smooshkin's Bulletins


Δ [Smooshkin's ToS]

Posted 5 years, 11 months ago by smooshkin

Smooshkin's Art and Adopt TOS


By purchasing my services or a particular design of any IP I own, you automatically agree to the following terms and conditions.



ADOPTS and CUSTOMS
By purchasing designs from me, you are purchasing my labour and a partial right to the design. I retain ALL copyrights over my work, which include right to redistribute, reproduce or use the image as a sample for sales or self-promotion.

  • I claim all rights to the IP, but I will not reuse/resell the design again for personal or commercial projects. (Unless it is reclaimed for any reason or I am commissioned to draw it with your permission.)
  • I reserve the right to reject sale for any reason.
  • I reserve the right to reject your custom proposal without question.
  • I reserve the right to modify and resell any rejected/refunded designs to be sold at a later date.
  • You may use designs purchased from me for any personal use that you please, including but not limited to icons, signatures, layouts, wallpapers, themes and personal site display.
  • The commissioner may upload the work done to their site as long as it is credited and linked back to any of my main galleries.
  • You may not claim the work or the IP to be your own or set it up for redistribution. You may not use it for any external projects without my permission, commercial or non-commercial.

RESALES
This section is in regards to designs or IP you have purchased from me and wish to re-home, trade or resell.

  • You are allowed to resell designs or customs you purchase from me at any price at any time. (This includes any and all closed, open or one-off species.)
  • You may resell my designs, customs and adopts received in trades or sales for any price at any time.
  • Gifts can be resold with my written permission.
  • You may not resell MYO credit received on Patreon via pledge benefits to anyone.
  • You may sell Designed MYOs or adopts you have created of my species for any price at any time.
  • You may resell MYO tickets (undesigned MYOs) for the price you paid. Only designed MYOs may be traded.
  • You may use designs purchased from me for any personal use that you please, including but not limited to icons, signatures, layouts, wallpapers, themes and personal site display.
  • The commissioner may upload the work done to their site as long as it is credited and linked back to any of my main galleries.
  • You may not claim the work or the IP to be your own or set it up for redistribution. You may not use it for any external projects without my permission, commercial or non-commercial.

COMMISSIONS
By purchasing art and illustrations from me, you are purchasing my labour and a partial right to the design and art. I retain ALL copyrights over my work, which include right to redistribute, reproduce or use the image as a sample for sales or self-promotion.

  • I claim all rights to the art, but I will not reuse/resell the art again for personal or commercial projects. (Unless it is a sample used in self-promotion.)
  • I reserve the right to reject sale for any reason.
  • I reserve the right to reject your commission proposal without question.
  • I am not responsible for edits, changes or details not mentioned in the commission scope or character's reference.
  • I reserve the right to modify and resell any rejected/refunded designs to be sold at a later date.
  • You may use art purchased from me for any personal use that you please, including but not limited to icons, signatures, layouts, wallpapers, themes and personal site display.
  • The commissioner may upload the work done to their site as long as it is credited and linked back to any of my main galleries.
  • You may not claim the work to be your own.
  • You may use it for any projects, commercial or non-commercial. (Provided you stated your intent in your commission proposal to use it commercially.)

PAYMENT
This section is in regards to all payments for my services and labour.

  • I do not accept full refunds after I have begun working, however, this is completely up to my sole discretion.
  • I expect a down payment for payment plans of at least 25% of full payment. I will re-possess the character if you fail to adhere to our plan and will not refund you if you fail to complete the full plan, for any reason.
  • Payment plans will not exceed 30 days unless I agree to another timeframe.
  • Holds are never guaranteed if you do not provide me a date.
  • Payments must reach me in USD. (Via Paypal)
  • I reserve the right to refund you if I cannot complete your commission in a reasonable timeframe. (This should never, ever happen and never has, but just in case.)


This document can and will be edited at any time without the need of further notice.

[Species] Wildren Species Info

Posted 6 years, 1 month ago by smooshkin

A CLOSED SPECIES BY SMOOSHKIN

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MYO1|| MYO2||MYO3||MYO4

WildrenDollLORE
Wildren are fae creatures with the purpose of watching over the various spheres of elemental, mystical and natural magic of their world. While every Wildren is naturally attuned to a certain element of nature at birth, their strongest attunement is dictated by the element they are surrounded by or most powerfully drawn to in their formative years (usually the first 10 years of their life.)
It is said that the Wildren are descendants of men, elves and other races that used druidic magic to fight back ancient evils thousands of years ago. Other stories say they are permanently caught between human and werewolf transformation and that it was spread as a magical curse resulting from overuse of such powers.

ATTUNEMENTS
Attunements may be general in scope, or very specific. While some elements are considered sub-elements of others, the Wildren is considered attuned to the sub-element.
The mere presence of a Wildren near their physical attunement keeps the balance of nature in tune. A Wildren is happiest near a physical manifestation of their element.

  • Crystal - Minerals, Crystals
  • Earth - Stones, Gems, Sand
  • Water - Oceans, Water, Rivers
  • Sun - Sun, Sunlight, Warmth
  • Fire - Ash, Flames
  • Steel - Metals
  • Life - Healing, Growth
  • Death - Rot, Decay
  • Stars/Moon - Stars, Starlight, Moon, Moonlight, Space
  • Abyss - Darkness, Deep Sea, Void
  • Crows - Literally crows.
  • Hollow - Nothingness, Dust, Emptiness. This is extremely rare and is currently the only attunement that is an Exotic trait.
  • And more.

HOLLOW
The "Hollow" is a curse of emptiness and entropy brought upon all worlds the Wildren inhabit. It seeks to turn all elements into nothingness. A Wildren "Cursed" with the element of Hollow is not strictly bound to the will of the Hollow and can not spread it themselves except in cases where the Wildren has chosen to learn how (however, it is known to "speak" to them at times). Though they are often looked upon with distrust, they are just like other Wildren, though their skin and pelt is desaturated. Their eyes are always silver or red.
An element touched by the Hollow will turn to dust. The older the object, the longer it will take, but it is destined to crumble. Wildren scholars and magic-crafters study relentlessly to find ways to combat or cure the Hollow.

In places where the Hollow has taken over completely can occur an anomaly known simply as the Nothing. A rip in space time similar to a black hole. No one has ever come back from entering the Nothing and so no one knows where it leads.

ANATOMY & TRAITS
Wildren resemble adlets from mythology or, more colloquially, resemble "wolf-fauns". Their torso appears mostly humanoid, with their limbs being covered in fur. Their legs are wolven (or feline, depending on who you ask) in appearance. Most iconic are their fluffy manes growing from their upper back and shoulders. Most Wildren have a mane, but many may choose to clip theirs short.


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CULTURE

  • ▲ Wildren who have chosen to live in modern settlements or cities and leave the wilds behind are called "pets" (And sometimes 'primren') by wild Wildren. It's often derogatory.
  • ▲ Likewise, "Wild" Wildren are called often called 'feral' by city-dwelling Wildren.
  • ▲ Naming Conventions; Wildren first names can be nouns, exotic and completely fantastical or relatively mundane. Surnames are often nature related. (e.g. Hightail, Redweather, Silverclaw, Falconer)
  • ▲ Wildren are very sensitive to dominance hierarchies. It's common to be respectful of those in authority, but it's equally common for power-clashing to occur. In other words, your ability to be proficient in what you do is judged highly in your respective community.
  • ▲ It is often trendy to clip your mane, tail or fur in various styles.
  • ▲ There is no centralized government or true royalty (though Wildren may self-proclaim themselves) among Wildren. Instead, they ally themselves into groups of hierarchies that ultimately are led by an alpha (or alpha-prime if it is especially large.) These "packs" can function like tribes, corporations or companies, militaries or communities and might only sparingly cooperate with each other.
  • ▲ Vallencourt, once the city of light elves, has since been swallowed by the Hollow, resulting in their population moving in with the dark elves of Netherrath. The tension has eased over time, though scholars work tirelessly to try and recover the crumbling city.

THE GARDEN WORLD

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FAQ

WildrenDoll2

Q: Do you do customs/MYOs?
Yes! MYO events happen every so often.
I take customs in very limited numbers.

Q: Do Wildren have a canon world?
Wildren originally come from a place known as "The Garden World."
They are able to leave by any magical (or technological) means, but many choose to stay.

Q: May I use my MYO to turn an existing character into a Wildren?
Yes, you may.

Q: Can my Wildren have horns/wings?
Currently only Djinn bloodlines possess horns and wings.

Q: Can my Wildren be intersex/nb/whatever?
Your Wildren can be anything you want.

Q: Are Wildren included in the species benefits on your Patreon?
At the moment, no. They are completely closed and are not one of my Patreon-open Species.

Q: Can I resell my MYO ticket?
Yes, you may always resell your MYO tickets for the price you paid. Designed MYOs follow my regular TOS.

Q: Can I draw their digi-legs more humanoid?
Yes, I'm not strict. Provided they are still furred so as to align with the species, you can make the legs more plantigrade/human.

Adopt ToSToSMYO Rules

[LINKS] Species Info and FAQs

Posted 6 years, 6 months ago by smooshkin

SPECIES

Wildren: Species Info
Fae half-werewolf humanoids attuned to nature.
Latest MYO Event
DA Group
Customs

Knightclaws: Species Info
Noble, quadrupedal fae companions with a strict code of honour.
Latest MYO Event

Fairy King Dragons: Species Info
Fae dragons that derive power from gemstones.

Nagarim: Species Ref [nsfw]
Dragon-Naga with fuzzy bodies.

Garuda: Species Info [nsfw]
Thunderbird descended dragons.

Nyxie: Species Info [nsfw]
Unicorns from space.
Custom Form

Veilhounds: Species Info [nsfw]
Rift-hopping hellhounds.

Smooshkin's Species Discord!
Smooshkin.com for up to date species lore!


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Adopt ToSToSMYO Rules

Dullahinny Lore

Posted 7 years, 21 days ago by smooshkin

DULLAHINNY ARE A CLOSED SPECIES, YOU MAY NOT MAKE YOUR OWN.

DULLAHINNY LORE

A Dullahinny is a spirit that is inhabiting the body of a dead horse. They can take many forms varying with how the horse has died and the types of spirits nearby at time of death. Any kind of spirit can possess a Dullahinny, but most simply wish to experience life as an equine. Spirits can include souls, elementals, poltergeists, demons, fairies and more.

Though they can be terrifying in appearance, they usually desire only to do what most horses do. Run, play, carry riders and explore the world.

DULLAHINNY POWERS

While powers vary from individual to individual, most Dulla has abilities related to the natural world, healing and death. These powers are granted by the spirit residing within the Dullahinny mixed with the experiences of the host.
One may be able to heal mortal wounds from its own experience as a healing spirit and having received a mortal wound in life, killing the horse.
If absolutely necessary, Dullahinny can spawn "arms" using their spirit energy, made up of whatever the spirit has available to it in its new body, such as blood, bone, vines or lichfire. This takes energy, but allows the Dulla to manipulate objects.

DULLAHINNY ANATOMY

Being supernatural, most Dulla possess otherworldly traits and yet can function just as normal. Always ungulate in appearance, they may have mortal wounds or exposed bones although these "injuries" do not seem to cause them any pain. In fact, they're quite content and seemingly unaware!

CLASS

Dulla fall into categories known as classes. Class often dictates the abilities or nature of a Dullahinny. The classes discovered so far are the following;

Wild - A wild horse possessed by a natural spirit.
War - A warhorse possessed by a spirit of combat.
Haunted - A horse possessed by a trickster spirit.
Fairy - A horse possessed by a fae spirit.
Naval - A horse possessed by an aquatic spirit.

TRAITS

Blood
Lifeblood (Always dripping coloured blood or blood trails)
Djinni (Sand instead of blood)
Apis (Honey instead of blood)

Body
Shuck (Heavily Furred)
Rattled (Exposed Ribcage, Tail or both)
Zombie (Exposed Organs)
Revenant (Possessed Suit of Armour)
Eidolon (Ghostly Full Body)
Tombraider (Full body bandages)
Vanquish (Weapons Embedded in Body)
Fossil (Fossilised/Opalized Bones)
Ancient (Petrified Wood Bones)
Overgrown (Plant life growing on/in body)

Tail
Fable (Unicorn Tuft)
Rattled (Exposed Ribcage, Tail or both)
Imp (Spaded Tip)

Head
Avalon (Unicorn Horn)
Dragon (Dragon Horns on the head)
Will-o-Wisp (Flame over head)
Devil (Horns on Skull)

Wings
Pantheon (Feathered Wings)
Nightmare (Bat Wings)

VISUALS

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AMALGAMATIONS

Amalgamations are usually more powerful Dullahinny with extended abilities. To be classified as an amalgamation, a Dullahinny must possess certain combinations of traits.

Pharoah: Tombraider + Mummy
Bog Lord: Wild Class + Antlers + Cloven Hooves + Zombie or Undead
Glen Lord: Wild Class + Antlers + Cloven Hooves
Fairy King/Queen: Fable + Avalon
Vampire: Nightmare + Saber
Barghest: Shuck + Spook
Destrier: War Class + Revenant + Lich

ANATOMY NOTES THAT MUST BE FOLLOWED BY ALL PURCHASERS

A Dullahinny is defined by its "severing" (the method of its near or complete headlessness). A Dullahinny with a 100% intact neck does not exist.

DESIGN EXAMPLES

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If you have any questions, feel free to ask here!