount of air circulating through their respiratory system
Respiratory systems and digestive systems are separate
Clawed hands
Human-like upper body
Sporangia under skin near base of neck, upper back, and waist/hips
Digitigrade legs
Long, thin legs
3 toed feet - 2 forwards and 1 backwards
Feral: No
Anthro: No
Humanoid: Yes
Sentient: Yes, high level sentience
Sapient: Yes, high level sapience
Estceix (Male)
Estlaer (Female)
Estaith (Host)
Estiavin (Inter)
24.73% of the population is estceix, 27.35% of the population is estlaer, 23.94% of the population is estaith, and 23.98% of the population is estiavin.
Body Heat
Amount, size, and shape of appendages inside mouth
Teeth
Muscle and Fat
Effects of Spores
Here's two diagrams showing the different parts of their bodies.
Head, eyes, false nose, mouth, ear, neck, shoulder, breathing holes, plant growth areas, chest, upper arm, forearm, elbow, wrist, knuckles, fingers, stomach, hip, thigh, knee, calf, hock, tarsus, back toes, and front toes.
Cuspid, bicuspid, molar.
Cuspids have a single cusp/point. They are sharp, curve backwards, and are used to hold onto prey and shred flesh.
Bicuspids have two cusps/points. The first/front cusp is longer, pointed, and sharp. It curves backwards and is used to hold onto prey and shred flesh.
Molars are larger, flatter teeth used to crush and grind.
Skin
Plants
Hair
Nails
Bones
Cartilage
Ligaments
Tendons
Brain
Spinal Cord
Nerves
Heart
Arteries
Veins
Capillaries
??? - Organ that transfers nutrients from Xylem/Phloem to Veins and Arteries
Xylem/Phloem - Transports water and nutrients around body parts capable of plant growth and photosynthesis
Vocal Chords
Tracheas
Bronchi
Lungs
Diaphragm
Tongue
??? - Appendages inside mouth
Pharynx
Salivary Glands
Esophagus
Stomach
Liver
Gallbladder
Pancreas
Small Intestine
Colon
Mesentery
Rectum
Anus
Hypothalamus
Pituitary
Thyroid
Parathyroids
Adrenals
Pineal Gland
Muscles
Bone Marrow
Thymus
Lymph Nodes
Lymphatic Vessels
Spleen
Tonsils
Adenoids
Kidneys
Ureters
Bladder
Urethra
Estceix
Labia
Testes
Epididymis
Vas Deferens
Ejaculatory ducts
Prostate gland
Seminal vesicles
Penile Opening
Penis
Base
Shaft
Urethral Opening
Bulbourethral Glands
Estlaer
Labia
Ovipositor Opening
Ovipositor
Base
Shaft
Urethral Opening
Fallopian Tubes
Ovaries
Estaith
Mammary Glands
Labia
Urethral Opening
Vaginal Opening
Vagina
Cervix
Uterus
Estiavin
Varies from esserfae to esserfae
Estceix produce sperm, estlaer produce eggs, estaith gestate, and estiavin is anyone who doesn't fit into one of those three categories (typically due to deformed reproductive organs). All parts of their reproductive systems are hidden when not in use.
The reason there is also estaiths is due to predators and the conditions required for eggs to hatch. Their eggs require a very specific, constant temperature to hatch. This temperature is lower than their body heat when there was originally only estceix and estlaer, and estlaer were the ones gestating the eggs. estlaer would have a considerable drop in temperature during gestation. Predators with thermal vision would pick up on this and go after gestating estlaer since they wouldn't be in peak condition to run or fight and were easier to kill, even with adaptations that made them better at fighting than estceixes. This became a major problem, and eventually they evolved and an additional sex (estaith) and some adaptations for both estceix and estlaer were the results. Estlaer maintain the original high body heat, no longer gestate eggs, and have adaptations that make them stronger and better fighters. Estceix had a drop in body heat and gained a couple adaptations. Estaith have the same body heat as estceix, and while their body heat does drop during gestation, it isn't as much as before. This makes it harder for predators do discern between estceix and estaith.
Gestation lasts 6 months (120 days). Eggs are referred to as seeds.
Body temperature is 103-105°F.
2 appendages inside mouth, both are short and have sharp tips made of enamel.
Have two longer, serrated, upper canines (6,11), that can move to be pointed slightly outwards.
Mix of both, tend to be slimmer but can lean one way or the other.
Spores can make anyone who inhales them calmer and drowsy/tired. Can make others fall asleep if enough are inhaled.
Body temperature is 120-122°F.
4 appendages inside mouth, all are long and have sharp, serrated tips made of enamel.
Have four longer canines, two on the upper jaw and two on the lower jaw (6,11,22,27), that can move to be pointed slightly outwards.
All canines are serrated.
Can have spines on their elbows, hocks, and scattered throughout plants.
Higher muscle mass, tend to be more muscular/bulky.
Spores are poisonous, and can have a variety of effects. Are not limited to one effect/type, can have multiple.
Body temperature is 103-105°F typically, 98-100°F during gestation.
2 appendages inside mouth, both are medium and lack enamel on the tips
Can have spines scattered throughout plants.
Higher body fat, tend to have more rounded/chubby/soft body types.
Can be more athletic/thin/lithe, but body fat will increase during and after gestation if they are ever pregnant.
Spores can be poisonous, make others calm/drowsy/tired, can make others fall asleep, or alter other's emotions. Are not limited to one category/effect/type, can have multiple.
Any abnormalities.
May fit into one of the above or have a mix of things.
Estceix: 26.19% | Estlaer: 27.34% | Estaith: 24.29% | Estiavin: 22.18%
Estceix: 19.44% | Estlaer: 15.93% | Estaith: 31.73% | Estiavin: 32.90%
Estceix: 30.56% | Estlaer: 29.31% | Estaith: 28.23% | Estiavin: 11.90%
Estceix: 11.45% | Estlaer: 33.38% | Estaith: 21.17% | Estiavin: 34.00%
Estceix: 17.55% | Estlaer: 67.71% | Estaith: 2.02% | Estiavin: 12.72%
Estceix: 27.36% | Estlaer: 11.15% | Estaith: 36.45% | Estiavin: 25.04%
Estceix: 31.79% | Estlaer: 15.01% | Estaith: 19.76% | Estiavin: 33.44%
Estceix: 23.56% | Estlaer: 18.36% | Estaith: 30.02% | Estiavin: 28.06%
Estceix: 27.06% | Estlaer: 24.36% | Estaith: 25.03% | Estiavin: 23.55%
Estceix: 34.30% | Estlaer: 22.80% | Estaith: 22.60% | Estiavin: 20.30%
Estceix: 22.77% | Estlaer: 35.52% | Estaith: 22.00% | Estiavin: 19.71%
Highest Percentages of Estceix
Government Officials, Merchants, Craftsmen
Highest Percentages of Estlaer
High Council, Soldiers, Farmers
Highest Percentages of Estaith
Scribes, Caretakers
Highest Percentages of Estiavin
Archdruids, Druids, Elders
Lowest Percentages of Estceix
Druids
Lowest Percentages of Estlaer
Caretakers, Elders, Scribes, Archdruids
Lowest Percentages of Estaith
Soldiers
Lowest Percentages of Estiavin
Farmers, Craftsmen, Merchants, Government Officials, High Council
Typically you can just write "Full Estceix/Estlaer/Estaith Adaptations," but estiavin are sometimes a combination of things and some sexes have optional traits, so here's how you'd write all of them out.
Estceix Reproductive Organs [Estceix]
Temperature is 103-105°F [Estceix]
Estceix Inner Mouth Appendages [Estceix]
2 Long, Serrated Upper Canines [Estceix]
Calming/Sleeping Spores [Estceix]
Estlaer Reproductive Organs [Estlaer]
Temperature is 120-122°F [Estlaer]
Estlaer Inner Mouth Appendages [Estlaer]
4 Long Canines [Estlaer]
Serrated Canines [Estlaer]
Spines on Elbows, Hocks, and Plant Growth Areas [Estlaer](optional)
Poisonous Spores [Estlaer]
Estaith Reproductive Organs [Estaith]
Temperature is 103-105°F [Estaith]
Estaith Inner Mouth Appendages [Estaith]
Spines on Plant Growth Areas [Estaith](optional)
Multi-Effect Spores [Estaith]
Missing Reproductive Organs [Estiavin]
Deformed Reproductive Organs [Estiavin]
Temperature is X-Y°F [Estiavin]
Deformed Inner Mouth Appendages [Estiavin]
Deformed Canines [Estiavin]
Spore Effects are Unreliable [Estiavin]
Spores have no Effects [Estiavin]
Higher quality versions in References folder on Google Drive.
Shape is outdated, but the rest is helpful.
Estceix are not affected by an estrous cycle.
Estlaer are affected by an estrous cycle.
Stage 1
A hormonal change causes eggs (seeds) to start developing. This typically lasts 10-14 days.
Stage 2
Eggs (seeds) are fully developed and ready to be implanted into a host. This typically lasts 10-20 days.
Stage 3
A hormonal change causes any eggs still left in the body to be broken down so their body can take back some of the nutrients. This typically lasts 4-7 days. This stage is skipped if all eggs inside the body are expelled during stage 2.
Stage 4
Anything left over from the eggs being broken down is expelled from the body. This typically lasts 1-3 days. This stage is skipped if all eggs inside the body are expelled during stage 2.
Stage 5
A hormonal change causes a period of quiescence. This can last anywhere in the range of 200-300 days.
Estiavin may or may not be affected by an estrous cycle. It varies based on the individual's bodies.
Estaith are affected by an estrous cycle.
Stage 1
A hormonal change causes the lining of the uterus to grow and thicken. This typically lasts 10-14 days.
Stage 2
A hormonal change causes their cervix to dilate, an increase in fluid in the vaginal canal and uterus, and for them to be more sexually receptive. This typically lasts 10-20 days.
Stage 3
A hormonal change causes the lining of the uterus to thin. It is not shed, but instead reabsorbed into the body. This typically lasts 10-14 days.
Stage 4
A hormonal change causes a period of quiescence. This can last anywhere in the range of 200-300 days.
This cycle stops if they become pregnant (typically during stage 2). After pregnancy, they'll start at stage four.
Smallest Possible | Average | Largest Possible
At top of head - without horns/antlers
8'6" | 9'-9'6" | 10'
Average for Smallest | Average | Average for Largest
300-350lbs | 340-430lbs | 420-480lbs
Smallest Possible | Average | Largest Possible
At top of head - without horns/antlers
7' | 7'6"-8' | 8'6"
Average for Smallest | Average | Average for Largest
200-240lbs | 230-310lbs | 300-350lbs
Smallest Possible | Average | Largest Possible
At top of head - without horns/antlers
6' | 6'6"-7' | 7'6"
Average for Smallest | Average | Average for Largest
140-180lbs | 170-240lbs | 230-270lbs
Smallest Possible | Average | Largest Possible
At top of head - without horns/antlers
5'6" | 6'-6'6" | 7'
Average for Smallest | Average | Average for Largest
120-150lbs | 140-210lbs | 200-240lbs
Smallest Possible | Average | Largest Possible
At top of head - without horns/antlers
4'6" | 5'-5'6" | 6'
Average for Smallest | Average | Average for Largest
80-110lbs | 100-150lbs | 140-180lbs
Smallest Possible | Average | Largest Possible
At top of head - without horns/antlers
4' | 4'6"-5' | 5'6"
Average for Smallest | Average | Average for Largest
70-100lbs | 80-130lbs | 120-150lbs
Full height chart.
Rank specific charts + a better quality version of this chart are available in the Google Drive folder for Esserfae's references.
Solid lines are the average range. Tinted lines are possible ranges for the smallest and largest possible sizes.
Normal
Pale red/orange/yellow/pink to dark browns bordering on black (HEX #000000). Cream, pale, tan, olive, brown, black, if it's a possible skin color for humans, it's possible for them too.
Albinism
Pale red/orange/yellow/pink, often bordering on white (HEX #FFFFFF).
Melanism
Dark browns bordering on black (HEX #000000).
Leucism
Pale red/orange/yellow/pink and lighter tans.
Partial Leucism/Vitiligo
Pale red/orange/yellow/pink to dark browns bordering on black (HEX #000000). Cream, pale, tan, olive, brown, black, if it's a possible skin color for humans, it's possible for them too. Patches of a lighter color.
Erythrism
Pale red/orange/yellow/pink to dark browns bordering on black (HEX #000000). Cream, pale, tan, olive, brown, black, if it's a possible skin color for humans, it's possible for them too.
Tip: to figure this out, I typically take the skin color and do layers of black or white, orange/yellow/green, and their blood color over it in various orders, opacities, and blending modes. With some experimenting I'm usually able to find something I like.
Normal
A darker or lighter shade of their skin color with a more orange, yellow, or green tinge to it.
Albinism
A slightly darker shade of their skin color with a more orange, yellow, or green tinge to it.
Melanism
A darker shade of their skin color with a more orange, yellow, or green tinge to it.
Leucism
A slightly darker shade of their skin color with a more orange, yellow, or green tinge to it.
Partial Leucism/Vitiligo
A darker or lighter shade of their skin color with a more orange, yellow, or green tinge to it. Patches of a lighter color.
Erythrism
A darker or lighter shade of their skin color with a more red or orange tinge to it.
Normal
Whatever colors are possible for the plants growing on their body.
Albinism
White (HEX #FFFFFF) and really light/pale yellows and greens.
Melanism
Really dark versions of whatever colors are possible for the plants growing on their body.
Leucism
Light/pale versions of whatever colors are possible for the plants growing on their body.
Partial Leucism/Vitiligo
Whatever colors are possible for the plants growing on their body. Patches of a lighter color.
Erythrism
Reds, oranges, yellows, and pinks.
Can be dyed any color.
Normal
Blondes, browns, reds/oranges, white, greys, black, and metallics (silver, copper, brass, gold, etc.). Can be slightly tinted with other colors (often red, orange, and purple).
Albinism
White. Can have a slight metallic sheen.
Melanism
Black. Can have a slight metallic sheen.
Leucism
Pale silvers and pale blondes. Can have a slight metallic sheen.
Partial Leucism/Vitiligo
Blondes, browns, reds/oranges, white, greys, black, and metallics (silver, copper, brass, gold, etc.). Can be slightly tinted with other colors (often red, orange, and purple). Patches of a lighter color.
Erythrism
Red and orange. Can have a slight metallic sheen.
Complete heterochromia, sectorial heterochromia, and central heterochromia are all possible, as long as the colors stay within what is determined as possible by their traits (ex. #67477D base with #9F87AF patches).
Normal
Determined by their traits.
Albinism
Determined by their traits. Really light/pale shades of the color.
Melanism
Determined by their traits. Really dark shades of the color.
Leucism
Determined by their traits.
Partial Leucism/Vitiligo
Determined by their traits.
Erythrism
Determined by their traits.
Normal
Determined by their traits.
Albinism
Determined by their traits.
Melanism
Determined by their traits.
Leucism
Determined by their traits.
Partial Leucism/Vitiligo
Determined by their traits.
Erythrism
Determined by their traits.
Can be painted other colors.
Normal
Off-whites and various shades of brown.
Albinism
White (HEX #FFFFFF) and really light off-whites.
Melanism
Dark browns, often bordering on black (HEX #000000), and black.
Leucism
Off-whites and light/pale browns.
Partial Leucism/Vitiligo
Off-whites and various shades of brown. Patches of a lighter color.
Erythrism
Off-whites and various shades of brown. Often have a red or orange tint.
Faint Stripes and Faint Spots
Any color as long as it is faint.
Space Freckles
Typically slightly darker or lighter than their skin, can be tinted black, white, or their blood color. Can be other colors.
Here's an example. The plant is polka dot plant/Hypoestes phyllostachya.
All esserfae must have one horn/antler trait, one breathing hole shape trait, one pupil shape trait, and the color of their eyes and blood must fit within the hues listed.
There are some traits that are shared by multiple ranks (ex. all ranks have the Eye breathing hole shape and Circle pupil shape, Soldiers and Scribes both have cyan eyes and blood). Ranks cannot be mixed (ex. an esserfae cannot have Roe Deer antlers and heart shaped pupils and breathing holes as that'd be mixing Craftsman and Scribe ranks).
High Council [HC] | Archdruid [AD] | Government Official [GO] | Druid [D]
Soldier [SO] | Scribe [SC] | Elder [E] | Caretaker [CT]
Merchant [M] | Craftsman [CM] | Farmer [F]
Horns/Antlers
Moose
East African Oryx
Breathing Hole Shapes
Eye
Decagon
6-Point Star/Hexagram
Pupil Shapes
Circle
Decagon
6-Point Star/Hexagram
Sassafras albidum Leaf
Eye & Blood Color
Pink (HSV - Hue: 300°-320°)
Horns/Antlers
Père David's Deer
Lesser/Greater Kudu
Breathing Hole Shapes
Eye
8-Point Star/Octagram
Pupil Shapes
Circle
8-Point Star/Octagram
Ginkgo biloba Leaf
Flower
Eye & Blood Color
Violet/Purple (HSV - Hue: 260°-280°)
Horns/Antlers
Persian Fallow Deer
Sable Antelope
Breathing Hole Shapes
Eye
Enneagon
5-Point Star/Pentagram
Pupil Shapes
Circle
Trefoil
Enneagon
5-Point Star/Pentagram
Eye & Blood Color
Red (HSV - Hue: 340°-360°)
Horns/Antlers
Elk
Giant Eland
Breathing Hole Shapes
Eye
7-Point Star/Septagram
Pupil Shapes
Circle
7-Point Star/Septagram
Danaus plexippus
Quercus alba Leaf
Eye & Blood Color
Violet/Purple (HSV - Hue: 260°-280°)
Horns/Antlers
Eld's Deer
Bighorn Sheep
African Buffalo
Breathing Hole Shapes
Eye
Diamond
Octagon
Pupil Shapes
Circle
Crescent
Diamond
Octagon
Eye & Blood Color
Cyan (HSV - Hue: 180°-200°)
Horns/Antlers
Pampas Deer
Four-Horned Antelope
Breathing Hole Shapes
Eye
Septagon
Heart
Pupil Shapes
Circle
Septagon
Heart
Cross
Eye & Blood Color
Cyan (HSV - Hue: 180°-200°)
Horns/Antlers
Sambar Deer
Impala
Breathing Hole Shapes
Eye
Teardrop
Pupil Shapes
Circle
Teardrop
Graphium weiskei
Aesculus glabra Leaves
Eye & Blood Color
Violet/Purple (HSV - Hue: 260°-280°)
Horns/Antlers
White-Tailed Deer
Dibatag
Breathing Hole Shapes
Eye
Uneven/Squiggle
Pupil Shapes
Circle
Uneven/Squiggle
Battus philenor
Acer rubrum Leaf
Eye & Blood Color
Violet/Purple (HSV - Hue: 260°-280°)
Horns/Antlers
Chital
Dama Gazelle
Breathing Hole Shapes
Eye
Triangle
Rectangle
Pupil Shapes
Circle
Semicircle
Triangle
Rectangle
Eye & Blood Color
Blue (HSV - Hue: 220°-240°)
Horns/Antlers
Roe Deer
Wild Yak
Klipspringer
Breathing Hole Shapes
Eye
Hexagon
4-Point Star
Pupil Shapes
Circle
Oval
Hexagon
4-Point Star
Eye & Blood Color
Blue (HSV - Hue: 220°-240°)
Horns/Antlers
Pronghorn
American Bison
Highland Cattle
Breathing Hole Shapes
Eye
Square
Pentagon
Pupil Shapes
Circle
Quatrefoil
Square
Pentagon
Eye & Blood Color
Blue (HSV - Hue: 220°-240°)
Art by Bluekittyhorse
Pupil shape and two eye trait examples.
For the pupil shapes, these are just examples. So long as it looks close to what the name describes (Square [F] looks like a square, Battus philenor [CT] looks like a Battus philenor silhouette, etc.).
Grove [G] | Sierra [S] | Boreal [B] | Austral [A] | Wildwood [W]
Non-Rarity [NR] | Common [C] | Uncommon [UC] | Rare [R] | Ultra Rare [UR] | Legendary [L]
Non-Rarity: everyone in this court has this
Common: this trait is common within the court
Uncommon: this trait is uncommon within the court
Rare: this trait is rare within the court
Ultra Rare: this trait is ultra rare within the court
Legendary: this trait is rarely seen and extremely rare within the court
Some traits will be shared by multiple courts.
For their breathing holes/vents, there must be the same amount unless they have "Different amount of Holes and Vents". For "Vents are connected to multiple Holes" they are required to also have "Different amount of Holes and Vents". "Holes and Vents are not connected" and "Vents are connected to multiple Holes" cannot be used together.
"Normal plant growth area placement" is the usual location for the thicker skin that is partially made of plant matter and that can grow plants. "Other plant growth area shape" is any alteration to that area. "Smaller plant growth area," "Larger plant growth area," "Less plant growth areas," and "More plant growth areas" must be combined with "Other plant growth area shape." "Smaller plant growth area" reduces the size of the area, but it typically stays on the same body parts. "Larger plant growth area" increases the size of the area, but it typically stays on the same body parts. "Less plant growth areas" removes patches of the plant growth areas from parts of their body. "More plant growth areas" adds patches of the plant growth areas to new parts of their body. "Smaller plant growth area" and "Larger plant growth area" cannot be used at the same time. "Less plant growth areas" and "More plant growth areas" cannot be used at the same time.
An esserfae cannot have both Faint Stripes and Faint Spots, it must be one or the other.
"Faint Spots" are like the markings of an ocelot or jaguar on most of their body. "Faint Stripes" are like the markings of a tiger or zebra on most of their body. "Space Freckles" are circle, star, and line shaped freckles that look like stars and constellations on their face, neck collar/chest, and/or joints (shoulders, hips, elbows, knees, etc.). Bioluminescence makes any part of an esserfae bioluminescent; it can also form patterns/markings.
Hair
Plant Hair on Head [C]
Keratin Hair on Head [C]
Plants growing throughout Hair [UC]
Eyes
Black Pupil, Colored Iris, White Sclera [NR]
Breathing Holes & Vents
Required:
5 Holes on Collar/Chest [C]
5 Vents on Neck [C]
1-3 Holes on Collar/Chest [UC]
1-3 Vents on Neck [UC]
6-7 Holes on Collar/Chest [R]
6-7 Vents on Neck [R]
Other:
1-2 Sets of Holes on Abdomen [R]
1-2 Sets of Vents on Abdomen [R]
3-4 Sets of Holes on Abdomen [UR]
3-4 Sets of Vents on Abdomen [UR]
5 Sets of Holes on Abdomen [UR]
5 Sets of Vents on Abdomen [UR]
Holes and Vents are not connected [L]
Different amount of Holes and Vents [L]
Vents are connected to multiple Holes [L]
Skin
Normal plant growth area placement [C]
Other plant growth area shape [R]
Smaller plant growth area [R]
Larger plant growth area [R]
Less plant growth areas [R]
More plant growth areas [R]
Plants - Vines
Camperdown Elm [C]
Young's Weeping Birch [C]
Weeping Beech [C]
Weeping Katsura [C]
Common Ivy [C]
Baby’s Tears [C]
Heartleaf philodendron [C]
Trumpet Vine [C]
Black-eyed Susan Vine [C]
Chocolate Vine [C]
Plants - Other
None
Limbs
2 Sets of Ears [R]
Leaves behind Ears [UC]
3-5 Eyes [R]
Markings
None
Pigmentation
Normal [C]
Albinism [UR]
Melanism [UR]
Leucism [R]
Partial Leucism/Vitiligo [R]
Erythrism [R]
Hair
Keratin Hair on Head [NR]
Plants growing throughout Hair [UC]
Eyes
Black Pupil, Colored Iris, Colored Sclera [NR]
Breathing Holes & Vents
Required:
5 Holes on Collar/Chest [C]
5 Vents on Neck [C]
1-3 Holes on Collar/Chest [UC]
1-3 Vents on Neck [UC]
6-7 Holes on Collar/Chest [R]
6-7 Vents on Neck [R]
Other:
1-2 Sets of Holes on Abdomen [R]
1-2 Sets of Vents on Abdomen [R]
3-4 Sets of Holes on Abdomen [UR]
3-4 Sets of Vents on Abdomen [UR]
5 Sets of Holes on Abdomen [UR]
5 Sets of Vents on Abdomen [UR]
Holes and Vents are not connected [L]
Different amount of Holes and Vents [L]
Vents are connected to multiple Holes [L]
Skin
Normal plant growth area placement [C]
Other plant growth area shape [R]
Smaller plant growth area [R]
Larger plant growth area [UR]
Less plant growth areas [R]
More plant growth areas [UR]
Fur on thin skin [UC]
Plants - Vines
Weeping/Inversa Norway Spruce [C]
Weeping Alaskan Cedar [C]
Nookta Cypress [C]
Weeping White Pine [C]
Weeping Juniper [C]
Creeping Fig [C]
Japanese Ivy [C]
Silver Inch Plant [C]
Clematis [C]
Cup and Saucer Vine [C]
Bleeding-Heart Vine [C]
Plants - Other
None
Limbs
Smaller, Shorter Ears [C]
Larger Hands and Feet [UC]
3rd Eyelid [C]
Markings
None
Pigmentation
Normal [C]
Albinism [R]
Melanism [L]
Leucism [UC]
Partial Leucism/Vitiligo [UC]
Erythrism [R]
Hair
Plant Hair on Head [C]
Keratin Hair on Head [UC]
Plants growing throughout Hair [R]
Eyes
Black Pupil, Colored Iris, White Sclera [C]
Black Pupil, Colored Iris, Colored Sclera [UC]
Breathing Holes & Vents
Required:
5 Holes on Collar/Chest [C]
5 Vents on Neck [C]
1-3 Holes on Collar/Chest [UC]
1-3 Vents on Neck [UC]
6-7 Holes on Collar/Chest [R]
6-7 Vents on Neck [R]
Other:
1-2 Sets of Holes on Abdomen [R]
1-2 Sets of Vents on Abdomen [R]
3-4 Sets of Holes on Abdomen [UR]
3-4 Sets of Vents on Abdomen [UR]
5 Sets of Holes on Abdomen [UR]
5 Sets of Vents on Abdomen [UR]
Holes and Vents are not connected [L]
Different amount of Holes and Vents [L]
Vents are connected to multiple Holes [L]
Skin
Normal plant growth area placement [C]
Other plant growth area shape [R]
Smaller plant growth area [R]
Larger plant growth area [R]
Less plant growth areas [R]
More plant growth areas [R]
Fur on thin skin [UR]
Plants - Vines
Weeping Pagoda [C]
Weeping Redbud [C]
White Willow [C]
Weeping Blue Atlas Cedar [C]
Peperomia columella [C]
Vining Peperomia [C]
Satin pothos [C]
Aeschynanthus [C]
Purple passionflower [C]
Trailing Nasturtium [C]
Plants - Other
None
Limbs
2 Sets of Arms [R]
Longer Neck [R]
Pads on Hands [C]
Long, Thin Tail with Hook on End [C]
Markings
Faint Spots [UC]
Pigmentation
Normal [C]
Albinism [UR]
Melanism [UR]
Leucism [R]
Partial Leucism/Vitiligo [R]
Erythrism [R]
Hair
Plant Hair on Head [NR]
Eyes
Black Pupil, Colored Iris, White Sclera [NR]
Breathing Holes & Vents
Required:
5 Holes on Collar/Chest [C]
5 Vents on Neck [C]
1-3 Holes on Collar/Chest [UC]
1-3 Vents on Neck [UC]
6-7 Holes on Collar/Chest [R]
6-7 Vents on Neck [R]
Other:
1-2 Sets of Holes on Abdomen [R]
1-2 Sets of Vents on Abdomen [R]
3-4 Sets of Holes on Abdomen [UR]
3-4 Sets of Vents on Abdomen [UR]
5 Sets of Holes on Abdomen [UR]
5 Sets of Vents on Abdomen [UR]
Holes and Vents are not connected [L]
Different amount of Holes and Vents [L]
Vents are connected to multiple Holes [L]
Skin
Normal plant growth area placement [C]
Other plant growth area shape [R]
Smaller plant growth area [UR]
Larger plant growth area [R]
Less plant growth areas [UR]
More plant growth areas [R]
Plants - Vines
Weeping Golden Willow [C]
Weeping Japanese Larch [C]
Weeping Japanese Maple [C]
Weeping Bottlebrush [C]
String-of-Pearls [C]
Donkey Tail [C]
Watch Chain [C]
Fishbone Cactus [C]
Zanzibar Gem [C]
Trailing Jade [C]
Plants - Other
None
Limbs
Larger, Longer Ears [C]
Downturned Ears [UC]
Water Capsules in Body [L]
Markings
Faint Stripes [UC]
Pigmentation
Normal [C]
Albinism [UR]
Melanism [UR]
Leucism [R]
Partial Leucism/Vitiligo [R]
Erythrism [R]
Hair
Keratin Hair on Head [NR]
Plants growing throughout Hair [UC]
Eyes
Black Pupil, Colored Iris, White Sclera [C]
Black Pupil, Colored Iris, Colored Sclera [UC]
Breathing Holes & Vents
Required:
5 Holes on Collar/Chest [C]
5 Vents on Neck [C]
1-3 Holes on Collar/Chest [UC]
1-3 Vents on Neck [UC]
6-7 Holes on Collar/Chest [R]
6-7 Vents on Neck [R]
Other:
1-2 Sets of Holes on Abdomen [R]
1-2 Sets of Vents on Abdomen [R]
3-4 Sets of Holes on Abdomen [UR]
3-4 Sets of Vents on Abdomen [UR]
5 Sets of Holes on Abdomen [UR]
5 Sets of Vents on Abdomen [UR]
Holes and Vents are not connected [L]
Different amount of Holes and Vents [L]
Vents are connected to multiple Holes [L]
Skin
Normal plant growth area placement [C]
Other plant growth area shape [R]
Smaller plant growth area [R]
Larger plant growth area [R]
Less plant growth areas [R]
More plant growth areas [R]
Fur on thin skin [UR]
Plants - Vines
Weeping Cherry [C]
Weeping Willow [C]
Golden Curls Willow [C]
Weeping Crabapple [C]
Polka Dot Plant [C]
Ingrid Liz Ivy [C]
Wisteria [C]
Bougainvillea [C]
Morning Glory [C]
Star Jasmine [C]
Plants - Other
None
Limbs
Butterfly Wing-esque Fins behind Ears [R]
Petals behind Ears [R]
Butterfly Wing-esque Fins on Arms and Legs [UR]
Butterfly Wing-esque Fins on Back [L]
Long, Thin Tail [R]
Markings
Space Freckles [UC]
Bioluminescence [UC]
Pigmentation
Normal [C]
Albinism [R]
Melanism [UR]
Leucism [R]
Partial Leucism/Vitiligo [UC]
Erythrism [UC]
Art by Bluekittyhorse
Eye-related limb trait examples. One is 3-5 Eyes [G][R] and the other is 3rd Eyelid [S][C].
The example for 3rd Eyelid [S][C] shows the third eyelid partially covering (like it's moving) vs fully covering the eye. Sometimes the extra eyelid is visible, sometimes it isn't.
For the extra eyes, these are — again — just examples. The extra eyes don't have to be this exact amount, shape, or placement. If there's 3-5 eyes, and they're anywhere on the face near the usual two eyes, it's good.
Here's a few examples for breathing holes and vents.
Normal: Same amount of holes and vents. All holes and vents are connected.
Different amount of Holes and Vents: The amount of holes and vents are not the same. Some holes/vents are not connected to vent/hole due to the amounts not lining up (too many holes, or too many vents), the rest are connected.
Holes and Vents are not connected: All holes and vents are not connected to each other.
Vents are connected to multiple Holes: Multiple vents are connected the the same holes and/or vents branch off and connect to multiple holes. All holes and vents are connected.
Here's a few examples for plant growth areas.
Normal: Placement shown in general anatomy reference. Some minor variation, particularly around the shoulders and collar/chest, is allowed to fit different breathing hole shapes and amounts.
Other plant growth area shape: The base trait that allows all kinds of modifications to the plant growth areas. On it's own, it allows more variation in what plant growth areas look like (rough/wavy edges instead of smooth ones, harsh points everywhere, etc.), but it still covers roughly the same areas and amount of skin.
Other plant growth area shape + less plant growth areas: Removes patches of the plant growth area. It can remove just small sections, or it can remove the plant growth from entire body parts.
Other plant growth area shape + smaller plant growth area: Decreases the size of the entire plant growth area. Similar placement, but it covers less of their body.
Other plant growth area shape + larger plant growth area: Increases the size of the entire plant growth area. Similar placement, but it covers more of their body.
Other plant growth area shape + more plant growth areas: Adds new plant growth areas. Doesn't have to touch already existing plant growth areas.
Less plant growth areas vs smaller plant growth area: Smaller decreases the size of the entire plant growth area. Less removes patches of the plant growth area, but the rest stays the same as normal.
More plant growth areas vs larger plant growth area: Larger increases the size of the entire plant growth area. More adds new plant growth areas, often to places larger plant growth area can't reach, but the rest stays the same as normal.
During development, the plant growth area spreads out from along the spine, typically growing to cover what is known as the normal or standard placement. A smaller plant growth area is an underdeveloped plant growth area, while a larger plant growth area is an overdeveloped plant growth area. Less plant growth areas and more plant growth areas are genetic mutations.
How far the plant growth area will develop also depends on if they have hair made of keratin or plants. With keratin hair, the plant growth area stops near their scalp. With plant hair, it continues up the neck and head, covering their scalp.
The edges of plant growth areas are typically very smooth and rounded, with little to no points.
All esserfae must have at least some plant growth areas. An esserfae without plants will not survive.
Plants do not cover the entirety of the possible growth area. Often smaller sections (like the bit that curves up between some of the breathing holes) don't have any plants growing from them, and their feet don't grow plants (plant growth stops an inch or two above the wrist).
These show the extremes for plant growth areas, and the normal plant growth area for comparison.
"Less plant growth areas" isn't included as it can present in multiple ways (remove a patch from along their spine, remove the area on their shoulder, remove the area on their feet, etc.). As long as at least 2-3% of their skin is still covered in plant growth areas, it's allowed.
"More plant growth areas" does not have an example on it's own as it can present in multiple ways. It can be attached to another plant growth area, or on it's own. As long as it stays within the maximum coverage set by diagram 4, it's okay.
The patch shown in diagram 2 is the minimum requirement if just "Smaller plant growth area" is used. "Less plant growth areas" can cause a different placement, as long as at least 2-3% of their skin is still covered. "Smaller plant growth area" and "Less plant growth areas" cannot be combined to go below the set minimum or remove all of their plant growth areas.
"Larger plant growth area" and "More plant growth areas" can be combined to increase how much of their body is covered.
Diagram 4 also shows the parts of the body that cannot be covered with plant growth areas (part of the chest, stomach, and head, their palms and fingers, and inside their ears).
Possible trait combinations:
Normal plant growth area placement
Other plant growth area shape
Other plant growth area shape + Smaller plant growth area
Other plant growth area shape + Larger plant growth area
Other plant growth area shape + Less plant growth areas
Other plant growth area shape + More plant growth areas
Other plant growth area shape + Smaller plant growth area + Less plant growth areas
Other plant growth area shape + Smaller plant growth area + More plant growth areas
Other plant growth area shape + Larger plant growth area + Less plant growth areas
Other plant growth area shape + Larger plant growth area + More plant growth areas
Hybrids of ranks/mixing ranks is not possible. All esserfae can only have 1 rank.
Hybrids of courts/mixing courts is possible.
All hybrids are required to have at least 1 plant (vines) trait from all courts they're a hybrid of. For example, a Boreal-Austral Hybrid could have Weeping Redbud [C][B] and Weeping Golden Willow [C][A].
Hybrids of esserfae and other species are possible.
This is a rough system used to figure out sex, court, rank, and traits.
There are two ways to do this: Canon Distribution and Skewed Distribution. Canon Distribution uses the percentages assigned in cannon, Skewed Distribution decreases the amount of estiavins/intersex esserfae.
24.73% of the population is estceix, 27.35% of the population is estlaer, 23.94% of the population is estaith, and 23.98% of the population is estiavin.
Steps
Decide what order you’re going to put estceix, estlaer, estaith, and estiavin in.
Use the amounts given for each to figure out the ranges you’ll be using.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is the sex of the character.
Amounts
25 for estceix
27 for estlaer
24 for estaith
24 for estiavin
100 in total
Example
I’ve decided on what order I want for the sexes. I’m using:
Estiavin
Estaith
Estceix
Estlaer
I’m going to use the amounts given to find the ranges.
The first sex on my list is estiavin, and the amount for estiavin is 24. My first range will be 1-24.
The second sex on my list is estaith, and the amount for estaith is 24. The low end of my second range will be one above the first range’s highest number. I’m going to add the amounts for estiavin and estaith to find the high end of my second range. My second range will be 25-48.
24+1=25
24+24=48
The third sex on my list is estceix, and the amount for estceix is 25. The low end of my third range will be one above the second range’s highest number. I’m going to add the amounts for estiavin, estaith, and estceix to find the high end of my third range. My third range will be 49-73.
48+1=49
24+24+25=73
The fourth sex on my list is estlaer, and the amount for estlaer is 27. The low end of my fourth range will be one above the third range’s highest number. The total number for all the amounts when you add them together is 100, so 100 will be the high end of my fourth range. My fourth range will be 74-100.
73+1=74
24+24+25+27=100
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 88.
88 falls into the range 74-100. 74-100 is for estlaer, so my character will be an estlaer.
This deviates from what is canon to skew results in favor of estceix, estlaer, and estaith.
Steps
Decide what order you’re going to put estceix, estlaer, estaith, and estiavin in.
Use the amounts given for each to figure out the ranges you’ll be using.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is the sex of the character.
Amounts
32 for estceix
33 for estlaer
30 for estaith
5 for estiavin
100 in total
Example
I’ve decided on what order I want for the sexes. I’m using:
Estiavin
Estaith
Estceix
Estlaer
I’m going to use the amounts given to find the ranges.
The first sex on my list is estiavin, and the amount for estiavin is 5. My first range will be 1-5.
The second sex on my list is estaith, and the amount for estaith is 30. The low end of my second range will be one above the first range’s highest number. I’m going to add the amounts for estiavin and estaith to find the high end of my second range. My second range will be 6-35.
5+1=6
5+30=35
The third sex on my list is estceix, and the amount for estceix is 32. The low end of my third range will be one above the second range’s highest number. I’m going to add the amounts for estiavin, estaith, and estceix to find the high end of my third range. My third range will be 36-67.
35+1=36
5+30+32=67
The fourth sex on my list is estlaer, and the amount for estlaer is 33. The low end of my fourth range will be one above the third range’s highest number. The total number for all the amounts when you add them together is 100, so 100 will be the high end of my fourth range. My fourth range will be 68-100.
67+1=68
5+30+32+33=100
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 37.
37 falls into the range 36-67. 36-67 is for estceix, so my character will be an estceix.
If all parents are from one court, their children will be from that Court. If not, then you’ll need to figure out what court they’ll be in. There are two ways to do this: Pure Court and Hybrid Courts. Pure Court is to determine one court they get all their traits from, Hybrid Courts is for if you want the chance for a hybrid between courts.
Parent 1 (Estceix): Genetic material is taken from this parent.
Parent 2 (Estlaer): Genetic material is taken from this parent.
Parent 3 (Estaith): Genetic material is not taken from this parent.
Find the court of Parents 1 and 2.
Each court has a slightly different chance of passing off their traits. Find the combination under “Court Chances” and decide which list to use.
Set up a random number generator for 1 to the total number for the combination (90, 100, 110, or 120).
Run it.
Find where the number you got is in your ranges. This is the court of the character.
Court Chances
The Grove Court: 60
The Sierra Court: 60
The Boreal Court: 50
The Austral Court: 50
The Wildwood Court: 40
Combinations and Lists:
Grove + Sierra | 60+60=120
1-60 Grove, 61-120 Sierra
1-60 Sierra, 61-120 Grove
Grove + Boreal | 60+50=110
1-60 Grove, 61-110 Boreal
1-50 Boreal, 51-110 Grove
Grove + Austral | 60+50=110
1-60 Grove, 61-110 Austral
1-50 Austral, 51-110 Grove
Grove + Wildwood | 60+40=100
1-60 Grove, 61-100 Wildwood
1-40 Wildwood, 41-100 Grove
Sierra + Boreal | 60+50=110
1-60 Grove, 61-110 Boreal
1-50 Boreal, 51-110 Grove
Sierra + Austral | 60+50=110
1-60 Grove, 61-110 Austral
1-50 Austral, 51-110 Grove
Sierra + Wildwood | 60+40=100
1-60 Sierra, 61-100 Wildwood
1-40 Wildwood, 41-100 Sierra
Boreal + Austral | 50+50=100
1-50 Boreal, 51-110 Austral
1-50 Austral, 51-110 Boreal
Boreal + Wildwood | 50+40=90
1-50 Boreal, 51-90 Wildwood
1-40 Wildwood, 41-90 Boreal
Austral + Wildwood | 50+40=90
1-50 Austral, 51-90 Wildwood
1-40 Wildwood, 41-90 Austral
Example
Parent 1 is part of The Grove Court and Parent 2 is part of The Austral Court.
My combination is Grove + Austral, the list I’m using is 1-50 Austral, 51-110 Grove.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 110.
I clicked the generate button, and the number I got is 63.
63 falls into the range 51-110. 36-67 is for Grove, so my character will be in The Grove Court.
Find the court of Parents 1 and 2.
Each court has a slightly different chance of passing off their traits. Find the combination under “Court Chances” and decide which list to use.
Set up a random number generator for 1 to the total number for the combination (90, 100, 110, or 120).
Run it.
Find where the number you got is in your ranges. This is the court of the character.
Court Chances
The Grove Court: 60
The Sierra Court: 60
The Boreal Court: 50
The Austral Court: 50
The Wildwood Court: 40
Combinations and Lists:
Grove + Sierra | 60+60+10=130
1-10 Hybrid, 11-70 Grove, 71-130 Sierra
1-60 Grove, 61-70 Hybrid, 71-130 Sierra
1-60 Grove, 61-120 Sierra, 121-130 Hybrid
1-10 Hybrid, 11-70 Sierra, 71-130 Grove
1-60 Sierra, 61-70 Hybrid, 71-120 Grove
1-60 Sierra, 61-120 Grove, 121-130 Hybrid
Grove + Boreal | 60+50+10=120
1-10 Hybrid, 11-70 Grove, 71-120 Boreal
1-60 Grove, 61-70 Hybrid, 71-120 Boreal
1-60 Grove, 61-110 Boreal, 111-120 Hybrid
1-10 Hybrid, 11-60 Boreal, 61-120 Grove
1-50 Boreal, 51-60 Hybrid, 61-120 Grove
1-50 Boreal, 51-110 Grove, 111-120 Hybrid
Grove + Austral | 60+50+10=120
1-10 Hybrid, 11-70 Grove, 71-120 Austral
1-60 Grove, 61-70 Hybrid, 71-120 Austral
1-60 Grove, 61-110 Austral, 111-120 Hybrid
1-10 Hybrid, 11-60 Austral, 61-120 Grove
1-50 Austral, 51-60 Hybrid, 61-120 Grove
1-50 Austral, 51-110 Grove, 111-120 Hybrid
Grove + Wildwood | 60+40+10=110
1-10 Hybrid, 11-70 Grove, 71-110 Wildwood
1-60 Grove, 61-70 Hybrid, 71-110 Wildwood
1-60 Grove, 61-100 Wildwood, 101-110 Hybrid
1-10 Hybrid, 11-50 Wildwood, 51-110 Grove
1-40 Wildwood, 41-50 Hybrid, 51-110 Grove
1-40 Wildwood, 41-100 Grove, 101-110 Hybrid
Sierra + Boreal | 60+50+10=120
1-10 Hybrid, 11-70 Sierra, 71-120 Boreal
1-60 Sierra, 61-70 Hybrid, 71-120 Boreal
1-60 Sierra, 61-110 Boreal, 111-120 Hybrid
1-10 Hybrid, 11-60 Boreal, 61-120 Sierra
1-50 Boreal, 51-60 Hybrid, 61-120 Sierra
1-50 Boreal, 51-110 Sierra, 111-120 Hybrid
Sierra + Austral | 60+50+10=120
1-10 Hybrid, 11-70 Sierra, 71-120 Austral
1-60 Sierra, 61-70 Hybrid, 71-120 Austral
1-60 Sierra, 61-110 Austral, 111-120 Hybrid
1-10 Hybrid, 11-60 Austral, 61-120 Sierra
1-50 Austral, 51-60 Hybrid, 61-120 Sierra
1-50 Austral, 51-110 Sierra, 111-120 Hybrid
Sierra + Wildwood | 60+40+10=110
1-10 Hybrid, 11-70 Sierra, 71-110 Wildwood
1-60 Sierra, 61-70 Hybrid, 71-110 Wildwood
1-60 Sierra, 61-100 Wildwood, 101-110 Hybrid
1-10 Hybrid, 11-50 Wildwood, 51-110 Sierra
1-40 Wildwood, 41-50 Hybrid, 51-110 Sierra
1-40 Wildwood, 41-100 Sierra, 101-110 Hybrid
Boreal + Austral | 50+50+10=110
1-10 Hybrid, 11-60 Boreal, 61-110 Austral
1-50 Boreal, 51-60 Hybrid, 61-110 Austral
1-50 Boreal, 51-100 Austral, 101-110 Hybrid
1-10 Hybrid, 11-60 Austral, 61-110 Boreal
1-50 Austral, 51-60 Hybrid, 61-110 Boreal
1-50 Austral, 51-110 Boreal, 101-110 Hybrid
Boreal + Wildwood | 50+40+10=100
1-10 Hybrid, 11-60 Boreal, 61-100 Wildwood
1-50 Boreal, 51-60 Hybrid, 61-100 Wildwood
1-50 Boreal, 51-90 Wildwood, Hybrid
1-10 Hybrid, 11-50 Wildwood, 51-90 Boreal
1-40 Wildwood, 41-50 Hybrid, 51-90 Boreal
1-40 Wildwood, 41-90 Boreal, 91-100 Hybrid
Austral + Wildwood | 50+40+10=100
1-10 Hybrid, 11-60 Austral, 61-100 Wildwood
1-50 Austral, 51-60 Hybrid, 61-100 Wildwood
1-50 Austral, 51-90 Wildwood, 91-100 Hybrid
1-10 Hybrid, 11-50 Wildwood, 51-90 Austral
1-40 Wildwood, 41-50 Hybrid, 51-90 Austral
1-40 Wildwood, 41-90 Austral, 91-100 Hybrid
Example
Parent 1 is part of The Grove Court and Parent 2 is part of The Austral Court.
My combination is Grove + Austral, the list I’m using is 1-50 Austral, 51-60 Hybrid, 61-120 Grove.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 120.
I clicked the generate button, and the number I got is 39.
39 falls into the range 1-50. 1-50 is for Austral, so my character will be in The Austral Court.
There’s two ways to do this, depending on what ranks the parents are.
Parent 1 (Estceix): Genetic material is taken from this parent.
Parent 2 (Estlaer): Genetic material is taken from this parent.
Parent 3 (Estaith): Genetic material is not taken from this parent.
If Parent 1 and Parent 2 are the same rank, you’ll need to figure out what traits they’ll get.
Steps
List out both Parent 1 and Parent 2’s traits side by side.
If their horns/antlers are the same, the child will have that horn/antler trait. If not, follow this process:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their horn/antler trait.
If the shape of their breathing holes is the same, the child will have the trait for that breathing hole shape. If not, follow this process:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their breathing hole shape trait.
If the shape of their pupils is the same, the child will have the trait for that pupil shape. If not, follow this process:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their pupil shape trait.
Eye and blood color is the same.
Example
Both parents are Farmers. Parent 1 has Pronghorn Horns/Antlers [F], while Parent 2 has Highland Cattle Horns/Antlers [F]. Both parents have Eye Breathing Holes [F]. Parent 1 has Circle Pupils [F], while Parent 2 has Quatrefoil Pupils [F]. Both parents have Blue (HSV - Hue: 220°-240°) [F] for their eye/blood color.
The parents have different horn/antler traits, so I have to follow this process:
I’m going in the order Pronghorn + Highland Cattle, and the ranges 1-50 Pronghorn, 51-100 Highland Cattle.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 15.
15 falls into the range 1-50. 1-50 is for Pronghorn, so the child will have the trait Pronghorn Horns/Antlers [F].
They have the same breathing hole shape, so the child will have the trait Eye Breathing Holes [F].
The parents have different pupil shape traits, so I have to follow this process:
I’m going in the order Circle + Quatrefoil, and the ranges 1-50 Circle, 51-100 Quatrefoil.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 84.
84 falls into the range 51-100. 51-100 is for Quatrefoil, so the child will have the trait Quatrefoil Pupils [F].
Eye and blood color is the same, so they’ll have Blue (HSV - Hue: 220°-240°) [F].
If Parent 1 and Parent 2 are different ranks, you’ll need to figure out what rank they’ll be. Their traits will be the same as the parent who shares the same rank.
Steps
Find the rank of Parents 1 and 2.
Each rank has a different chance of passing on to future generations. Find the numbers under “Rank Chances” and add them.
Establish the order and range.
Set up a random number generator for 1 to the total number (10, 25, 40, 45, 60, 65, 80, 100, 130, or 140).
Run it.
Find where the number you got is in your ranges. This is the rank of the character and their traits.
Rank Chances
High Council: 5
Archdruid: 5
Government Officials: 20
Druids: 20
Soldiers: 40
Scribes: 40
Elders: 40
Caretakers: 60
Merchants: 70
Craftsmen: 70
Farmers: 70
Example
Parent 1 is a Soldier and Parent 2 is a Caretaker.
The number for Soldiers is 40 and the number for Caretakers is 60. It is 100 in total.
I’m going in the order Caretaker + Soldier so my range will be 1-60 Caretaker, 61-100 Soldier.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 46.
46 falls into the range 1-60. 1-60 is for Caretaker, so my character will be a Caretaker. They will have all the same traits as Parent 2.
Parent 1 (Estceix): Genetic material is taken from this parent.
Parent 2 (Estlaer): Genetic material is taken from this parent.
Parent 3 (Estaith): Genetic material is not taken from this parent.
Split all of their traits up by category
If their hair is the same, the child will have that hair trait. If not, follow this process:
Decide the order for the ranges. Each option will have a value of 50.
50 for Keratin, 50 for Plant.
If a parent has plants growing throughout hair, this only has a chance of passing on if the child has Keratin hair. 50 for no plants growing throughout Hair, 50 for plants growing throughout hair.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their hair trait.
If their eyes are the same, the child will have that eye trait. If not, follow this process:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their eye trait.
If their breathing holes and slits/vents are the same, the child will have those breathing holes and slits/vent traits. If not, follow this process:
Start with the amount of breathing holes on their collar/chest. Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is one of their breathing holes and slits/vent traits.
If they don’t have “Different amount of Holes and Slits/Vents,” then they automatically get the corresponding slits/vents trait. If they do have “Different amount of Holes and Slits/Vents,” then follow this process:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is one of their breathing holes and slits/vent traits.
If one parent has breathing holes and slits/vents on their abdomen, follow this process:
No has a value of 75 and yes has a value of 25. Decide the order for the ranges.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is if they do or don’t have breathing holes and slits/vents on their abdomen.
If both Parent 1 and 2 have breathing holes and slits/vents on their abdomen, follow this process:
Repeat 4.1-4.5
If one parent has “Holes and Slits/Vents are not connected,” follow this process:
No has a value of 75 and yes has a value of 25. Decide the order for the ranges.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is if they do or don’t have connected breathing holes.
If both Parent 1 and 2 have “Holes and Slits/Vents are not connected,” they automatically get the trait.
If their skin is the same, the child will have that skin trait. If not, follow this process:
If deciding if they have normal or other plant growth areas:
Normal plant growth area placement has a value of 75, other plant growth area shape has a value of 25. Decide the order for the ranges.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their skin trait.
If deciding what other plant growth area shape they have:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100 or 1-150.
Run it.
Find where the number you got is in your ranges. This is one of their skin traits.
Process for plant traits is in its own section below since it is impacted if they are a hybrid.
If they have any limb traits, follow this process:
If they have the same limb trait, they automatically get that trait.
If they have different limb traits, follow this process:
If the trait is common, it has a 50/50 chance (50 for yes, 50 for no). If the trait is uncommon, it has a 40/60 chance (40 for yes, 60 for no). If the trait is rare, it has a 30/70 chance (30 for yes, 70 for no). If the trait is ultra rare, it has a 20/80 chance (20 for yes, 80 for no). If the trait is legendary, it has a 10/90 chance (10 for yes, 90 for no).
Decide the order for the ranges.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is one of their limb traits.
Repeat for each limb trait.
If they have any marking traits, follow this process:
If they have the same marking trait, they automatically get that trait.
If they have different marking traits, follow this process:
Decide the order for the ranges. Each option (yes and no) will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is one of their marking traits.
Repeat for each marking trait.
If they end up with both Faint Spots and Faint Stripes, decide which one they’re going to have. Esserfae cannot have both Faint Spots and Faint Stripes.
If their pigmentation is the same, the child will have that pigmentation trait. If not, follow this process:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1-100.
Run it.
Find where the number you got is in your ranges. This is their pigmentation trait.
Example
Parent 1 will have these traits:
Keratin Hair on Head [C][G]
Plants growing throughout Hair [UC][G]
Black Pupil, Colored Iris, White Sclera [NR][G]
5 Holes on Collar/Chest [C][G]
5 Slits/Vents on Neck [C][G]
Normal plant growth area placement [C][G]
Baby’s Tears [C][G]
Leaves behind Ears [UC][G]
Normal Pigmentation [C][G]
Parent 2 will have these traits:
Keratin Hair on Head [C][G][G]
Black Pupil, Colored Iris, White Sclera [NR][G]
1-3 Holes on Collar/Chest [UC][G]
1-3 Slits/Vents on Neck [UC][G]
1-2 Sets of Holes on Abdomen [R][G]
1-2 Sets of Slits/Vents on Abdomen [R][G]
Holes and Slits/Vents are not connected [L][G]
Normal plant growth area placement [C][G]
Weeping Katsura [C][G]
3-5 Eyes [R][G]
Erythrism [R][G]
The parents both have Keratin Hair on Head [C][G], but only Parent 1 has Plants growing throughout Hair [UC][G], so I have to follow this process:
I’m going in the order 1-50 for no, 51-100 for yes.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 57.
57 falls into the range 51-100. 51-100 is for yes, so the child will have the trait Plants growing throughout Hair [UC][G].
They have the same eyes, so the child will have the trait Black Pupil, Colored Iris, White Sclera [NR][G].
The parents have different breathing hole and slit/vent traits, so I have to follow this process:
I’m starting with the number of holes in their collar/chest and going in the order 1-50 for 1-3 holes and 51-100 for 5 holes.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 21.
21 falls into the range 1-50. 1-50 is for 1-3 holes, so the child will have the trait 1-3 Holes on Collar/Chest [UC][G].
Neither parent has the trait Different amount of Holes and Slits/Vents [L], so the child will automatically get 1-3 Slits/Vents on Neck [UC][G].
Parent 2 has breathing holes and slits/vents on their abdomen, while Parent 1 doesn’t, so I need to figure out if the child will or won’t have breathing holes and slits/vents on their abdomen too.
I’m going in the order 1-25 for yes and 26-100 for no.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 62.
62 falls into the range 26-100. 26-100 is for no, so the child will not have any breathing holes and slits/vents on their abdomen.
Parent 2 has Holes and Slits/Vents are not connected [L][G], while Parent 1 doesn’t, so I need to figure out if the child will or won’t have Holes and Slits/Vents are not connected [L][G].
I’m going in the order 1-75 for no and 76-100 for yes.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 93.
93 falls into the range 76-100. 76-100 is for yes, so the child will have Holes and Slits/Vents are not connected [L][G].
They have the same skin, so the child will have the trait Normal plant growth area placement [C][G].
Plants are handled below.
Both parents have limb traits, so I have to follow this process:
Parent 1 has Leaves behind Ears [UC][G], while Parent 2 has 3-5 Eyes [R][G]. We’ll figure out if the child will get these one at a time.
Leaves behind Ears [UC][G] is Uncommon, so it has a 40% chance of passing on. I’m going in the order 1-40 for yes and 41-100 for no.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 85.
85 falls into the range 41-100. 41-100 is for yes, so the child will have Leaves behind Ears [UC][G].
3-5 Eyes [R][G] is Rare, so it has a 30% chance of passing on. I’m going in the order 1-30 for yes and 31-100 for no.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 53.
53 falls into the range 31-100. 31-100 is for no, so the child will not have 3-5 Eyes [R][G].
Neither parents have markings, so the child will not have markings.
The parents have different pigmentation, so I have to follow this process:
I’m going in the order 1-50 for normal pigmentation, 51-100 for erythrism.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 9.
9 falls into the range 1-50. 1-50 is for normal pigmentation, so the child will have the trait Normal Pigmentation [C][G].
Same Court
List out Parent 1 and 2’s plants.
If any are the same, the child will have those plants.
If there are any remaining or there wasn’t any overlap to start with, follow this process:
Set up a random number generator for 1 to the total number of plants Parent 1 and 2 have remaining.
Run it.
This is the amount of additional plants the child will have.
For their additional plants:
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1 to the total for the options (ex. 100, 150, 200, 250, etc.).
Run it.
Find where the number you got is in your ranges. This is one of their plant traits.
If there are more plants to add:
Remove the already selected plant from the list and remove 50 from the total for the range.
Set up the random number generator again, with the new value.
Run it.
Find where the number you got is in your ranges. This is one of their plant traits.
Repeat 3.8.1-3.8.4 as needed.
Example:
Parent 1 is from The Sierra Court has these plants:
Silver Inch Plant [C][S]
Parent 2 is from The Sierra Court has these plants:
Weeping Juniper [C][G]
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 2.
I clicked the generate button, and the number I got is 1.
1 is how many plants the child will have.
I’m going in the order 1-50 for Silver Inch Plant [C][S], 51-100 for Weeping Juniper [C][S].
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 33.
33 falls into the range 1-50. 1-50 is for Silver Inch Plant [C][S], so the child will have the trait Silver Inch Plant [C][S].
Different Courts
List out Parent 1 and 2’s plants.
Set up a random number generator for 2 to the total number of plants Parent 1 and 2 have.
Run it.
This is the amount of plants the child will have.
Assign each of Parent 1 plants’ a number.
Set up a random number generator for 1 to the total number of plants Parent 1 has.
Run it.
This is the first plant trait the child will have.
Assign each of Parent 2 plants’ a number.
Set up a random number generator for 1 to the total number of plants Parent 2 has.
Run it.
This is the second plant trait the child will have.
If they do have additional plants:
Add all of Parent 1 and 2’s remaining plants.
Decide the order for the ranges. Each option will have a value of 50.
Set up a random number generator for 1 to the total for the options (ex. 100, 150, 200, 250, etc.).
Run it.
Find where the number you got is in your ranges. This is one of their plant traits.
If there are more plants to add:
Remove the already selected plant from the list and remove 50 from the total for the range.
Set up the random number generator again, with the new value.
Run it.
Find where the number you got is in your ranges. This is one of their plant traits.
Repeat 11.6.1-11.6.4 as needed.
Example:
Parent 1 is from The Boreal Court has these plants:
Weeping Redbud [C][B]
Vining Peperomia [C][B]
Parent 2 is from The Wildwood Court has these plants:
Weeping Crabapple [C][W]
Polka Dot Plant [C][W]
Star Jasmine [C][W]
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 2 and my Upper Limit is 5.
I clicked the generate button, and the number I got is 4.
4 is how many plants the child will have.
Weeping Redbud [C][B] is 1, Vining Peperomia [C][B] is 2.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 2.
I clicked the generate button, and the number I got is 1.
The child will have Weeping Redbud [C][B] as their first plant trait.
Weeping Crabapple [C][W] is 1, Polka Dot Plant [C][W] is 2, Star Jasmine [C][W] is 3.
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 3.
I clicked the generate button, and the number I got is 1.
The child will have Weeping Crabapple [C][W] as their second plant trait.
That is 2/4 plants. I need 2 more, and the remaining plants are:
Vining Peperomia [C][B]
Polka Dot Plant [C][W]
Star Jasmine [C][W]
I’m going in the order 1-50 for Vining Peperomia [C][B], 51-100 for Polka Dot Plant [C][W], and 101-150 for Star Jasmine [C][W].
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 150.
I clicked the generate button, and the number I got is 124.
124 falls into the range 101-150. 101-150 is for Star Jasmine [C][W], so the child will have the trait Star Jasmine [C][W].
That is 3/4 plants. I need 1 more, and the remaining plants are:
Vining Peperomia [C][B]
Polka Dot Plant [C][W]
I’m using https://www.calculator.net/random-number-generator.html for my random number generator. My Lower Limit is 1 and my Upper Limit is 100.
I clicked the generate button, and the number I got is 19.
19 falls into the range 1-50. 1-50 is for Vining Peperomia [C][B], so the child will have the trait Vining Peperomia [C][B].
The child will have these plants:
Weeping Redbud [C][B]
Weeping Crabapple [C][W]
Star Jasmine [C][W]
Vining Peperomia [C][B]
Here's some examples of esserfaere