Traits

Dancer

Category: Display

Dancer allows you to add the markings and colors of any bird to your dragon. It will take up 100% of the dragon’s body and override all other display traits or color modifier traits. It may only take inspiration from a single species, which must be listed in Design Notes. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

Texture Rules

The marking has no edge, therefore it has no texture.

Color Rules

This marking will only display the colors of the bird species it imitates.

Layering Rules

This overrides all other display traits. If your dragon has a mutation, the mutation will override it.

Effect on Modifiers & Physical Traits
It may affect modifiers, skin, nails, ears, and similar things where it touches. These may be colored either to match adjacent colors/markings or to imitate the bird species’s features. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included. Light effect modifiers, such as shimmer, iridescence, gilded, and so on may show through the marking. These traits still follow their regular rules and would either attach to Dancer as a whole or affect a single marking beneath it.

You may choose not to use Dancer on traits that are not part of the main body, though if wings are present, at least one side of the wings will be covered. Examples of optional areas include fins, horns, spines, and armor. Regular markings may appear in places unaffected by Dancer.

Charged Dancer

Charged Dancer allows you to use it as a base coat and display the other traits on top.

 

Starry

Category: Display

Starry creates star shapes on the body of your dragon. They may have any number of points, so long as the points are clear. There is a minimum of four points. The shape may also be smaller dots, similar to a starry sky, as long as they do not overlap or resemble spots. When smaller dots are used, they should be fairly random, rather than dotted lines. Starry is a hard-edged marking and will not appear to glow or shimmer beyond its usual shape.

Texture Rules

Starry is a hard marking. It will not be blurry or glow.

Color Rules

You may use any or all of the following colors, in any amount and mixture, so long as each individual star is one color: White, Cyan, Red-orange, Yellow, Black, and any color from the dragon's Elemental colors. They must be visible against the base.

Layering Rules

It is a Top Layer marking, so it will always appear on top of all other markings.

Effects on Modifiers and Physical Traits

It may affect modifiers, skin, nails, ears, and similar things.

Charged Starry

Charged Starry allows for lines between the constellations. Lines should be straight and all one color.

 

Stitched

Category: Display

Creates stitched patterns on top of the dragon.

Color Rules

Stitched can be any color.

Layering Rules

Stitched is a variable pigment trait. This means it can be on top of most other markings or layered like a normal mark.

Shape

You may choose to use unconventional stitches (cross stitches, zigzag, blanket, tack, back stitch, etc.), as long as it clearly has the appearance of something sewn together.  Stitched should not be overly long or short. You can see two extremes below.

stitch2.png

Effect on Modifiers & Physical Traits

Stitched may appear on any modifiers and physical traits unless covered by other Display traits.

Charged Stitched

The 'thread' of the string may be any two colors. These may be alternating, a gradient, or mixed and matched.

 

Nebula

Category: Display

Creates a large marking with a solid, soft, or textured edge. It will never have a fully blended edge. The inside has two colors–in any pattern–with soft blending. These can be any colors except black or white. You may add dots within of the corresponding colors, but these dots should not be white, shimmer, or resemble stars. It may cover 75% of the dragon. You may layer this as you please, or you may use it like a Top Layer Marking.

Here is the minimum and maximum coverage for Nebula, as well as examples for the inner coloring:

Texture and Shape Rules

It may have a solid, soft, or textured edge. It will never have a fully blended edge. It will create random shapes and not be overly spotted on the edge. Here are some examples of what NOT to do. The left has a single color, has too much spotting on the wing area, and has inorganic shapes on the neck region. The right has large holes, striped shaping, white sparkles, and too many colors.

 

 

Color Rules

The inside has two colors–in any pattern–with soft blending. These can be any colors except black or white. You may add dots within of the corresponding colors, but these dots should not be white, shimmer, or resemble stars.The two colors will not be a gradient; Instead, they will form soft clouds within the marking. Note that the edges should still be hard. If you choose similar colors (such as the right example above), they should still be different enough that the cloud pattern is easily visible.

Layering Rules

You may choose whether this is a Top Layer Marking or a marking with regular layering.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Nebula

Charged nebula can cover the whole body. It may have any number of colors, as long as it’s more than one. It may have sharp shapes and white stars on the inside, as long as it resembles an actual nebula.

 

Veil

Category: Display

Veil is a marking that covers the whole body; You can erase soft holes into it, but it should generally stick to creases or folds/accent musculature if possible. It can be any color. It will always have soft edges. Veil may be layered in any order. In the example below, Veil is black, and the base of the dragon is red. You can see the rest of the dragon's marks through the holes in Veil. It may optionally be used as a light effect where light does not reflect off of the scales.

veil2.png

Color Rules

Veil may be any color. It can also be a gradient between a dark and desaturated color and any other color.

Layering Rules

Veil hides any marking it covers. Displaying even cover and pigment traits on top is optional. It can show on top of most things as a light effect. Any area without Veil or with holes in Veil will still show markings as usual. If Veil covers the entire dragon, then all other marks are optional (with the exception of Pollen). Light effects optionally still show through Veil.

Shape

Veil may cover the whole dragon or simply be in a few creases. As long as the edge is soft and 'scarce' areas are closest to creases, it can be any shape.

veil1.png

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things.

Interactions

  • Displaying any mark over Veil is optional--with one exception.
  • Pollen - Will always display on top of Veil. However, the color of Pollen may be slightly altered to match Veil where it touches.

Charged Veil

Charged Veil may use a gradient between any three colors.

 

Tipped

Category: Display

Tipped may color the end of a dragon’s modifiers or limbs in any color within elemental rules. It should not make barred or striped patterns. There should be no holes in the marking. You may simply color the tips of fingers and limbs, create sock-like markings on your dragon, or do both. The marking will radiate from extremities. On limbs, these socks will never extend past the first ‘elbow’ or ‘knee’ of your dragon. For minimum areas, the very tips of the extremities should be colored (such as the toes).

For wings and other flat areas on the dragon, it’s a bit more complicated! If it has a joint, then the ‘elbow’ joint and beyond can be tipped. For everything else, the general rule is that it may cover half of the trait, starting from the furthest areas of the body. You may combine the two approaches. The red area shows an example of the maximum allowed for this dragon:

 

You can combine the two, but any transitions must be made within the normal range. At minimum, it must be visible on at least one limb’s extremities. Here are some examples of legal tips:

Texture Rules

It should have a solid edge.

Color Rules

Tipped will always be within elemental color rules unless it is affected by a color modifier or marking like Vibrancy.

Layering Rules

You may layer it above or below all regular markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things, as long as it is restricted to their tips.

Charged Tipped

Charged Tipped allows you to cover the whole limb, wing, neck, or similar protrusion. It can fill both the red and purple areas of this example:

Collared

Category: Display

Collared forms 1 to 3 rings around the neck that can stretch from the back of the skull all the way down to the shoulders. It doesn’t need to take up all that space. It may be as subtle as a single small half-ring.

collared1.png

Above: Maximum and Minimum (location of minimum can be anywhere on the neck)

Color Rules

Collared follows regular elemental color rules. You may also use black, white, brown, or tan instead of an elemental color. It may present in 1-3 colors. They may color each collar individually or create a gradient throughout the mark.

Layering Rules

Collared follows regular layering rules.

collared4.png

Shape

You may choose to have these collars taper out as they would in birds. The edges may be soft, hard, textured, or a mix of these–as long as their shape is still clearly visible. They can even present as stripes as long as they are in the normal range.

EXAMPLE OF BAD COLLARED:

collared5.png

IT SHOULD NOT EXTEND TO THE SHOULDERS OR THE MAIN SKULL

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. At least part of it must be on the neck.

Interactions

  • If PharaohRunemarks, Aurora, Sparks, Checkered, Fractal, Zebra, or similar marks present as stripes or rings on the neck, then adding Collared is optional.
  • Cap - If Cap is present with collared, then Cap may be treated as if it was Charged. Collared must appear within the usual range, but it may use Charged Cap color rules.
  • Coils, Halo, Debris, Bumble, and similar physical traits that present as a full ring around the neck of the dragon can be used instead of Collared, as long as they are a different color than the neck.
  • Marked - If both Collared and Marked are charged, then Marked can follow the same shape rules as Collared.

Charged Collared

Charged Collared have any number of colors and up to five rings.

Cap

Category: Display

 It creates a solid color or a natural mask on your dragon’s face. You do not need to reference a species unless it looks tribal or unnatural.The two examples below show the maximum amount cap can show. It follows normal elemental color rules, plus it can use black, white, brown, tan, and/or gray. At minimum, a single natural-looking mark can show in the range and count as Cap.

Color Rules

It follows normal elemental color rules, plus it can use black, white, brown, tan, and/or gray. If you choose to reference a species for marks, you do not have to match the colors of that species. In example, here is a Blue Jay cap shown in an Earth palette:

Layering Rules

Cap follows regular layering rules.

Shape

A cap that can cover up to the entirety of your dragon’s head and the back of the neck. It may fade out in a gradient. The markings do not need to exist on a living animal, as long as they look natural. It will NOT go below the shoulders and will not appear on the front of the neck.

tiger.png

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. At least part of it must be on the neck.

Interactions

  • Collared - If Cap is present with Collared, then Cap may be treated as if it was Charged. Collared must appear within the usual range, but it may use Charged Cap color  and shape rules.
  • Frog Throat - If Frog Throat is present with Cap, then Cap can be treated as if it was Charged.

Charged Cap

Charged Cap does not need to follow color rules. It can cover the entire neck (but will not go past the upper shoulders).

 

Streaks

Category: Display

Rows of streaks on the belly, shoulders, face, legs, arms, neck, or back of a dragon. Basically, anywhere but a dragon's wings! They can resemble the belly, back, or neck streaks of any bird. In addition to the regular elemental colors, they may be brown, tan, white, or black. They may also create a line in the center area of feathered and smooth scales anywhere on the body, similar to the rachis of a feather. This 'rachis' streak mark can be anywhere on the dragon with scales or feathers that can show them.

streaks3.png

Color Rules

In addition to the regular elemental colors, they may be brown, tan, white, or black.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Shape

They can resemble the belly, back, or neck streaks of any bird. The chest plumes of a peregrine falcon are a perfect example. The streaks of a Song Sparrow show what longer, line-like streaks can look like.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking, as long as it is not on the wings.

Interactions

  • Barred - If Barred appears on the tail, then showing Streaks is optional. If Barred is present, then Streaks may appear on the wings.

Charged Streaks

Charged Streaks may have up to two colors. It can appear on the back/top of wings near the shoulder. It will still follow regular color rules.

Barred

Category: Display

A large stripe marking that affects the wings and/or tail of a dragon, along with any flat traits such as webbing or feathers. You may make multiple bars of various widths; Two is the minimum amount of bars allowed. The bars also do not have to extend the entirety of the wing. You may also make sections of the bar triangular or separated, similar to the wings of a snowy owl, as long as they are clearly part of a bar. Barred follows regular elemental color rules, plus it may pull from the Wind color palette.

Charged Barred

Charged Barred may be up to two different colors. These colors will still follow regular marking rules.

Flight Bars

Category: Display

These are most visible while in flight and are based on the speculum feathers of birds. They should be on the bottom area of the wing close to the body and only on a SINGLE SIDE of the wing (you pick dorsal or ventral). You may include horizontal white, black, or brown banding like the speculum feathers of some ducks. The band itself should not extend to the bottom of the wings unless you create a black, white, or brown bar on the bottom edges of the marking. It will not appear anywhere else on the dragon and will not show on wingless dragons. They will create opaque patches on translucent wings, with dorsal and ventral sides showing a different color.

NOTE: ALL STRIPES MUST BE HORIZONTAL! These stripes show the direction that flight bars can go.

Flight bars will never appear vertical in relation to the wing. They will only be horizontal. The length and position is up to you, as long as there is one main bar and it is horizontal. You may have any number of black and white bars, but only one of them may be brightly colored. The brightly colored bar should not touch the bottom edge of the wings.

Texture Rules

The edge of Flight Bars can be textured, a gradient, or solid.

Color Rules

Flight Bars may be any color within elemental rules. In addition, one central bar can show a gradient between any two colors. It can be affected by color modifiers. You may add white or black outline bars on the top or bottom of the marking. These outline bars can go out of range, as long as the marking covers less than 50% of the wing overall. Any sections that touch the edge of the wings will be white or black. Flight bars will create opaque patches on translucent wings, with dorsal and ventral sides of the colorful stripe showing a different color.
Here are some examples of how to create outlines on the Flight Bars:

Layering Rules

Flight Bars may be layered in any order, but will not appear over Top-Layer Markings.

Effect on Modifiers & Physical Traits

Flight Bars is restricted to the wings. It will not appear anywhere else on the dragon and will not show on wingless dragons.

Charged Flight Bars

Charged Flight Bars allows you to show the marking on both sides of the wing. Additionally, all bars may be any color, and the marking may be asymmetric.

 

Breeze

Category: Display

A whimsical marking that creates thin lines tipped in feathery shapes, curls, or droplets. When using organic shapes, they should be small and complement the rest of the lined marking. The lines can branch as long as they continue to curl. You may include small droplets or dots close to the marking (it must clearly be part of the same marking and be very small/thin). They can be any single color. All of these are examples of Breeze styles. They may be used individually or all at once--there is no limit to the number of Breeze styles that can be on a dragon.

-

what NOT to do:

  • Do not make stripes without a mix of curves, dots, tears, or feathers.
  • Do not make lineless patterns. No feathers/dots/tears should be by themselves without a line nearby.
  • Breeze must have a curved line somewhere in the design.

 

Charged Breeze

You may include any second color in the marking. It may appear as a gradient, as a second set of breeze lines, or a mix of both.

Wisp

Category: Display

Creates swirls along the dragon resembling incense smoke. Parts of what lays beneath it should be visible with variation in transparency (see the guides below for better detail). You may use any single color, even if it is outside of regular elemental rules. It may cover the whole body, as long as it does not resemble thick clouds.

What Not to Do:

The left example does not have any variation in transparency, so it won’t count for wisp.The right example looks more like thin lines/filigree patterns instead of smoke.

>Click for Video Tutorial<

Texture Rules

It must have several soft edges. You may emphasize the edge of Wisp, as long as parts on the inside are transparent.
Here are some tutorials on making wisp-like designs:

Color Rules

Wisp may be any color.

Layering Rules

This is a regular marking. It will appear below top layer markings.

Effect on Modifiers & Physical Traits
It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Charged Wisp

Charged Wisp may use a gradient of any two colors.

 

Striped

Category: Display

Creates natural stripes on the body of the dragon. It will never create tribal patterns. They follow regular color rules, but may also be black and white. The stripes will be about the size of tiger stripes, relative to the dragon, and will not be tightly packed. Alternatively, they may look like the striped pattern of tabby cats. They must be full opacity, although you can erase parts of the marking with a soft brush to create a fade-out effect. You may add a slightly lighter or darker gradient to the mark, as long as it looks like the same color throughout (left has gradient nuance, right is regular).

Tabby-style

Tabby-style striped is large and blobby. It may extend a tiny bit onto the wings, as long as it's clearly part of the main mark. Gradients can be more pronounced on tabby-style stripes as long as the colors are similar. It may fade out across the whole mark, have varied edges where the 'spots' and 'stripes' fade independently, and do any sort of pattern you would expect to see on a real-world tabby cat.

tabbie.png

Left: Solid Tabby by Zaxarie | Right: Fading Tabby by Doom

Charged Striped

Charged Striped may have two different stripe colors. It may appear as a gradient, different for each stripe, or a mix of these.

Panda

Category: Display

Panda is a marking with various forms. The first resembles a regular panda. The second resembles a red panda. The third resembles a lemur (which can be quite varied with all those lemur species out there). Panda will not hide other marks, even if both layers are displayed. If the lemur is unusual, please include what species it is when submitting your design--it makes it easier for us to reference them!

Color Rules

Panda has up to three layers. The first has the 'bright' area, which can be white or lighter than the dragon's base color. The second is the 'dark' area, which is black are of the species or the darkest color of the species pattern. On the dragon, these may be black or darker than the dragon's base color. The colors do not need to match hues as long as the brightness is correct. If a species only has two colors, then it will only have these layers, and they will fit together like puzzle pieces. For species with 'medium' or any other colors, it may be included as a 'base layer' with a single color. This color may be any color in the elemental color palette or a color that matches the referenced species (such as red for a Red Panda). The base layer must have a brightness in between the light and dark layers.

 

Layering Rules


Panda will not hide other marks, even if all layers are displayed. The light and dark area may be layered in any order, but any base layer must be on the bottom layer. You may show one, two, or three layers--all of the above and below configurations are valid examples of a Red Panda pattern.

Shape

Refer to the real animals for shapes. Edges may be hard or match the referenced species. In some species, gradients will show up, such as the lemur below. These gradient areas are optional. They can also be converted to hard edges.

panda7.png

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking. It can even create solid areas on these traits (such as making all wing leather, horns, and fins a solid color that matches the dark layer).

Interactions

  • Color modifications only affect one layer of Panda, regardless of how many layers you display.

Charged Panda

You may also use any color in the elemental color palette for the dark layer of Charged Panda. The dark layer may ignore brightness rules.

Hailstorm

Category: Display

A marking inspired by real-world vitiligo. It creates small white dots that can also gather in one place.

hail1.png

Color Rules

Hailstorm will always be white or off-white. Some spots as well as the halo may be a slightly lower opacity. They may be slightly transparent. You may include a halo of lighter opacity around it, which may have holes and spots of its own. This halo will be close to the main marking.


Layering Rules

Hailstorm is a Pigment trait and goes on top of most markings.

hail5.png

Shape

If it clumps together, it should be textured so that it’s recognizable as a collection of smaller white spots. Although they can clump together, they cannot create patterns.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Charged Hailstorm

May include large white spots or use entirely large spots.

 

Pollen

Category: Display

Creates patches of skin with no scales. The skin shows through as a natural skin color or a pastel color. Since the marking commonly appears on the face, it makes it look like the dragon dipped its head into a pollen-filled flower.

 The color must be a very light pastel. If you are having trouble picking colors, you may use the lighter, less saturated colors of the light palette.

pollen6.png

Color Rules

The skin shows through as a natural skin color or a pastel color. This includes black, brown, cream, gray, and other colors.

Note that fur, hair, and scale colors are not the same as skin colors.

Layering Rules

Pollen is a special display trait that affects the scales themselves. Wherever this marking touches, the scales of the dragon are removed, revealing the color of the flesh underneath. Pigment traits can affect Pollen, but those traits will always be washed out (for example, vampire will appear pink or light tan instead of red or brown). It will always go on top. It even covers other special layer traits.

Shape

It may be as small as the tips of the snout and limbs or cover up to 50% of a dragon. The edges may be a gradient. It can also have 'scales' erased out of it that match the scales of the dragon. Finally, you can choose to create a 3D transition to the mark, such as the fur cutting off below:

Effect on Modifiers & Physical Traits

  • If a mark would create scales, fur, or non-bony protrusions on a dragon, then those traits will not show in that area.

 

 

Interactions

  • The following markings will create an altered area of skin color where it would cover pollen: Hailstorm, Tobiano, Appaloosa, Vampire, Dust, Starry, Flaunt, Frost, and Zebra (as well as any other Pigment layer marks). Dust and Somatic can create splotching where it touches as well, within regular Pollen color rules. The altered color will still follow regular Pollen rules, and should be adjusted to roughly match the mark (red-hued for Vampire, lighter for Tobiano, etc.). It should be different enough that it is clearly on an area with no scales.
  • Chroma will display on top of pollen as normal.
  • This will still display on albino dragons.

Charged Pollen

Can make the entire dragon scaleless. If the whole dragon is scaleless, then things like Heraldry and Plumes are optional, as they have no way of showing.

Mist

Category: Display

A light, dark, or mixed layer that resembles mist or smoke. Its edges should be soft and look like rolling clouds, mist, or the edges of smoke. It should not cover more than half of the dragon.

Color Rules

Mist may have up to two colors in the elemental color palette. Lighter and darker shades of these colors to create cloud shading is fine. White, black, and grey are also allowed.

Layering Rules

The mark follows regular layer rules.

Shape

Mist should never appear as a solid marking or smooth gradient. It should have variation in all visible areas that makes it appear like a cloud, fog, or mist. It will always be soft and any defined shapes should be easy to recognize as clouds.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • Spectrum - When Spectrum affects Mist, the Spectrum may be integrated into the mist pattern and make cloud shapes. The gradient should still be in roughly the right order, but it doesn't need to be exact where the Mist shapes interrupt it.
  • Detonation - If both Detonation and Mist are charged, then Detonation can create clouds that float off of the dragon's body that match the normal shape of Mist.

Charged Mist

Charged Mist may cover the dragon’s entire body. Additionally, it may appear with any number of colors as long as they still appear as clouds. Charged Mist does not follow elemental color rules.

 

Vampire

Category: Display

Rare | Storm

Creates splotches on your dragon that look similar to blankets of blood. Inspired by the bloodmark gene in horses. It is a Pigment Trait, so it lies on top of most markings. The marking should have a clear, solid edge. You can cover up to 75% of your dragon with the vampire mark. It should be the color of a chestnut horse (brown, red, or maroon). If you are having trouble picking a color, you may use the sliders below:

 

Shape Rules

This shows two shaping options, as well as the minimum and maximum coverage:

The shape itself will be solid and random; any spots will be closely associated with the mark, and any holes will be close to the edge. You can either do a large, mostly solid pattern, or you may do something that looks like blood splatter or dripping liquid. Note that it must be opaque, and it will not have varying textures or opacities within the mark.

Texture

It should have a solid edge. This is true even with ‘splattery’ shapes. Here are some examples of good splattered vampire shapes:

 

Below are examples of what NOT to do. The first has a clearly shaped tail marking, instead of being random. The second has a too many varying opacities and a textured edge. The marking must be solid, not textured, and it must all be the same opacity.

Color Rules

Vampire will always be red, brown, tan, or maroon. It may display a subtle gradient between similar colors across the marking. Here is an example of the gradient:

Layering Rules

It is a Pigment Trait, so it lies on top of most markings.

Notable Interactions

  • Legacy Display - While Display can change the color of vampire, it will change it within color rules. This means you can change it from a tan-brown to a maroon-red, but not tan-brown to lime green.
  • Vibrancy - Vibrancy does not affect Vampire.
  • Dazzle - Dazzle does not affect Vampire.

Charged Vampire

Charged Vampire may ignore layering rules. It can sit at the bottom of your marking layers, in the middle, or on top of any marking. Charged Vampire may display varying opacities and textures, similar to ink splatter.

Frost

Category: Display

Frost creates large, light patterns across the dragon. They can either be patterns similar to snowflakes or they can create sheets of textured frost. It must be white or very close to white, and most certainly lighter than the base coat. Hints of color to add texture are fine (seen in the examples).

frost1.png

Color Rules

Frost should be predominantly light colored. White is preferred. Below is an example of a saturated Frost mark that still looks frozen.

 

Layering Rules

Frost is treated as a Variable Pigment Trait. It can be above or below most markings.

Shape

Frost can create patterns like snowflakes or lace frills. Alternatively, they can cover the dragon in patches of frost. Patterns of Frost should have a solid edge and be full opacity. Patches of Frost should have a solid or textured edge.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • Starry - If Charged Frost displays on a dragon, then Starry is optional.
  • Fractal - If Frost displays on a dragon, then Fractal is optional.

Charged Frost

You may add small snowflakes throughout the dragon design. Frost may be black or near-black instead of white.

 

Somatic

Category: Display

Somatic creates a patch that covers between 25%-75% of the dragon. It may be one solid patch, or it can be interspersed like a merle or patchy pattern. The edges may be solid, textured, or a gradient. This patch lays on the bottom of all markings. It can be any color within elemental rules. Markings on top of it also change color according to elemental rules.

Color Rules

Somatic is a base that can be any color that the dragon's base can normally be (as long as it is different than the actual base). The markings on top of it are also changed within normal color rules. Here are some examples of Somatic using this shape.

somatic2.png

Layering Rules

The base of Somatic lays on the bottom. All markings above Somatic follow their color rules.

Shape

The base shape can be random or have a pattern (such as splitting the dragon equally down the middle or creating a checkerboard pattern).

Effect on Modifiers & Physical Traits

This will affect the color of all modifiers and markings on top of it.

Interactions

  •  You may use color modifiers on it, but markings on top will still follow elemental color rules. All effects will only affect the bottom layer of Somatic.
  • Cover Traits - Marks that use a whole species as a reference still have to stick to the species chosen. If no known color variants are known, then a slightly darker or lighter patch will work, or the Somatic trait can be hidden entirely. If color morphs are known, then the pattern will stay the same but the color will match the morphs. Here is an example of a Somatic budgie which can be used for Somatic + Dancer.

Charged Somatic

Charged Somatic allows you to change the position of markings along with their color. This creates the illusion of a physical chimera (or a combination of two completely different marking/color designs). If a trait references species, then different species may be used.

 

Spotted

Category: Display

Adds spots of a single color to your dragon. They may be various sizes (freckle-sized at least), but should clearly be spots. Place as desired. Follows regular marking rules plus you may use black or white. If spotted makes patterns, it will not create a line of swirls. You may create a heavy fleabitten effect with them, as long as all spots are the same color.

Color Rules

Spotted follows regular elemental color rules. A subtle gradient between two very similar colors may be used, as long as spots near each other appear to be the same color. Example of a gradient on the right:

spotted1.png

Layering Rules

Spotted follows regular layering rules.

Shape

A spot is one circular, oval, or egg-like shape. It should be rounded. While spots can overlap a bit, they should still clearly look like spot shapes. If Spotted is creating a fleabitten effect, the opacity may vary a bit, and it can overlap heavily.

Interactions

Charged Spotted

You may have two different colors of spots.

Orca

Category: Display

Orca creates swirls on your dragon and may appear one of two ways. It can modify one marking to make it look swirled. Alternatively, it creates a simple marking that adds a patch of color from the elemental color scheme, or white, to the lower spine of your dragon (always close to the hindlimbs or where hindlimbs would be). It can take on some pretty weird shapes along with some plain ones–look at real orca markings for some ideas! The edge will appear soft, but not fully blended. If a marking is multiple layers, you may choose to affect the whole mark or just some of the layers.

Here are examples of orca affecting blanket and striped:

Charged Orca

Charged Orca may create a swirled marking anywhere on the dragon. Additionally, it can cover up to 1/3rd of the dragon, rather than a small back area.

Splotched

Category: Display

Splotched creates a solid or textured part on a dragon's marking. This can affect the edge and/or interior of the mark. If the dragon has no markings,it will appear on a free mark. This trait only affects one marking.

 

Color Rules

This trait does not apply any colors of its own.

Layering Rules

This trait is on the same layer as the trait it affects.

Shape

This trait is the same shape as the marking it affects. However, it can make that shape appear splattered, spotted, or hard-edged instead of its usual edge. Even if a marking is required to have a soft edge, you may change it to have a hard edge or textured edge. When applying a texture to the marking, changing the edge of the mark is optional. It does not need to affect the entire mark. Small parts of the mark can go out of range when the edge is affected by Splotched.

Interactions

  • Forged - When Forged and Splotched are used on the same trait, they can create a watercolor-like edge.
  • If the dragon has a hard-edged mark anywhere, then showing Splotched in another way is optional.

Charged Splotched

Charged Splotched may affect any number of markings, as long as the minimum of one is met.

Afterglow

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Quill

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Welding

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Mortician

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Blackout

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Maze

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Skyline

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Soulmark

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Flicker

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Monarch

Category: Display

Attyceps are the alliance of arthropods and fungi. Both of those groups became highly specialized over the years, with many species of arthropods and fungi represented. Most of these ‘families’ of arthropods work together, leading to hives with a huge variety. Amanita tarantulas and morel ants can work together side-by-side, although Hives are more likely to have ‘related’ arthropods, such as arachnids in one and lepidopterans in another. 

Physiology

It is believed that the start of the largest Hive was brought about by a genetically modified species of cordyceps. In addition to controlling its ant host, it also granted the host great intelligence, and its preservation became more of a farming endeavor than an eat-the-host tactic. Because this is a huge win for both species, they developed in tandem to become smarter and more efficient farmers. They diversified and convergently evolved into their many arthropod forms. It’s worth noting that the potential of a dragon Rider is located in the fungi, not their host, and Attyceps Riders without a fungus have never been reported.

Host Size

Attyceps hosts are not shapeshifters, but they do go through metamorphosis or instars like modern arthropods. They start as an egg, develop into larva, and then go from there. Their pupa and chrysalises tend to be mobile, though they do not get very far. Shed exoskeletons are usually consumed by fungi. Like the host species, final size varies dramatically, with some hosts never ceasing to molt and grow. There are unfortunate incidents where hosts are unable to shed due to large size and die in their last molt.

Fungi Details

Like their hosts, the fungi have evolved convergently to resemble a variety of species we know. Before they create a bond, they feed on dews, pollens, shed exoskeletons, and other treats given to them by their host species. While some do go ‘rogue’ and actively hunt for a host, most of the farmed varieties are quite content to be treated like royalty even if they are not selected. Fungi are the source of magic and supernatural abilities in the Attyceps, with each species boasting its own specialties. Some fungi might excel at fire magic, while others can bond so well with their host that they cause physical enhancements. Multiple individuals of different species can infect the same host, though the host may grow weak if they take on too many. The Queen of the largest Hive has a sample of every fungi they care for, rendering her almost immobile. Her great size and wisdom allow her to survive and contribute to the hive.

Outside Interactions

The Hive has spread into separate divisions over time, with a select few choosing to fight with others, but most cooperating. Like their original parasite, they aim to ‘reproduce’--in this case, spread as far as possible, looking for new hosts. Since this is seen as greatly beneficial to the Attyceps, they don’t always understand that another species may not want to be a host, or that their fungi aren’t always compatible with other creatures. When they are not gently prodding others to become One of Them, they do a lot of work preserving nature, establishing environments in ‘dead’ areas, and protecting populations that they deem at risk.

Blanket

Category: Display

A simple marking that covers the top of your dragon in a solid patch of color that is roughly symmetrical. At least 1/3rd of the mark will appear in the dark red area. The light red area shows the approximate maximum.

Shape Rules

It can cover the entirety of your dragon’s back as well as part of the dragon's limbs. It can also cover the entire top of the wings, but will never appear on the bottom. It should not extend all the way to the belly of your dragon or the bottom of your dragon’s snout. Here are some examples of shaping and range:

Texture Rules

The edge may be hard or soft; It will never be a gradient.

Color Rules

Blanket may be any color in the elemental color palette as well as black or white.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Blanket

Charged Blanket may display a gradient between two colors. These colors must still follow regular marking rules.

 

Rusted

Category: Display

Creates a coat of red and orange across random patches of your dragon. The edges can be textured or solid. The interior must show some kind of texture. It should not be a pure gradient. You can cover up to 75% of your dragon with the Rusted mark. Here are examples of minimum and maximum range:

You may also have it affect another mark as a Color Modifier. The edge of the affected mark will remain the same shape/opacity/layer as usual, but the interior will have the color and texture of Rusted.

Texture and Shape Rules

It will always have a textured interior, with splotches, drops, and scratches easily visible. The edge of the marking may either be heavily textured or solid, sharp edge. It will never have a soft edge or gradient edge. The shape itself will be solid and random; any spots will be closely associated with the mark, and any holes will be close to the edge. Here is an example of a heavily textured mark:

Here are some examples of what not to do with stand-alone Rusted. The leftmost example has an edge that is too soft. The center example is shaped, rather than a random mark. If you are modifying Blanket with Rusted, then this would be fine for both traits; If you do not have a mark that can be this shape, then Rusted cannot do this. The last example has a clearly shaped tail marking, instead of being random, and has large holes within the marking.

Color Rules

It will always be red or orange tinted, similar to iron rust.

Layering Rules

You may choose whether it appears as a top layer marking or a marking with regular layering.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. 

Charged Rusted

Charged Rusted may have a soft edge.

Chroma

Category: Display

Creates large, colored scales that resemble typical fish scales in shape. When referencing odd shapes, the scales should still be roughly symmetrical down their midline. Each scale can be any color. At least one scale must be visible. They will go on top of anything. Each scale may have its own gradient between two of any colors.

Color Rules

Each scale may have one to two colors. If two colors are used, they must have a smooth gradient. All scales may be different colors. This mark does not need to follow elemental color rules and can be any color.

chroma1.png

Layering Rules

Chroma is a Variable Pigment Trait. It can go above or below most markings.

Shape

Chroma may be the shape of any type of fish scale. However, unlike fish scales, they should not fully overlap. The shapes will not combine. If you have the dedication, you may cover the entire dragon in Chroma scales, as long as no other marks are hidden, the Chroma scales do not overlap/are clearly individual marks, and it follows regular layering rules. While it can appear on the ends of horns and extremities, at least one scale shape should be fully visible somewhere on the dragon's body.

Chroma will never be so large that its shape is impossible to see.

Chroma will never be a perfect diamond or circle. The scale 'attachment' areas will alter these shapes.

Interactions

Pharaoh - Chroma may be used as the repeating shape.

Checkered - Chroma may be used as the repeating shape.

Stamp - When Chroma is present, Stamp does not need to show.

Koi - Chroma may be the same color as Koi spots. In this case, it may overlap with Koi spots.

Barred - If Barred uses the Snowy Owl-type barring, then Chroma is optional.

Splotched - Splotched is optional on dragons that show Chroma.

Treasure - Treasure is optional on dragons that display Treasure scales.

Charged Chroma

Each scale may have its own gradient between three of any colors.

Veined

Category: Display

A marking that resembles veins of ore or crystal. It can be solid or textured. Optionally, you can give it an outline that takes from the normal elemental palette. If you choose to use an outline, the outline must be textured. It can be thin or thick as long as it splits at least twice on the marking and is a visible line, rather than a large splotch.

Color Rules

Veined may be any color and any number of colors. Additionally, it can have a metallic sheen or iridescence on the Veined area of the mark. The outer area must be within the elemental color rules.

Layering Rules

The mark follows regular layer rules. Any metallic sheen or iridescence on the vein area of the mark can be used as a light effect.

Shape

You may have a single vein, a vein that covers the whole body, or several scattered veins. It has no minimum or maximum coverage, as long as the trait is apparent.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Interactions

  • Splotched - If a dragon displays Veined, then Splotched is optional.

Charged Veined

Charged Veined may glow. This glow may be used as a light effect.

Forged

Category: Display

Forged creates a smooth or gradient part on a dragon's marking. Additionally, it can appear like the mark is dripping. This can affect the edge and/or interior of the mark. If the dragon has no markings,it will appear on a free mark. This trait only affects one marking.

Color Rules

This trait does not apply any colors of its own.

Layering Rules

This trait is on the same layer as the trait it affects.

Shape

This trait is the same shape as the marking it affects. However, it can make that shape appear melted, fading out, or soft-edged instead of its usual edge. Even if a marking is required to have a hard edge, you may change it to have a soft edge, melted edge, or gradient fade out. When applying an inner softness to the marking, changing the edge of the mark is optional. It does not need to affect the entire mark. Small parts of the mark can go out of range when the edge is affected by Forged.

Interactions

  • Splotched - When Forged and Splotched are used on the same trait, they can create a watercolor-like edge.
  • If the dragon has a soft-edged mark anywhere, then showing Forged in another way is optional.

Charged Forged

Charged Forged may affect any number of markings, as long as the minimum of one is met.

Stairstep

Category: Display

Straight lines that make sharp spirals. All splits must be at a sharp angle to the rest of the marking. It cannot be diagonal unless it is following the contour of the body and perspective makes it so. It may be any color and number of colors; however, the colors should flow smoothly into eachother. In areas that are completely contained, it may have an interior gradient with any number of colors. Both the lines and the interior may have 3D iridescent effects, similar to Bismuth hopper crystals.

Charged Stairstep

You may create curves rather than corners.

Patina

Category: Display

Creates a rusty marking on the dragon. The main mark may be any natural metal color. It may be soft or textured. It can also have an inner layer that matches the oxidation color of the main mark's metal. In example, Copper has a teal or green patina.

You may also have it affect another mark as a Color Modifier. The edge of the affected mark will remain the same shape/opacity/layer as usual, but the interior will have the color and texture of Patina.

Color Rules

The base may be any metal color. The optional interior will be the oxidation color of that metal. This is typically a red or brown rust, but other colors of oxidation are possible, and they can be used. In example, it is possible for iron to oxidize in a blue color. Additionally, it can have a metallic sheen.

Layering Rules

Patina presents as a single layer. You may choose whether it appears as a top layer marking or a marking with regular layering.

Shape

The interior, exterior, or both can be soft. Otherwise, they should have textured edges. The inner area can be solid, textured, or have soft variations. A scratchy texture can be applied on top.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. 

Interactions

  • Splotched, Rusted - If a dragon displays Patina, then these marks are optional.
  • Forged - If Patina has a soft edge, then showing Forged elsewhere is optional.

Charged Patina

The corroded area of Charged Patina may ignore color rules. If a corrosion effect is used somewhere on the dragon, then the entire base can be the chosen metal. If a metal is used as the base, then the corrosion layer is treated as a separate mark, and marks can be layered above or below it.

 

Grunge

Category: Display

Grunge is an Ultra-rare marking that adds splotches of corrosion and scratches on any areas of your dragon’s body. It may be partial or the entirety of the body and can be any shape (as long as shapes are clearly part of the same marking). It should have some sort of texture to it. Alternatively, it can give a rough metal texture to an existing marking.

Color Rules

It may contain up to two colors from the metal color palette. Slight variations (such as red and yellow on orange Grunge) are allowed. The dragon below is considered as 'one color' even though yellow and red are visible in the splotches.

Untitled_Artwork.png

If it is making an existing marking textured, then changing the colors of that mark is optional. This means you can have a grungy neon green Aurora. (seen below)

 

Layering Rules

This trait may be layered like regular pigment traits (on top of all other marks) or you may layer it underneath. Additionally, this acts as both a Color Effect and Light Effect. When being used as an effect, it can be used on traits from any layer.

Shape

It will always have a textured interior, with splotches, drops, and scratches easily visible. The edge of the marking may either be heavily textured or solid. It will never have a soft edge. If using one color, it may be any shape or combination of shapes. It can cover a small part of the dragon, the whole dragon, or anywhere in between.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking. On the wings, the stripes will always go from the arm to the bottom of the wing. It will never resemble barred.

Interactions

  • It can give a rough metal texture to an existing marking. If another marking already has a rough metal texture, then showing Grunge is optional. This includes Veined, Rusted, Patina, and similar marks or modifiers.
  • Frost - Grunge is optional when Frost presents as a texture.

Charged Grunge

Charged Grunge may use any two colors, even if they are not listed above or in the elemental color scheme.

Sooty

Category: Display

Sooty creates a dark or black mark that has holes on the edge. It may use any color in the dark dragon palette as long as it appears to be the darkest marking on the dragon. They can be smooth or they can resemble the Sooty texture of real-world horses. Here is a brush set if you can’t quite pin down that textured edge: Dapple brush .

Color Rules

It may use any color in the dark dragon palette as long as it appears to be the darkest marking on the dragon.

Layering Rules

Sooty follows regular layering rules.

Shape

Sooty will cover between 25-75% of the dragon. It should have interior holes that get more numerous as they reach the edge of the mark. These may be soft, hard, or textured. Having holes at the very center of the mark is optional. Here’s a video that shows different methods of making the sooty edge.
 

 


Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Interactions

  • Dust - If Sooty covers the maximum amount of space (and vice versa), then showing the other mark is optional.

Charged Sooty

Charged Sooty may be lighter or white, rather than darker.

Dust

Category: Display

Creates random patches of black or very dark marking colors on your dragon; It may be very slightly tinted but should appear black on the dragon. It should appear to be the darkest color on your dragon. They should be solid, random patches. It should never have a full gradient edge. You may layer this as you please, or you may use it like a Top Layer Marking. This is inspired by interstellar dust.

Here is the minimum and maximum for Dust coverage:

Color Rules

Dust will always be black. If you are using near-blacks, it should still appear unmistakably black and be the darkest color on the design.

Texture and Shape Rules

It should have a solid or slightly soft edge. The shape itself will be solid and random; any spots will be closely associated with the mark, and any holes will be close to the edge. You can either do a large, mostly solid pattern, or you may create soft patches. These patches may appear cloud-like, as long as they are black.

Here are examples of what NOT to do. The left has large holes as well as shaped tail marks. Dust should appear randomly or organically shaped. The right has an edge with too many holes and an unnaturally shaped neck marking.

Interactions

Sooty - If Dust covers the maximum amount of space (and vice versa), then showing the other mark is optional.

Charged Dust

May have a solid, soft, blended, or textured edge. This texture may be quite heavy, as in the below example!

Comet

Category: Display

Creates bright flecks of color concentrated on one marking. It is a brighter color that takes from the marking itself, the element’s normal color rules, or white. If your dragon has no markings, it will display on minimal markings. Below, the white dots are comet on top of a Collared mark.

Color Rules

Although Comet can vary in opacity, it should be a single color. It will not create a shimmering or twinkling effect.

Layering Rules

Comet is part of the marking it affects. It will be the same layer as this mark. If the mark has multiple layers, you may apply comet to any number of them. Here are three examples of comet affecting the same mark.

Shape

Comet will not display outside of its designated marking. They may be small flecks or larger dots. You can see the largest dots below. At minimum, two flecks of comet should be visible on a mark. The speckles should only be random or make natural patterns.

 

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where the mark it's attached to touches.

Interactions

  • Fawn Spots - The dots of Comet can create shapes within the mark as if they were Fawn Spots. If this effect is used, then regular Fawn Spots are optional.
  • Vibrancy - Vibrancy may add a second color of spots.

Charged Comet

Charged Comet may affect up to three markings. It may also be any color.

Emblazoned

Category: Display

Emblazoned forms long stripes that run along your dragon's body. It will be parallel with the spine. It should not be exclusive to the wings, and any stripes on the wings should be a small branch from the main mark.

 

Color Rules

You may have a gradient between two colors, a solid color, or a mix of the two. The gradient for each does not have to align. The marking follows normal elemental color rules. You can include small dots that match one of the chosen colors inside of the marking.

emblazoned7.png

Shape Rules

Stripes will be long and flowing. It will run parallel to the dragon's spine. At minimum, one long stripe should be visible. You may create splits in the stripes, as long as the splits still follow the flow of the body. Only small branches of the stripes can affect the wings (shown below) and limbs.

 

 

emblazoned5.png

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

emblazoned4.png

 

Texture Rules

Emblazoned has a solid edge.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Interactions

  • It will not appear on wings and limbs unless it splits off from a longer body stripe.

Charged Emblazoned

This allows you to have a gradient of up to three colors, rather than just two. Charged Emblazoned can be any colors. It can also be much thicker and resemble blocks of color.

emblazoned3.png

 

Dart Frog

Category: Display

Dart Frog consists of two parts. The first is a series of heavy black splotching on the top of your dragon that becomes concentrated smaller spots as it reaches the belly and extremities. You can also use the black part of a living dart frog species’s markings, as long as there is at least some black on top and at least some of the base visible at the bottom. The second is a neon or highly saturated color that becomes the base color of your dragon. Here is an example of black spots for your dragon:

You may choose not to depict one of the layers. If you do not use the black spots, you erase holes in the ‘base’ that show the regular base color. If you do not use the base, you apply the black spots as usual.

Texture Rules

Dart Frog will always be have solid and smooth edges. If both the spots and the base are showing, there will be no ’empty’ space between the two layers. They fit together like pieces of a puzzle.

Various Types of Dart Frog Patterns

Color Rules

If depicted, the spots will always be black. If depicted, the base will always be a neon or highly saturated, bright color.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Dart Frog

Charged Dart Frog may have an inverted color scheme. This means that the spots may be brightly colored and the base may be black.

 

Foliage

Category: Display

Adds leaf-like markings to the edge of some extremities. It should be a gradient of one color that fades as it gets closer to the body with veins erased into it. It can be any color. If the marking is on a zone with thin material (wings, fins, webbing, etc.), then the edges of that material may take on a leafy texture.

Charged Foliage

Charged Foliage may take on a gradient of any number of colors.

Legacy Foliage

Legacy Foliage is referred to as Bib on genos. It creates a patch of color beneath the jaw of your dragon. It can be any solid color or display a gradient of two colors. It may have solid or soft edges. The bottom of bib may fade out as a gradient. It will otherwise have solid edges. Bib may be any color. Additionally, it may have a gradient with any other color. It does not follow elemental color rules. This marking can go above or beneath other markings. It will not cover top layer markings. It may affect modifiers, skin, nails, ears, and similar things where it touches. It does not wrap around the neck unless it is Charged.

Chameleon

Category: Display

Chameleon is a complex marking that adds bright colors to your dragon. It first creates large bands on the legs and/or body of your dragon, with some splitting into a Y shape. It can also add a stripe down the side of the dragon which will end at the neck and the base of the tail. Then a border is drawn around this marking. You may choose to use just the shape or just the outline, rather than the whole set. There must be at least four bands visible on the dragon (or eight stripes if just using the outline).

Design with the Full Marking
Various types of Chameleon using only one part of the marking.

Texture Rules

Chameleon will always have a solid, hard edge.

Color Rules

You can see the markings a little more clearly below. The actual marking does not follow elemental color rules. It doesn’t matter if the inside is lighter or darker than the outside, as long as they are distinguishable. You may include subtle gradients on the inner parts of the marking.

You may choose for the inner color to fade away in during daily life art (and replace it with the border color) and flare back up when they become excited, just like a normal chameleon. This color change will not cause markings beneath it to appear.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Chameleon

Charged Chameleon currently has no effect.

 

False Eyes

Category: Display

This is based off of the false eyes of many insects, birds, and even mammals. There are generally three parts, in this order: an ‘iris’ part, a ‘pupil’ part, and a ‘shine’ part. Your marking must have at least two of the three parts.

Shape Rules

Here are some examples showing various types of mix and match. They can go a bit out-of-center, as long as the marking as a whole looks like a false eye. The overall shape of the iris should be a natural eye shape; the overall shape of the pupil may be any natural pupil shape.

Color Rules

The iris layer can be any color and may display a gradient between a similar color. The central layer is black or darker than the outside within elemental rules. The top layer is white or lighter than both layers beneath it within elemental rules. Each eye must have matching layer colors, though the amount of layers shown can vary.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged False Eyes

Charged False Eyes do not need to match each others’ colors. In addition, they may overlap.

Rosettes

Category: Display

This marking gives your dragon some wildcat spots! It may cover the whole body or appear as a small cluster of markings. The rosettes should generally be grouped together.

Shape Rules

There are two pieces to the shape–the border, and the dot. The border will always be into at least two–but preferably more–pieces. Broken parts of the border may be inside of the dot. The border will have a solid edge. The inner area may be soft, solid, or erased as a gradient within the inside of the border. You can reference wildcats for different types of rosettes that follow those rules. Most rosettes boil down to the following three types:

‘Donut’ rosettes. These are large spots with a standard solid border around them.

‘Pawprint’ rosettes, which usually have a poorly defined border. About half of the border will be broken into dots that resemble the beans on cat paws.

‘Arrowhead’ rosettes, which look like regular rosettes have been tugged in the direction of the body’s movement. Their border is somewhere between Pawprint and Donut rosettes.

You may mix and match Rosette types as long as they follow the dot and border rule.

Color Rules

No matter what design you have, Rosettes has two different-colored parts. The ‘central’ part is darker than what lays beneath it, but lighter than the border. The ‘border’ part is darker than anything inside it. The color of rosettes should be consistent throughout the dragon.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Rosettes

Each rosette may be a different color, and the rosettes may be brighter than what lies beneath them.

 

Leafy

Category: Display

Leafy creates leaf and flower shapes on the dragon. They may be the same or different. They will have organic, sometimes random, placement (they will not create checkered patterns or artificial/tribal shapes). At minimum, you must show two flowers on the body somewhere (small ‘satellite’ shapes like petals do not count as a separate flower).

Shape Rules

The shape must be easily recognized as a flower or leaf shape. Diamonds or rounded diamonds without any associated petals/flowers will need veins or indents to show they are floral in nature.

Texture Rules

Leafy must have solid edges. The interior may display a gradient or several gradients or solid colors or a mix of these, as long as they follow color rules.

Color Rules

Leafy does not follow elemental color rules and may be any color. It may be one to two colors. The colors may create gradients, solid shapes, or a mix.

foliage3.png foliage4.png

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It may also appear independently on these areas.

Charged Leafy

Charged Leafy may have a third color. You can also add vines, branches, buds, or thorns connecting Leafy together.

foliage5.png

 

 

Fairy

Category: Display

Fairy allows you to add the markings and colors of any bug or amphibian to your dragon. It must apply to at least one side of the dragon’s wings, but you may choose for it to cover the entire body. This will cover any markings beneath it. It may only take inspiration from a single species, which must be listed in Design Notes. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included. While shells and tubes cannot be added, their patterns may be incorporated in areas that are not present on the animal normally (such as shell-colored wings on a slug-based dragon).

Texture Rules

The marking has no edge, therefore it has no texture.

Color Rules

This marking will only display the colors of the arthropod species it imitates.

Layering Rules

This overrides all other display traits. If your dragon has a mutation, the mutation will override it.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. These may be colored either to match adjacent colors/markings or to imitate the arthropod’s or amphibian’s features.  If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included. You may choose not to use Fairy on traits that are not part of the main body, or on one side of the wings. Examples include fins, horns, spines, and armor. Regular markings may appear in places unaffected by Fairy.

Charged Fairy

Charged Fairy allows you to use it as a base coat and display the other traits/markings on top.

 

Sable

Category: Display

Creates a dark gradient along the back of your dragon. It should always have fully blended edges. It should create a smooth gradient on the edges. The color must be darker than what appears beneath it. It can be subtle as long as it is noticeable, but can also be black. If tinted, it will follow elemental color rules.

Texture Rules

It will always have an edge with a smooth gradient. You should not be able to distinguish shapes or solid patches.

Color Rules

Sable will always be darker than what lays beneath it (‘darker’ refers to value). This may be a layer set to multiply or a color darker than the base scales. It may also appear near-black.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effects on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. If it extends to the wings, it will only appear on the top of the dragon’s wings.

Charged Sable

Charged Sable may be lighter than what lays beneath it or white.

 

Scorched

Category: Display

Scorched causes two or more points of your dragon to appear darker than what lies beneath them, a darker color within their elemental palette, or black. You can make it subtle as long as it is still visible. No matter what, it should appear as a smooth gradient. The color should be consistent throughout (unless a marking on top of or beneath it is affecting its color).

Texture Rules

It will always have a soft edge.It will always have an edge with a smooth gradient. You should not be able to distinguish shapes or solid patches.

Color Rules

Scorched will always be darker than what lays beneath it (‘darker’ refers to value). This may be a layer set to multiply or a color darker than the base scales.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Scorched

Each point of Charged Scorched may be a different color. The range expands to the whole body part (the whole leg, wing, etc.). It includes both the red and the purple parts below:

 

Magma

Category: Display

A marking similar to tanspots. It creates large, dark spots with slight transparency. The inner part of the spotted marking may have a gradient of the same color leading out, but all spots should still be discernible. It may fade into the base color on the edges. It may be slightly blurry, as long as the spots are visible. It must all be the same color and must be darker than the area around it. At least some of the markings underneath should be visible. Other than that, it follows regular marking rules.

Here are some examples of what NOT to do:

The left has small spots instead of large blotches. The right has a lighter color instead of a darker color.

Charged Magma

The top spots may be bright orange, red, white, yellow, or electric blue instead of a darker hue. The bottom gradient may be orange, blue, red, white, or yellow instead of black. You can choose one, both, or none of the Charged Magma effects. Additionally, you may choose colors brighter than what lays beneath it, as long as it is within the elemental color scheme.

 

Pharaoh

Category: Display

Pharaoh is a marking that creates a pattern of markings in two to four colors. They can be the shape of lines, scales, or feathers. They should alternate in a clear and consistent pattern. You may pick from the following colors:

  • Red
  • Gold
  • Black
  • Blue
  • White

Here are some suggested sliders:


Here are some correct and incorrect examples of patterns:

If a trait has distinct pattern shapes (such as a striped marking), you may choose to have Pharaoh affect that trait. It will create a pattern of color as usual, but instead of feathers or lines, it will use the shape of that trait. Pharaoh can affect any number of traits.

Charged Pharaoh

Charged Pharaoh may use any colors in the pattern, even if it's outside of the normal elemental palette or pharaoh palette. However, the pattern should still be consistent.

 

Rattlesnake

Category: Display

Rattlesnake is a diamond-shaped marking that goes along the body of the dragon. The diamonds may overlap and be slightly curved, so long as they look like diamonds and not triangles or circles. If diamonds are separate from the main marking, then they should still go with flow of the body. You may have up to two borders around the diamonds. They follow normal elemental rules.

various examples of rattlesnake

Texture Rules

All areas of the marking will have a solid, smooth border.

Color Rules

Rattlesnake follows regular elemental color rules.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Rattlesnake

You may have ovoid shapes or circular shapes, rather than diamonds. They should still look like natural markings you would find on a snake (not perfectly circular).

Detonation

Category: Display

A marking that resembles a firework explosion. It may be any color, so long as it is brighter than what lays beneath it. There will be tendrils and sparks leading out of the center. It may also glow with light and emit real sparks. There is no limit to the number of Detonations on a dragon.

Color Rules

Detonation can be any color, but it must appear to be brighter/glow compared to the area around it. The glow color can be white or a lighter version of the main color.

Layering Rules

The regular Detonation mark follows regular layer rules. However, if you choose for the mark to glow, it may also be used as a light effect.

Shape

Detonation may create a spiral pattern, fan pattern, or any shape recreational fireworks can have. It should be recognizable as a Detonation of some sort. Here are some examples of firework shapes.

detonation1.png

 

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • Vibrancy - Can create a second color of Detonations. These can be different bursts or a gradient within one Detonation.
  • Pharaoh - Pharaoh can affect individual sparks of Detonation, as long as the pattern is easy to spot.
  • Mist, Sooty, Wisp, Dust - If both Detonation and one of these traits are charged, then Detonation can create clouds that float off of the dragon's body that match the Charged trait.

Charged Detonation

Charged Detonation may have any number of colors.

Vibrancy

Category: Display

Vibrancy lets you add a color to your dragon’s colors, even if it would normally fall outside of the elemental color scheme. This color can be anything (as such, it will never be recessive unless you really want it to be). This color does not have to obey the brightness rules of that marking (Faded, Monochrome, Albino, Melanism, and Greying will still override this). Vibrancy also does not effect the following traits: Vampire, Origin, Fairy, Wild, Shark, Dancer, Appaloosa, Dust, Tobiano, Pollen, and any color mutations. It can also add a gradient to existing markings. If the markings are separated (such as spots or pharaoh) then they can replace some of the colors as long as it goes in a pattern. If it is multi-layered (such as false eyes and dart frog), then it may affect one layer. It can also affect the base. All traits still need to be visible, so you can’t make fake albinos and whatnot. Let’s look at some examples!

This is a normal fire dragon with a normal palette.It has the markings Spotted, Scorched, and Underbelly.This is the design we’ll be applying Vibrancy to!

Here is a version with black Vibrancy.

The base color has been swapped to black.
Scorched is still there, but a bit darker.
Spotted was left alone.
Underbelly has a gradient that goes from black to orange.–Here is a version with cyan Vibrancy.

All markings are now cyan. Even though scorched normally needs to be darker, cyan Vibrancy allows it to be lighter here.–Here is yellow Vibrancy.

A yellow gradient has been added to the orange underbelly.Some of the scorched ends have been changed to yellow,
with the others left at their original color. This isan example of how even colors in the elementalpalette can change a design!–Here is a violet Vibrancy.

Violet has been added to the wings.The scorched marks on the legs are violet, with the rest staying the same.Some spots are violet instead of yellow. Some spots display a yellow-violet gradient.A violet gradient is on the underbelly (this time it’s horizontal!).

Charged Vibrancy

This allows you to add two colors rather than one.

Origin

Category: Display

Origin allows you to add the markings and colors of any extant reptile to your dragon. It may apply to the body or the entirety of the body and wings. This will cover any markings beneath it. It may only take inspiration from a single species, which must be listed in Design Notes. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

Texture Rules

The marking has no edge, therefore it has no texture.

Color Rules

This marking will only display the colors of the reptile species it imitates.

Layering Rules

This overrides all other display traits. If your dragon has a mutation, the mutation will override it.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. These may be colored either to match adjacent colors/markings or to imitate the reptile’s features.  If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

Charged Origin

Charged Origin allows you to use it as a base coat and display the other traits/markings on top.

 

Rabicano

Category: Display

Creates thin, vertical streaks that appear lighter than what lays beneath it. They must have a very soft or gradient edge. It may appear anywhere on the dragon, but should cover at least 25% or the sides of your dragon.

Texture Rules

Edges must be soft. Here are some examples of acceptable textures and coverage:

Here are some examples of what NOT to do for textures. These effects can be made using Striped or Zebra instead:

Color Rules

Rabicano will be always lighter than what lays beneath it, and the hue should be within elemental rules. Lighter refers to value, not saturation–so it can still be more vivid than what’s beneath it as long as it is a higher brightness value.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. On the wings, the stripes will always go from the arm to the bottom of the wing. It will never resemble barred.

Charged Rabicano

Charged Rabicano allows you to create a gradient of two colors across the markings. They must still follow elemental color rules, but they may be darker OR lighter OR both of those compared to the dragon’s base color.

 

Appaloosa

Category: Display

This creates a solid white marking, normally situated over the rump, that has medium-sized holes erased into it. The edges may be textured, as long as the main marking is opaque and has solid holes. The holes allow other markings to show through. It does not have to be a contiguous shape. The entirety of the marking should have holes. It is a top layer marking.

Texture Rules

The edges may be textured, as long as the main marking is opaque and has solid holes. Here are three examples of acceptable appaloosa textures:

Here are examples of what NOT to do with Appaloosa:

All of these are slightly transparent, and even blurry in some places. Appaloosa is a solid white and its border will be solid or textured.

Color Rules

Appaloosa will always be white. It can be affected by color modifiers, but it will still be slightly transparent.

Layering Rules

It is a Top Layer marking, so it will always appear on top of all other markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Charged Appaloosa

Charged Appaloosa may have large areas of white along with large holes. This creates an effect similar to the Piebald gene of dogs. There should be enough holes that it does not look like a solid shape.

 

Pangare

Category: Display

Pangare creates a light gradient on the undersides of your dragon. It should always have fully blended edges. The color must be lighter than what appears beneath it. It can be subtle as long as it is noticeable, but can also be a blinding white.

Texture Rules

It will always hIt will always have a soft edge.It will always have an edge with a smooth gradient. You should not be able to distinguish shapes or solid patches.

Color Rules

Pangare will always be lighter than what lays beneath it (‘lighter’ refers to value). This may be a layer set to screen or a color lighter than the base scales. It may also appear white.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. If it extends to the wings, it will only appear on the underside of the dragon’s wings.

Charged Pangare

Charged Pangare may be darker than what lays beneath it or black. In addition, it can cover the whole bottom of the dragon.

Suntouched

Category: Display

Suntouched causes the color of at least two points of your dragon to appear lighter than what lies beneath them, a lighter color than the base in the color palette, or white. You can make it subtle as long as it is still visible. No matter what, it should appear as a smooth gradient. The color should be consistent throughout (unless a marking on top of or beneath it is affecting its color).

Texture Rules

It will always have an edge with a smooth gradient. You should not be able to distinguish shapes or solid patches.

Color Rules

Suntouched will always be lighter than what lays beneath it (‘lighter’ refers to value). This may be a layer set to screen or a color lighter than the base scales.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Suntouched

Each point of Suntouched may be a different color. The range expands to the whole body part (the whole leg, wing, etc.). It includes both the red and the purple parts below:

 

Faded

Category: Display

Causes all traits of even the brightest dragons to appear bleached, even if elemental color rules would make them darker or more saturated. Their base scales or markings may be white as well, as long as all markings are visible on the dragon. Unless it is a Light or Dark dragon, the dragon should NOT appear grayscale. Here is an example that is split between two palettes–the left one is Faded and the right one is before Faded is applied.

Faded Red Palette VS Normal Red Palette:

Texture Rules

This affects the whole dragon, so it has no edge to make a texture.

Color Rules

The markings and base color of the dragon may not exceed 127 (out of 255) saturation (or 50%). It may also not go beneath 127 (out of 255) brightness (or 50%). This will also affect individual marking color sliders.

Here is another color chart with the full legal range of Faded for a single color. If your computer does not use scales of 255 or show you what percentage your color is at, simply match the hue of this image to the desired one from your slider and then color pick from it! Changing the hue will not change the brightness/saturation.

Layering Rules

It affects every trait, including top layer markings. You may optionally have it override color modifiers, Bone color rules, and Flesh color rules.

Effect on Modifiers & Physical Traits

It affects all modifiers, traits, skin, nails, ears, and similar things.

Special Interactions

Charged Faded

All markings on a dragon may have gray, silver, or white even if the element or marking would not normally allow for it. Their base scales may be gray, silver, or white even if the element would not normally allow for it. Unless it is a Light or Dark dragon, the dragon should NOT appear grayscale. Additionally, the Faded effect may appear in patches instead of the whole body. These patches should have a soft, gradient edge.

 

Roan

Category: Display

Light | Rare

Creates a lighter, semi-transparent area on the dragon with spots erased out of it. All markings it sits on top of will show. Unlike the natural marking in horses, it may be anywhere on the dragon and it can be tinted in the dragon’s natural scale color. It should cover at least 25% of the dragon. You may have empty patches in between different sections of roan. In the picture below, the red area represents the light area of roan. You can have soft holes, solid holes, or a mix of them. They should be small to tiny in size. You can have the holes clustered or spread far apart.

Texture Rules

The edge of roan can be textured, a gradient, or solid. It should be slightly transparent overall and vary in opacity. The inside may be textured. Here are some more examples of what you can do with Roan:

roan7.pngroan9.png

There are some things you should avoid with roan. First, large holes. Second, solid patches of color instead of semi-transparent patches. The following two images are examples of what NOT to do:

Color Rules

Roan will always be lighter than what lays beneath it. It will have a slight transparency, letting colors underneath show. It can be affected by color modifiers, but it will still be slightly transparent.

Layering Rules

It is a Pigment Trait, so it follows those layering rules.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Special Interactions

  • Gilded - Gilded turns the mark into a solid color with a physically textured surface.
  • Pharaoh - Pharaoh will not affect Roan.
  • Frost - If a design has Roan, displaying Frost is optional.
  • Forged - If Roan presents with a soft edge and soft holes, then displaying Forged is optional.
  • Splotched - Splotched will make Roan full opacity in addition to making the edge solid.

Charged Roan

In between areas of Roan and normal scales, you may put patches of a separate color. It should be in between the lightness of roan and the base scales. This color will always border the Roan somewhere and not create patches by itself. You may optionally put holes in this extra color, the same way the rest of the marking has. Here are examples of Charged Roan coverage and appearance:

 

Zebra

Category: Display

Light | Rare

Zebra is a white marking that covers between 25%-100% of your dragon, where stripes are ‘erased’ to allow the base to show through. The mark may have an erased stripe along the top that goes along the spine and top of tail. It may also have the snout area erased as a solid shape or gradient. You may add a slightly transparent border around the marking–the border will always be darker than the main marking. When in doubt, reference a real zebra! This marking may be any color from the light element color palette. Additionally, it may display a gradient between two of these colors.

 

Gray is the base scale color. The pink and red marking is zebra.

 

Range

This mark may be one solid area or it may present in up to three patches. Any patches should cover at least 25% of the dragon.

Texture Rules

It should have a solid edge. You may have the marking as a whole fade into the scales.

Here are a few more examples of what you can do!

Color Rules

Zebra will always be from the light color scheme unless it is affected by color modifiers or charged. It may be affected by color modifiers. If you give Zebra a border, it will be darker than zebra and lighter than the base color. If this border is tinted, it will be brown, orange, yellow, or a similar color to the marking. The border will always be darker than the marking itself. The main marking of zebra will be at full opacity, but you can fade out the edges as a gradient. These gradients will not create holes in a patch, and there will be a clear chunk that is still at full opacity. In these examples, the base is dark gray, and the Zebra marking is the white stripes.


Zebra with a light brown border. It fades out as a gradient at the bottom.

Zebra with no border. It fades out as a gradient at the top.


Bordered Zebra with no gradient.

Simple solid Zebra.

Here are some examples of what NOT to do with Zebra.


All of the stripes are blurry. Zebra will always be solid.

The border is blurry. Zebra will always be solid.
 
These stripes are black. Zebra is a light-colored marking, not black!

Layering Rules

This is a Pigment Trait and follows those layer rules.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking. On the wings, the stripes will always go from the arm to the bottom of the wing. It will never resemble barred.

Special Interactions

  • Pharaoh - Pharaoh may affect individual Zebra stripes to create a pattern.

Charged Zebra

Charged Zebra may use any colors for the marking, gradient, and border. It may also follow any layering rules as long as it's still visible. You may invert the marking coverage, creating a solid dun-like marking!

Sandstone

Category: Display

Sandstone creates layers of sediment-colored stripes on your dragon or colored stripes within the element’s color rules. When sediment-colored, these layers should be predominantly red or tan, but can have one or two cool-colored stripes. The color scheme of sediment colors will always be warm overall. You may scatter some bits of dust across the marking (must all be the same color). Transitions between ‘layers’ in this marking must be easy to spot. It can cover 50% of the body.

 

 

Color Rules

There are two color options: one is sediment colored and the other uses the elemental color palette. Below is an example of Sandstone colors for a Thunder Element dragon. Having trouble picking colors for sediments? Check out the right side of the earth color palette!

Layering Rules

Sandstone follows regular layering rules.

Shape

It may fade out in a gradient, have a solid edge, or have a textured edge. The sediment layers should all go the same direction (slight waves are fine, especially if it flows with the body). The shape itself will be solid and look like one collection of many-colored layers.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • Forged - If the edge of the mark is soft, then Forged is optional.
  • Splotched - If the edge of the mark is solid or the inside is textured, then Splotched is optional.

Charged Sandstone

Charged Sandstone may cover the whole body, rather than just 50%. Additionally, the pattern can be 'folded' or 'cut' like shifted sedimentary layers.

 

Ripple

Category: Display

Creates streaks or a web of a color running across your dragon that resembles the reflection of water ripples.

You may use white or a color from the regular palette. Ripple should be soft. You may include brighter patches on the lines of the marking, as well as subtle shadows inbetween the marking. These adjustments won't change the hue.

Here’s a video showing two different ways to make Ripple.

Charged Ripple

Charged Ripple may ignore color and brightness rules.

 

Marked

Category: Display

Marked creates one solid patch of color that may be any hue on the end of the tail. At minimum, it covers 1/2 of the tail. At maximum, it covers the whole tail. Its edge may be solid, textured, soft, or a gradient. It is a Top Layer Marking.

Charged Marked

Charged Marked may extend up to the hind legs of the dragon. It will not affect the regular wings of the dragon.

Marbled

Category: Display

Creates a pattern of light and/or dark patches on your dragon’s scales. This means they don’t have to be black and white. The edges can be solid, textured, or a little bit messy.

 

marbled5.png

Color Rules

Marbled follows elemental color rules, but the border should be darker than the inner area. Additionally, the inner area may be white/lighter than the palette and the outer layer may be black/darker than the palette. Each color can have a subtle gradient as long as it still looks like a solid color.

Layering Rules

The core of the mark is made of white, rounded shapes. This layer has a dark border around it. The border can be a plain outline or a bit mismatched, as long as all light spots are in contact with the border and not floating. Using the dark border layer is optional. You can use the 'light layer' to clip into the dark area and create holes in the dark marking, like the bottom example in this image:

 

Shape

The core of the mark is made of white, rounded shapes. This layer has a dark border around it. The border can be a plain outline or a bit mismatched, as long as all light spots are in contact with the border and not floating. Here are some examples of acceptable patterns:

In this example, red=transparent/base color.

You may cover a small area, the entirety of the dragon, or anywhere in between. When covering the whole dragon, it should still be clear that the mark is made of blotches of white and black. Reference the markings of African Wild Dogs or dogs with Merle coats for examples of two extreme shapes possible with Marbled. Bubble textures also work well. Part of the shape may fade out in a gradient, as shown below.

marbled4.png

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • If a dragon displays Hailstorm or a spotted marking that is lighter than the base, then showing Marbled in other ways is optional.
  • Spotted, Echo, Hailstorm - If a dragon displays Marbled, then showing these traits is optional.

Charged Marbled

You may add an extra outline/layer to Charged Marbled. This layer may be black, white, or any color in the elemental color rules.

Koi

Category: Display

Koi creates spots or patterns on your dragon that a koi would have. At minimum, it may just be one spot in one of the colors mentioned below. At maximum, it may affect the whole dragon.

koi3.pngkoi1.png

Color Rules

The mark must use at least one of the following colors, but may use any number of natural koi colors if desired (as long as it is a real-world pattern possibility):

  • Red/Red-orange
  • Black
  • White
  • Blue

 

Shape

Koi can take on any patterns and colors of a real-world koi. This includes any soft edges, gradients, marks, solid edges, and so on that a koi can show. If you’re having trouble putting down a pattern, you can refer to any pattern that appears on koi fish in real life. If there is a photo of a koi with the mark in the real world, then it is an acceptable form of Koi!

Layering Rules

Koi normally follows regular layering rules. All other traits should still be apparent. Koi can optionally be split into two sections--a layer that is a 'base' with only smooth/solid colors and a layer that has the 'marks.' The base may also have holes in the shape of an invisible 'mark' layer. Here is an example of different two-layer style layering with a separate green stripe mark:

koi7.png

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.It can even create solid areas on these traits (such as making all wing leather solid red, even if a koi pattern is not near it).

Interactions

  • Vibrancy - This may add a color or even replace the required colors of Koi.
  • Spectrum - Spectrum affects layers of Koi individually.

Charged Koi

Charged Koi may use any color from the dragon's elemental color palette, in addition to natural Koi colors. Gradient markings connected to Koi may be treated as their own layer, rather than part of the base.

Shark

Category: Display

Shark allows you to add the markings and colors of any fish or mollusk to your dragon. It will take up 100% of the dragon’s body and override all other display traits or color modifier traits. It may only take inspiration from a single species, which must be listed in Design Notes. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

Texture Rules

The marking has no edge, therefore it has no texture.

Color Rules

This marking will only display the colors of the fish species it imitates.

Layering Rules

This overrides all other display traits. If your dragon has a mutation, the mutation will override it.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. These may be colored either to match adjacent colors/markings or to imitate the fish species’s fins. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

You may choose not to use Shark on traits that are not part of the main body. Examples of optional areas include fins, horns, spines, wings, and armor. Regular markings may appear in places unaffected by Shark.

Charged Shark

Charged Shark allows you to use it as a base and display the other traits on top.

 

Underbelly

Category: Display

A simple marking that covers the belly of your dragon in a solid patch of color that is roughly symmetrical. At least 1/3rd of the mark will appear in the dark red area. The light red area shows the approximate maximum.

Shape Rules

It can cover the entirety of your dragon’s limbs, excluding the upper side of wings. It should not extend all the way to the spine of your dragon, the crest of your dragon, or the top of your dragon’s snout. Reference the underbelly of dogs and orcas if you are having difficulty with it! Here are some examples of shaping. First, these two are both examples of roughly minimum coverage, but in different locations:

Next, here is an example of alternate shaping with soft edges, then a more fluid shape:

Texture Rules

The dark red area shows the minimum size, although it may be in slightly different locations.

Color Rules

Underbelly may be any color in the elemental color palette as well as black or white.

Layering Rules

This marking can go above or beneath other markings. It will not cover top layer markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Underbelly

Charged Underbelly may display a gradient between two colors. These colors must still follow regular marking rules.

 

Fawn Spots

Category: Display

Fawn spots are a line of spots that are either white or in the elemental color scheme. They must be clearly connected in a line-like pattern.

Color Rules

Fawn Spots can be white or any color within the elemental color scheme.

Layering Rules

You may layer them normally or as a top-layer marking.

Shape

You must have at least one row of spots. You can choose for them to be vertical, horizontal, or spiraled–as long as the line of spots looks like a line.It is okay if they are not perfectly circular--small oval spots work just as well. Some teardrop spots are okay as long as they look like a line of dots.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • Spectrum - Fawn Spots affected by Spectrum do not need to have a gradient within them, as long as the colors appear in order on the mark.
  • Appaloosa, Tobiano, Roan - Instead of making dots on the dragon, Fawn Spots may create lines of holes within these marks.
  • Comet - The dots of Comet can create shapes within the mark as if they were Fawn Spots. If this effect is used, then regular Fawn Spots are optional.
  • Spotted - If both Spotted and Fawn Spots are present, then Spotted may create patterns the same way Fawn Spots does.

Charged Fawn Spots

Charged Fawn Spots may be any color, even if it’s outside of the elemental color scheme.

 

Brindle

Category: Display

Creates a section of tightly packed stripes that are noticeably darker than what lays beneath them. These stripes should follow the flow of the body (refer to brindled dogs for direction examples). It may be heavily textured in varying opacities, but should be the same color throughout. They otherwise follow regular marking rules. They may cover the entirety of the dragon’s body. It will never appear with a soft edge, even when textured.

If it is on top of any markings, that marking will show through:

Charged Brindle

Charged Brindle may display up to two colors. These colors should follow elemental rules, but they may be darker OR brighter than what lays beneath it.

Tobiano

Category: Display

Tobiano is a white Top Layer Marking. Mutations such as shimmer or iridescence will still show on top, though these are only light reflection effects and do not actually color the dragon. You can cover up to 75% of your dragon with white. The edges must be random and solid. A tiny halo effect is allowed, but it will always be in close association with the marking, and never form shapes of its own. Below, you can see the minimum coverage and maximum coverage. An example of the halo is also visible.

t4.png

Texture and Shape Rules

It should have a solid edge. The halo should also be solid. The shape itself will be solid and random with minimal holes and spots; any spots will be closely associated with the mark, and any holes will be close to the edge. The majority of the marking will be a solid patch, no matter what. Below are examples of what NOT to do. The first has huge holes and is clearly shaped on the tail, instead of being random. The second has a non-random, almost tribal pattern on the neck. The second also has far too many holes and dots.

Color Rules

Tobiano will always be white. Its halo will also be white, though it shows at a lower opacity, so the colors below may show through.

Layering Rules

It is a Top Layer marking, so it will always appear on top of all other markings.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Charged Tobiano

Charged Tobiano may ignore layering rules. It can sit at the bottom of your marking layers, in the middle, or on top of any marking.

 

Skunk

Category: Display

A marking that creates white marks on the dragon in the shape of a skunk’s white marks. It can be any color in the elemental color scheme, as well as white. You can reference the white markings of any skunk. The edge of the marking may be solid or soft, but should not be a full gradient.

skunk2.png

Color Rules

It can be any color in the elemental color scheme, as well as white. Additionally, it can display a subtle gradient (such as white -- > light silver) that looks like a single color at first glance.

Layering Rules

Skunk follows regular layering rules. If it is only white, it may optionally be used as a pigment trait.

Shape

Any skunk species may be references. Here are examples of an Eastern Spotted Skunk and Hognose Skunk:

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Interactions

  • When used as a Pigment marking, its color will match any other white Pigment marks.
  • Splotched - As long as Skunk has a solid edge, then showing Splotched elsewhere is optional.

Charged Skunk

Charged skunk may have a gradient of two colors. It will still follow normal color rules. If this option is used, then Skunk cannot be used as a Pigment trait.

Flaunt

Category: Display

Flaunt is an ultra-rare Light display trait that allows you to mix and match markings and colors on your dragon. All color rules are ignored. Layering rules are also ignored. Here are some examples of markings combined with Flaunt. Unlike Welding, Flaunt has no limit to the number of markings you can combine.

Left to right: Zebra + Ripple, Collared + Rabicano, Sable + Spotted

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Left to right: Fractal + Underbelly, Underbelly + Pangare, Tobiano + Chameleon

You may combine as many or as few markings as you desire. However, all markings must be recognizable. The Ripple + Zebra shows a very minimal zebra in the form of stripes. Underbelly + Pangare shows a few small blurry areas among the normal underbelly.

Charged Flaunt

Charged Flaunt currently has no effect.

Crackle

Category: Display

Crackle is a marking inspired by giraffes. It can cover the entire body or just a portion. If you choose just a portion, you may choose between a gradient fade and/or a sharp ending. Just make sure that the marking still resembles a giraffe pattern. The interior may contain spots of a matching color within color rules. When using this option, not all spots need to be colored in.

crackle8.png

Color Rules

The outline may be any color in elemental rules or white. The interior may be any color in elemental rules in addition to warm, earth-like hues. Check out the right side of the earth color palette for examples. All interior spots should have a matching color.

Layering Rules

The outline of Crackle follows regular layering rules.  Each spot does not need to be fully filled--if you choose to include holes in the spots, the spot should fade softly in a gradient. The 'windows' of Crackle will always be below the outline, but each spot may be on its own layer. This means other marks may criss-cross underneath the outline of Crackle.

crackle1.png

 

Shape

It is a solid mark with holes cut out from it. The outline should have a texture that makes the marking look…crackled! Optionally, the inside holes may be filled in with a single color or single color gradient. Any spots made by the mark must touch the outline somewhere. Click here for an example of illegal spots that do not touch the mark.


Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • When the outline is above regular layer marks, not all 'windows' need to show the marks below. This applies even if they are not colored in.
  • Vibrancy  - May affect one or both of the layers. May affect spots individually, as well as create a two-color gradient in the spots.
  • Splotched - May affect one or both of the layers. If a dragon displays Crackle, then Splotched is optional.
  • Forged - May affect one or both of the layers.
  • Glass and Crackle - When both of these traits are present, their windows may be any color on the dragon, any color in the elemental palette, and any earthy color. They may have different colors per window even without being charged.

Charged Crackle

Charged Crackle may have different colored spots. The outline may be any color. The spots will follow regular color rules,  in addition to cooler earthy tones like steel blue (pictured above).

Wild

Category: Display

Wild allows you to add the markings and colors of any extant mammal or marsupial to your dragon. It may apply to the body or the entirety of the body and wings. This will cover any markings beneath it. It may only take inspiration from a single species, which must be listed in Design Notes. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

Texture Rules

The marking has no edge, therefore it has no texture.

Color Rules

This marking will only display the colors of the mammal or marsupial species it imitates.

Layering Rules

This overrides all other display traits. If your dragon has a mutation, the mutation will override it.

Effect on Modifiers & Physical Traits
It may affect modifiers, skin, nails, ears, and similar things where it touches. These may be colored either to match adjacent colors/markings or to imitate the mammal’s or marsupial’s features. If the animal has bioluminescence, translucence, iridescence, transparent skin, or similar coloring traits, they may be included.

You may choose not to use Wild on traits that are not part of the main body, though if wings are present, at least one side of the wings will be covered. Examples of optional areas include fins, horns, spines, and armor. Regular markings may appear in places unaffected by Wild.

Charged Wild

Charged Wild allows you to use it as a base and display the other traits/markings on top.

 

Stamp

Category: Display

Creates a single and artificial symbol somewhere on the dragon. A heart, star, moon, pentagram, exclamation mark, question mark, ellipsis, zodiac sign, and similar symbols are all acceptable examples. If a stamp is not on the center line of your dragon (IE it is placed on a flank), then the stamp can optionally be mirrored on the other side. The stamp should be small and contained. The example below shows the ideal size for stamp. It can have up to three solid colors. The colors do not have to obey elemental color rules.

The shape limit is relative to the dragon’s size. You can see the absolute maximum and absolute minimum on the image above.

Shape Rules

Stamp may be any artificial shape. A simple circle looks natural, so slightly adjusting that shape makes it a proper stamp. When using multiple shapes, they should be tightly packed (such as the dot in the letter i), rather than spaced out.

Texture Rules

The outside must have a solid edge. Color transitions should also have a solid edge. The shapes themselves can be random, but the solid edge is important.

Color Rules

Only three colors can be present in a Stamp. They should be separated by a solid edge. The overall shape should look unnatural.

Charged Stamp

Charged Stamp may have any number of colors. In addition, you can use gradients in your stamp, and your stamp may glow.

 

Fractal

Category: Display

A marking that resembles lightning or other fractals. It starts in one central point and then branches out from there. It may be solid, blurry, or a mix–but opacity will be consistent and 100% throughout. You can apply a gradient on the marking. It may glow.

fractal4.png

Color Rules

It can be any color, as long as that color is lighter than the base color. It can also display a gradient and/or glow.

Layering Rules

The regular Fractal mark follows regular layer rules. However, if you choose for the mark to glow, it may also be used as a light effect.

fractal3.png

Shape

Fractals that resemble lightning can have random branching. Other fractals do not need to be perfect, but they should be recognizable as a repeating pattern. Only one type of fractal can be used in a design.

fractal1.png

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches.

Interactions

  • Vibrancy - Vibrancy adds a second color that may be used as a gradient or a separate fractal color.
  • Frost - Fractal is optional on a dragon that displays Frost.
  • If Breeze, Stamp, Runemarks, or other marks create a fractal shape, then showing Fractal separately is optional.

 

Charged Fractal

Charged Fractal may be darker than the base scale color. In addition, different shapes may be used, and each Fractal may have its own color.

 

Checkered

Category: Display

A marking that consists of one to two colors and up to three tessellated shapes. A square checkerboard pattern will always be accepted, but feel free to use any sort of tessellated shapes. You are allowed to rotate shapes as long as they are in a grid-like pattern, so triangles are another easy tessellation option. You are still limited to two colors no matter how many shapes you use, which means you will have to be creative if you want a complex tessellation to be visible. The base coat will show through any empty spots, if you choose to use them.

Shape Rules

The shapes may be any shape. However, you are limited to three. Additionally, you have to have enough to tessellate/checker.

This means that you must have at least three shapes. These shapes should be in at least two rows and at least two columns, which means each shape must appear at least three times. As long as this requirement is met, you may have a few shapes ‘missing’ from the tessellation, as long as the pattern is clear. You may also space the shapes out partially, creating the illusion of an outline.

Texture Rules

Checkered will always be solid.

Color Rules

Checkered follows elemental color rules. It may have up to two colors. These colors can affect the outline and any other shape. They don’t have to be consistent–in a simple checker example, all of the following are examples of acceptable color schemes.

Charged Checkered

You may use up to four shapes and up to five colors for Charged Checkered. One of the colors may glow.

Sparks

Category: Display

Creates random, jagged lines across your dragon. Lines will not follow a pattern or look like natural stripes. They may end in sharp tips. The edges must be hard and random (as if a caterpillar munched on the edges). This is a Top Layer Marking. The lines must be relatively thin–the crest region of this example shows the widest it can be. It may also glow.

Shape Rules

Sparks will be a long line or lines. Branching is minimal and random. Their shape will never look organized or artificial. It looks most similar to lightning in shape.

Here are some examples of what not to do:

The first example has no random texture to its edge. The bottom left looks like stripes rather than random shapes. The top right are too uniform in the way they split, and they don’t resemble lightning shapes/random shapes. The bottom right is uniform, curled, and looks nothing like a lightning shape.

Texture Rules

Sparks will always have a solid edge.

Color Rules

Sparks may take any colors in the elemental color palette and/or the Thunder elemental color palette. It may have up to three colors that blend smoothly with each other.

Charged Sparks

Charged Sparks may have any number of colors that blend together. The gradient may affect the tips, the back, or create a stripe, as long as the transition is smooth and the marking has its regular texture.

 

Aurora

Category: Display

Creates one or more smooth aurora shapes on your dragon. If there are multiple auroras, they should be easy to distinguish. They will never resemble clouds, mist, or a nebula.  You may place dots of your chosen aurora colors inside of the marking as long as the marking as a whole is still smooth. The interior will not have white stars or sparkle without other markings affecting it.

Color Rules

You may choose any two natural aurora colors (the bright pinks, blues, reds, and yellows from the thunder palette are a good example) and apply them smoothly along the aurora. They may form a gradient across the stripe and/or color different stripes separately.

aurora2.pngaurora3.png

 

Layering Rules

Aurora follows normal layering rules.

Shape & Texture

Aurora typically forms soft stripe-like shapes. Only one side of this 'stripe' can be hard edged, while the other will be smooth.

 

Here is a bad example of Aurora, what not to do:

aurora5.png

ABOVE, EXAMPLES OF WHAT NOT TO DO:

  1. There are no blurred areas in this.
  2. The transition between colors is not smooth.
  3. It has white sparkles. While Aurora can have spots that match the marking color, it should be contained inside the mark and never have sparkles.

 

Special Interactions

aurora4.png

  • Where Aurora touches leather, fins, horns, and nails, manes, and fur tufts, it may optionally affect the color of the whole trait it touched.
  • Aurora can be affected by Vibrancy. It can add a new color or be the only color.
  • If the dragon also has Rabicano, the Aurora may have streaks and subtle dots that are the same color as Rabicano. If this is used, then Rabicano does not need to show on the dragon. Rabicano can be the same color as Aurora if it is within the color palette, so showing Rabicano at all is optional.
  • Aurora does not need to show in all the 'windows' of Glass, Crackle, or Stairstep.

 

Charged Aurora

Charged Aurora may use up to three natural Aurora colors. Additionally, it may sparkle or glow. aurora6.png

The glow and sparkle of Charged Aurora is treated as a light effect.

 

Runemarks

Category: Display

Creates geometric patterns along your dragon. Must be a single solid color. They do not glow. You may choose to make them look painted on. If you use natural shapes (like spots), it should be mixed with unnatural shapes so it is clearly part of the marking. These markings can also take on the form of numbers and letters. There must be at least ten symbols.

Shape Rules

Natural markings, such as a circle, should be altered to look unnatural. This could mean adding lines or shapes in or nearby it so that it’s clearly an artificial pattern.

Runemarks can appear in any number of unnatural shapes, so long as they are one color. They will always have a solid edge.

Charged Runemarks

Charged Runemarks may use symbols with two colors. The colors should be distinct/NOT a gradient over the whole marking. They may glow.

 

Glass

Category: Display

Creates large, angular shapes that are clumped together like window panes. The outer lines will be black and straight. The lines may be different widths, but each individual line should stay the same size throughout. You can have several clumps, but there will be at least three panes in each cluster. You may color the inside of each pane with any color found on the dragon. In example, the above dragon only has gray, so the panes can only be gray. The below dragon has several other colors, so the panes can be several colors. Stained glass will cover up to 50% of the dragon. Minimal stained glass will show a cluster of at least three small panes. The inner panes may be up to 50% translucent, but the outer border will always be solid.

Shape Rules

Glass is defined by its black border. Each line of the border will be straight. It will never curve. Each cluster of panes will have at least three panes connected (in example: three neighboring triangles).

Texture Rules

It should have a solid edge.

Color Rules

The outside border will always be black, unless affected by Vibrancy, Dazzle, or Spectrum. You may color the inside of each pane with any color found on the dragon. In example, the above dragon only has gray, so the panes can only be gray. The below dragon has several other colors, so the panes can be several colors. Each pane will be a single solid color. The inner panes may be up to 50% translucent.

Layering Rules

You may layer it as desired. It will never go above Top Layer markings, though.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It can also appear on modifiers that are not touching the marking.

Interactions

  • Glass and Crackle - When both of these traits are present, their windows may be any color on the dragon, any color in the elemental palette, and any earthy color. They may have different colors per window even without being charged.

Charged Glass

Charged glass allows you to use curved lines. Additionally, the panes may be any color, even if the dragon does not have that color. Furthermore, it may cover the entire dragon, as long as all other traits are visible. Lastly, you may have a single gradient in each individual pane.

 

Echo

Category: Display

Echo is a highly versatile marking that allows you to add one to two outlines to any number of your dragon’s markings. You may also include a transparent space in between outlines. You may make the marking itself transparent, with only the outlines showing. You can make the interior a different shape, as long as the outermost outline meets the normal edge criteria for the marking. The inner outline/marking may have faded edges, as long as its original shape is apparent. Outlines may be any color. The affected marking must still be within normal color rules. Below, you can find several different examples of outlined. The white/off white sections are transparent.

Echo may affect different markings in any way you choose. You may add one cyan outline to one marking, then a green and white outline to another. In the event that a marking covers the entire body (such as Origin), you may create a 'seam' in a location of your choosing.

Texture Rules

The outlines will follow the normal edge/texture rules of the marking.

In this example, Echo is affecting aurora, so the red Echo has the same gradient texture. It is also affecting the circuit-like marks, which creates a solid blue outline around a transparent marking.

Color Rules

Each outline may be any color, regardless of elemental rules. It will not display a gradient. It can be affected by Vibrancy, Spectrum, and other traits that affect color.

Layering Rules

This marking will be on the same layer as the marking it affects.

Effect on Modifiers & Physical Traits

It may affect modifiers, skin, nails, ears, and similar things where it touches. It will not outline modifiers.

Notable Interactions

  • Iridescence - When clipped to Echo, you may choose whether Iridescence appears on any of the echoes, the main mark, or a mix of the two. The only requirement is that it appears as iridescence clipped somewhere rather than a solid rainbow outline.

Charged Echo

Charged Echo allows you to use three outlines on your markings instead of two.

 

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