
How to Grow Up Your Stump
Thinking about growing your stump up? You've come to the right place!
Welcome to the Grow-Up Guide, where you'll learn how to grow your stump into an official adult!
Before we get started, let's ask why you should grow your stump up!
Why should I grow my stump up? Do I have to?
Growing your stump up is completely up to you, and no, it's not mandatory! Your staxie can be a baby as long as you want.
However, there are a few distinct advantages to growing your stump into an adult:
-
More upgrades! Stumps only have access to a small handful of upgrades, growing them up allows you to apply dozens more upgrades!
-
Learn magic! With their temporary magic mouth, stumps cannot learn any magic! If you want your staxie to learn magic, they'll need to be an official adult first.
-
Group events. Not all, but some group events may be exclusive to adults. If you want to participate, you may need an official adult staxie!
Preparations
First thing's first, your stump needs to be one month old to grow up!

Check the date on your baby approval to see if it's been at least one month since upload!
The timestamp on the approval image is your stump's birthday, NOT the day they were approved!

Your stump must have at least three colored fullbody deviations of them submitted to the group.
(The approval does not count as one of the three)
This might seem tedious if you're trying to speedrun baby-hood and get to being a cool adult, but we need those baby pictures to embarrass your staxie with in the future! /s
Decide Time!
Now that you CAN grow your stump up, it's time to make two very important choices!
Bipedal or Quadruped
This decision is entirely up to you.
Which stance do you think will work better for your staxie's design?
Do you just like drawing four-legged creatures more?
Whatever your reason, don't stress too much, your staxie's stance CAN be changed later on. So if your decision ends up not vibing with you, don't worry!

Bipedal
-Better at using their hands.
-Clothing tends to be made more easily for bipeds.
-Maybe you just prefer drawing anthros!

Quadruped
-Better at working strength-based jobs.
-Faster and stronger than bipeds.
-Maybe you just prefer drawing creatures on all fours!
Adult Anatomy
Regardless of which stance you choose, these pieces of anatomy change when your stump grows up:
-
Tongue fades to pink.
-
If your stump has default ears, they grow a second branch.
-
Tail gets a little longer
-
BIGGER THAN BEFORE

Magic Glands
Arguably the most important choice, magic gland locations CANNOT be changed.
You can either pick a location that works with your staxie's design or choose a location that offers a specific magic boon.
Magic glands are organs that act as conduits for a staxie's magic! Any magic they preform comes from these specialized organs.
Magic Boons
Time for a quick rundown on staxie magic:
There are four elemental magics; Air, Water, Earth, Fire.
There are eight complex magics; Necromancy, Illusion, Evocation, Abjuration, Enchantment, Conjuration, Transmutation, Divination.
To learn these complex magics, a staxie must first learn the four elemental magics.
The location of their magic gland gives them a "shortcut"; they may learn the complex magic that corresponds with their gland location without knowing any other magic.
TLDR: the location of the magic glands allows your staxie to learn a complex magic without needing to learn the four basic magics.

The Eyes - Necromancy - The ability to see beyond the Veil.
Necromancy isn't exclusively raising the dead like the name would suggest. Necromancy is the art of manipulating the life force that everything has, living or dead (surprisingly, the dead DO have a malleable life force.).This can be manifested as healing,
communing with the dead, and yes, raising the dead with advanced levels of magic. Necromancers tend to be morticians and doctors, or simply those well versed with planes beyond our own. While necromancy as a concept is not frowned upon, some advanced spells are... don't raise an undead thrall around kids, okay?
​
Necromancers are usually calm and thoughtful.
Magic gland wraps around the back of both eyes.

The Cheeks - Illusion - To put up an illusion right before your eyes.
Illusions, as the name suggests, are spells that trick the senses; creating things that feel real but may not be really there. Some illusion spells are common and very practical, such as creating a static light source or creating a helpful visual when trying to
communicate something to a friend. Knowing basic illusion spells is common, but this often results in the practice of illusion being looked at as a "party trick" and "not REAL magic" because it "takes no effort". High level illusionists are rare, but they have great tools at their disposal.
Illusionists are usually imaginative and spontaneous.
​
Magic gland sits on both cheeks.
Cheek upgrades must grow AROUND the glands, NOT on top.

The Neck - Evocation - Speak the elements themselves into being.
Evokers have an incredibly wide range of niches they fill; protection, healing, offense, utility, all of it. Evocation magic is usually seen as the "most desired" magic by young magicians. What do you mean I can breathe fire or frost or acid or lightning??
Of course I'm doing that! Healing? No problem! Need a wall of fire for some reason? I got you! This often tends to be the school of magic responsible for the most injuries.
Evokers are usually confident and reliable.
​
Two stripe-shaped glands that wrap around the back of the neck.
Not combinable with Gills / Frilly Gills.

The Chest - Abjuration - Protection that comes from your heart.
Abjuration is the school of protection. Abjurers are highly respected and valued; a powerful well-known abjurer may be called from many many miles away simply to cast wards to protect items and places of great importance. Those that specialize in abjuration
tend to have a strong desire to protect, or might just be seeking fame by creating a new type of ward.
Abjurers are usually nurturing and passionate.
​
One large circular gland centered on the sternum.

The Back - Enchantment - An enchantment can come from anyone, watch your back.
No school of magic is considered "evil", all magic can be beneficial or harmful... however, those studied in enchantment might get a few side eyes. It's not uncommon for parents to panic when they notice
magic glands forming on the back of their growing stump. Despite the stigma, enchanters wield beneficial spells alongside their "sketchy" ones. Usually an enchanter will work at a doctor's office, or a court. And while yes, no magic is inherently evil, enchanters do have the ability to hold others and issue commands that cannot be ignored.
Enchanters are usually intelligent and self-assured.
Six magic glands in total. Largest two on top, medium two underneath, and smallest two on the bottom.

The Hands - Conjuration - Craft what you conjure with your own two (or four) hands.
While not viewed as a "necessary" magic, conjuration is the magic of convenience. Conjurers have the tools of teleportation and telekinesis at their disposal as well as the ability to make a snack or call an animal
friend. Conjurers are sometimes considered "lazy" by others, but no one is calling them lazy when they are preventing an early frost from killing crops, are they?
Conjurers are usually creative and tactile.
One circular magic gland on each palm.
Not combinable with Paw Pads.

The Feet - Transmutation - Channel the energy of the earth to change the world around you.
Transmuters like to look the word "can't" in the face and say "watch me". Transmutation spells can be viewed as useless when they're not needed and absolutely 100% necessary when they are. From
making a child's toy do a little dance to walking on water to permanently changing one's appearance, advanced transmuters are nice to have around. Sometimes it's considered a dying magic since it can't really live up to the coolness of other schools of magic.
Transmuters are usually charming and energetic.
​
Two oblong glands on either side of the ankles.

The Tail - Divination - Sometimes you get a feeling in your bones... or your bum.
And on the other side of the coin is divination, often considered the worst and most useless school of magic. Diviners claim to be able to see into the future but can never give you enough details to prepare for
it. They claim they can read and speak other languages but everyone on Staves Rest speaks the same language, the only time it's necessary are with some of those books in the library, and who even reads those? They can look through a crub's eyes but... what use even is that? Diviners are often hurt by the stigma their practice has, but they do have incredible powers at their disposal.
​
Diviners are usually frivolous and easygoing.
Two stripes on either side of the tail that run alongside the length.
Not combinable with No Tail.
Drawing Your Grow-Up Approval
​

• Choose the correct template.
• Eye dropper your colors from your approval template.
• Draw your stump and adult with all the upgrades they currently have applied!
• Follow the anatomy above.
• Don't forget to include their new magic gland(s)! It should be at least somewhat visible, to the best of your ability!
• Boring poses are best.
• Stump and adult should be facing the same direction.
Posting Your Adult Approval!

Remember to add this important information to the description of your approval:
Name: (same as their approval)
Upgrades:
Magic Gland Placement: (eyes / cheeks / neck / chest / back / hands / feet / tail)
Stance: (biped / quad)
Approval Link:
3 Fullbody Images:
Don't forget to add your bean count PLUS your bean tracker to the bottom!
Ready to get approved?
Once your grow-up has been submitted to deviantART, it's time to head over to our Discord server to get your adult approved!
You'll want to go to our #adult-approvals channel and you'll get approved from there!
DO NOT "ADD TO GROUP", A MOD WILL SEND YOU AN INVITE TO INCLUDE IT IN THE GROUP WHEN YOUR ADULT IS APPROVED.
LINK TO OUR DISCORD