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Snaklings

❝Closed species by Kuro❞
Welcome newbie!

Snaklings are a closed species created by KuroTheKing!


Snaklings live in small settlements, and these vary in many respects, ending up being so different that a Snakling from one side of the world would not get along with a Snakling from another — not only their languages, but also cultures, values, religions or approach to life is diverse.


Each Snakling is born with a crystal called Ultras, as well as with horns. They are physical manifestations of their arcana, the main building material of their souls and of everything in this world.


Snakling's soul does not have a focused shape and is scattered throughout its host's body, which is why they are said to have several soul points, being the same soul divided into several parts spread out along the host's body — the most important points are horns, Ultra and tails, and they can be connected by a net of "soul vessels" also called soul constellations.


Every few million years, magical cataclysms occur on this planet — too much magic floating in the air, stored in objects and living creatures, causes a collision of energy accumulated over the years, and this in the process of freeing causes an explosion that decimates the population of all beings, who in this era are in charge of the world; that's what happened to the Dragons and what — probably — can happen to Snaklings.

Find us in:

Admin|Staffs

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Kuro Admin

A creator of the specie.
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PyrStaff

A helper, an admin.
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NikStaff

A helper, an official artist.
Subspecies list

All Snakling subspecies:

  • Island Snaklings (COMMON) (?)
  • Fied Snaklings (COMMON) (?)
  • Bog Snaklings (UNCOMMON) (3)
  • Deep Sea Snaklings (UNCOMMON) (4)
  • Aerial Snaklings (UNCOMMON) (3)
  • Desert Snaklings (RARE) (0)
  • Polar Snaklings (RARE) (0)
  • Volcanic (RARE) (0)
  • Arcana Snaklings (MYTHIC) (0)
UPCOMING/Event/Update

Free Discord giveaway || 21.01.2022-23.01.2022

A special Snakling for the grand opening of Snakling Discord server.

Spring Snaklings giveaway || 29.03.2022-ONGOING!

Two pretty spring-themed Snaklings to celebrate coming of Spring! ♡ 

Lore

Snaklings live in tribes, and these vary in many respects, ending up being so different that a Snakling from one country does not get along with a Snakling from another — not only their languages, but also cultures, values, religions or approach to life is diverse. One thing does not change regardless of where they are living in the world — they are connected by nature and rather primitive; they do create small towns and have some kind of technology, though they are more medieval than anything.


Snaklings have always been close to what is natural and created by the "gods", i.e. the creative forces of the world itself, throughout their entire existence; they did not feel the need to oppose it and change the laws governing the world as humans do. They derive their strength from what nature gives them and do not expect more from it even when it is not generous. Despite the fact that they did not develop as much as humans did (in technological terms, of course!), they also created some more objects that were aimed at making their lives easier, in particular hunting or defending territories (spears, daggers, bows, simple traps and the like), they also have numerous decorations such as wild dragon boars necklaces.


They are no different from humans in terms of their psyche. Representatives of this race are characterized above all by curiosity about the world, they like to observe and learn new things about nature without disturbing it in any way. Violation of the peace of nature is punishable, which is why Snaklings consciously inhibited their technological development and stopped it at a level that allows them to survive, while not entirely destroying what the gods created.


At the birth of every Snakling, a tree of the family from which it comes is planted — some Snaklings identifies with maple, others with willow or spruce (depending on subspecie the plant kind may vary); newborns' trees are called Saints, and the destruction of family trees heralds a bad omen, perhaps even a curse. They cherish Nature; what they take from her, they try to compensate for it in aby possible way.


Compared to majestatic extinct dragons and ordinary, boring humans, representatives of this race seem to be fairy-tale-like creatures. They are above all calm; if they fight, they probably do it for the sake of their families and territories. They are also not competitive, and although the hierarchical division is present here, every one of them is proud to be part of this and not another caste. One must admit, however: they are fearful.


They avoid contact with unknown forces or other Snaklings outside their society as much as they can. The elders teach young Snaklings that everything outside of safe territory is a danger to them, therefore they are very rarely seen alone, far from their communities. They have very developed feelings and emotions, and many of them find themselves in art — singing, playing instruments, drawing, sculpting. Sometimes in rare instances, Snaklings join communities they weren't part of but that's a rather rare case; doesn't happen that often.

SOCIETY

What is common to humans and Snaklings, is that they are incredibly expressive; they do not hide their emotions, are in constant contact with their feelings and are extremely spiritual; the most important for them is the cult of nature and at the same time the cult of the soul. They allow their youngest generations to show their true self, their society is very tolerant of things that according to us humans could be called "eccentricities." Nobody here puts on masks and does not pretend; otherness, diversity and being yourself are promoted. What is most interesting about them is the fact that their culture in many ways gives the impression of mystical. Royalties have the highest ranking, they are believed to have many specific features such as the ability to talk to the dead, the sixth eye, vision of the future or various types of cults that are intended to evoke specific phenomena or so-called "deities" (rain, fertility of the land, ensure successful hunting or get the blessings of the gods of war).


In addition, as one of the few, Royalties can use the elements (water, fire, air, earth, ice, wood and others), while ordinary Snaklings use only simple objects that each of them is able to create independently from the nature of materials. For each tribe there is only one Royalty Head and Royalty family — the firstborn will inherit the title after turning 20, while the old Royalty and the rest of the family form the so-called Council of Relatives. Each of them has shamanic abilities, however only the Royalty Head has the right to use them. Next, the most important are metallurgists (having the idea about creating more complex weapons, they are also important in terms of the fact that they produce the most important items) and hunters (the strongest, get food for the weak).


Even though Snaklings have Royalties, they aren't any different than an ordinary Snakling — they play the role of a leader and representative at most. Of course, they are respected but so are other tribe members. Depending on the subspecies, the tribes may look and work differently — Field Snaklings often create small town-like communities with pretty basic wooden buildings, Swamp use huts, Aerials build their own nests, Arctic igloos-like structures, Volcanic use caves, Oceans build their underwater cities while Seashore more often sleep under clear sky or anywhere they want to, and Desert sleep in underground tunnels. Their language — the one they use to communicate with each other — is a very complex one. It has many accents and would be completely incomprehensible to us humans. Words usually consist of three to five letters, and are fast and melodious. Their handwriting, on the other hand, is written in an alphabet unlike any human one — the letters resemble spirals and wavy shapes.

F.A.Q

Question?

Answer!

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Souls

Souls

Their souls are primal souls, that is, the least complicated of all in terms of structure, but their mechanism is much more developed, and at the same time not understandable for pure science. They are most like the souls of the oldest extinct race, the dragons; just like them, the souls of snaklings are powered in part by half-magic essence, otherwise known as an arcana — this is not crystal clear magic, because it behaves differently to different stimuli, but nevertheless has properties similar to it: most Snakling variations possess primal genes, which allow them to weave the elements (fire, water, earth, air), weaving is similar to the magic of words, however, it requires much more energy from the owner of such a soul.


Snakling's soul does not have a focused shape and is scattered throughout its host's body, which is why they are said to have several soul points, the same soul divided into several parts spread out along the host's body — the most important points are horns, ultra and tails, and they are loosely connected by a net of "soul vessels" also called soul constellations. The soul of a Snakling is not able to unite all its separate parts, which makes it much more susceptible to destruction (for example, by cutting off the arm of the Snakling where the soul fragment is located) — the largest of the fragments is, as we mentioned before, near the host's Ultra, and killing the Snakling by aiming the blade or shotguns near it can cause lots of damage or even death. Ultra can't be destroyed, though — it is the centre of their being and stores all of their arcana.


The soul of Snakling is not only primary, but also self-sufficient, because killing one of them does not guarantee the death of the soul, which, as in the case of Dragon Souls, focuses all its layers of arcana on various types of items. An item with the soul of a Snakling inside it gains unusual properties, and are kept by the family as memorials. It's believed that giving the soul time can even bring a Snakling to life; but it wasn't proven just yet. Usually the item being their Ultra, that is the least destructible part of every of them as, upon dying, Snakling's body tends to turn into dust.

Ultras

Each Snakling has a certain item that they are born with; this thing is commonly called Ultra. Ultra is a small gemstone and its color usually matches the owner's horn, and eye color. This crystal can have various shapes — there are no rules when it comes to the way it looks, however the place where it is located is always the upper part of their back as it's their second heart (heart of their soul). Ultra, just like Snaklings' horns, gathers their arcanas in one place and focuses the individual's soul, connecting all of its components in there. It can be removed, but usually adheres to the body of the owner, and removing the object for a long period of time guarantees the death of the individual.


What does this have to do with life? Well, this crystal is an evident part of the possessor's body, very susceptible to injury — it's like taking a heart from someone's chest. Ultra is the Snakling's source of life, and after its eloquent loss, they are slowly losing their strength, arcanas and ability to function properly. First, their tail dies out — for many Snakling subspecies it is dangerous as the tail provides them with oxygen, photosynthesis, stores water or works like a radiator. Without the gemstone-like mattery itself, a Snakling can survive for up to a few hours, slowly weakening after detaching said object. Therefore it is very important, and the creatures themselves consider it as such, because there is no way for a Snakling to get a second copy; every Snakling has a different constellation, and it's impossible to replace their own gem with someone else's.


Ultras often serve as souvenirs, the power of which is never exhausted even after the death of a given Snakling. The very life of these creatures is pretty long, they do not age (thanks to Ultra) and they can easily survive for a few hundred years. However, they are not immortal, so they can be killed, and the death itself is often caused by sicknesses that affect the way their soul works. On average, however, a Snakling can live up to 300 years — the lifespan can be affected by the subspecies of a particular specimen too.

Arcana systems/info

Elemental weaving.

The only still alive holders of Arcana in its true form are Snaklings. Although they have their own skills, the level and potential of weaving differs among their representatives, and due to the existence of tribal rules, very often Snaklings are not able to develop their abilities to the fullest. In general, Snaklings don't usually use Arcana on a daily basis. The vast majority of tribes recognize the frequent use of abilities as an abuse of the gifts given to them by the gods — the surrounding nature.


In addition, the use of elemental weaving is often the privilege of Royalty, it is the most important and decision-making member of the tribe. This is due to respect for the nature that surrounds them, but also due to the fear of the emergence of conflicts solved by usage of Arcanas. Although magic appears to be a taboo subject for Snaklings, it is present in the lives of every individual. They are allowed to use minor spells after all, while some of their holidays are strongly based on the very existence of the elements and the weaving of them.


Main Four Elements and their Branches.


Weaving magic is a very old, ancient craft, which at first was widely used, with time began to be limited to selected groups only. Once Arcana was used by everyone, then it shrunk to the elders, and now all ceremonial rituals can only be performed by the Royalty's family and, above all, by the Royalty Head themself. For this reason, many kinds of magic have disappeared as they have ceased to be spread. Only four main elements and their more complicated branches resulting from the crossing of known elements have survived to the present day — in order to be able to cross the elements, a Snakling must know two components at a very good or sometimes even at a perfect level.


Most Snaklings have an innate talent for manipulating the Arcana particles as they please. They can interpret and use the world around them as they wish, which is possible due to the schematic structure of their souls. The main elements from which all other types of arcana derive are the most mundane — water, air, fire and earth. It is these types of Arcanas that are most popular among Snaklings, and although a large proportion of them use them at a basic level, bending water or fire at will seems impressive. Each subspecies has its own predisposition to t and may do better than the rest in weaving a particular element — this may be because of their familiarity with the element or because of the soul vibrations being similar to one of the four components of nature.

Arcana as elements

Air is a strong element, able to resist the bearer's will, often very unpredictable. It is generally a light Arcana with frequent vibrations; while weaving this element one cannot be slow or sluggish in their movements. Moreover, the vibrations of the soul must be in harmony with the vibrations of the air — hesitation often turns out to be lossy. For this reason, it's mainly the arcana of Aerial Snaklings, whose souls are light and whose vibrations are stable but multiple, used to this type of Arcana.


Water is the most... fluid arcana. Depending on the weaver, it can be calm or unpredictable; there are no specific requirements for the structure of the soul, therefore it was the foundation for many already extinct branches. Water is an Arcana that can give life or take it away, so controlling the soul's vibration and intention is extremely important in this case. It's a favorite element of Deep Ocean Snaklings mainly because of the healing properties, often used by Seashore Snaklings as well thanks to the connection with water.


Earth is a stable and the most stiff arcana, hardest to bend. It cannot be modeled at will, like air or water, and its vibrations are barely perceptible most of the time — therefore this element works best with the souls of Field Snaklings, who are the owners of the most durable of all subspecies souls. As with this element, Field Snaklings soul vibrations are generally imperceptible. Sometimes used by Swamp Snaklings, too.


Fire is a very difficult arcana to tame, making it the least used of all. Using it incorrectly can be destructive, while correct use is just as dangerous. Fire is an uncouth element — its vibrations change, therefore the weaver must adapt their soul to the element (as opposed to water, where water conforms to the weaver). Fire vibrations are usually very fast. Volcanic Snaklings mostly try their hand at this element, rarely any other subspecies starts with it — it's the most chosen secondary element, though.


These four elements are merely the basis for more types of arcana — but these are very demanding of the weaver. Only four main elements and a small part of the branches have survived to this day, although some of the forgotten lore can be read in aged inscriptions. In addition, changing the order of the elements has an impact on the type of arcana that results from it: in the case of combining water with fire, if water is placed as the base, the result will be different from combining fire with water, where fire is the main component. This is due to the differences in vibrations and the way they overlap.

Arcana in nature

— Every creature in the world is able to produce its own arcana — by breathing and exhaling — although only those with a soul are able to weave it. In addition, objects (stones, trees) also expel energy that can be used by living creatures. However, due to their alien origin, arcana from another source cannot be stored in the Snakling's body in its primordial form, harming them and making them sick — in the worst case, they can even die.


— The thing is: everywhere they go there are particles of Arcana in the air, building all living beings, objects and even the climate. For example, in Antarctica, ice Arcana particles predominate, which is why the environment is structured this way. If the equilibrium of particles were to waver, a given area would cease to have the properties it has, while creatures that were used to a given number of specific Arcanas in the air could be badly damaged. This is due to the fact that along with the inhalation of air, Snaklings and other living creatures take a small part of the Arcanas from their environment, and due to their adaptation to a specific environment and increased tolerance to the common in that habitat particles, a rapid change of the environment is very harmful to them. Snaklings, depending on their subtype, can breathe air freely with "xyz" Arcanas, which for another subtype could be a threat! They can, however, accommodate to new climate with small steps!


— That's because Snaklings can acquire knowledge of alien arcana; through touch or concept, the Snaklings can convert unknown arcana into their own reasoning, adjusting the vibrations of the soul and visualizing the shapes of each arcana. The conceived knowledge is then remembered and stored in a translated version in their ultras, that is, in the hearts of their souls. The arcana and the ability to shape them is contained in the crystals on their backs, while the horns and horn-like creations are used to manifest the gathered knowledge.


— If alien Arcana get to the Snaklings body — through Ultra and from Ultra through Soul Constellation — it can attack Snakling's immune system making them sick!

World

World info


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Subspecies lore

Subspecies and types of Snaklings


Crowned, Field, Island
  • Trait: Crowned Snaklings (UC)

    Required trait: Crowned

    •Those Snaklings are special in many respects, mainly because of their looks — they are defined by their height that is usually taller than average Snakling. They can be buff, slim, and come in all shapes!

    •Their hooves are cloven and have an additional claw next to it which is a remnant after the dragon species.

    •Their horns are heavily grooved and resemble shiny crystals in their structure. Their hooves, claws and tails also possess this quality.

    •They can use specific type of Arcana with ease and are considered leaders, often fulfilling important roles in their societies. They aren't affected by Arcana changes.

    •They can have unusual for their subspecies design traits (ie, dragon wings for Aerials)

    •••

    Usually, when it comes to Arcana, each subspecies separately has its own synergies or connections with a specific element; it can be fire, air, earth, water, nature, or the sub-elements or ramifications of the major Arcanas. For example, looking at Field Snaklings which are related to nature or Aerials related to air, it is easy to see a pattern that does not apply to Crowned. These Snaklings do not have synergies with any of the basic elements, but at the same time they do not reject them.

    To understand the Arcana, one would need to delve into the very subject of magic among Snaklings and their natural talent for weaving it. Crowned do not feel the changes in the Arcana, which means that, unlike their normal brethren, they can travel without Arcana Stones and are less susceptible to Soul Disease. Unfortunately, this plus has a downside as well: despite the fact that the Arcana changes in other locations do not affect them, Void and corruption destroy Crowned faster than regular Snaklings.

    Most of the Snaklings need two connected Arcana sources to produce "magic", simply called here just like its components. One of them is the one that comes from the world around Snakling, in example. the Arcana particles floating in the air, and the other is Ultra, the materialized part of the soul. In the case of Crowned (and as it turns out later also in [...]'s case), all the Arcana used to create their magic come from their souls and is always of this same type — Celestial.
  • •••
    Open Field Snaklings (C)

    Required trait: Leaves growth

    •They are a variety with usually light hooves for swift and fast moving through the woods, they are pretty good runners.

    •Thanks to their tail, they can get energy from photosynthesis and heal minor wounds in the blink of an eye by using it.

    •The tails are usually single-colored, and when touched their structure resembles the one of the fruit skin.

    •The most common colors are various shades and tones of green and brown — they can be the main or additional color. Their palette is not limited only to these colors, often mimicking plants and flowers surrounding them.

    •They do have fur alongside scales. Often, however, Snaklings of this subtype are overgrown with a leaf-like structure that can be found in the neck, wrists, hooves or cheeks' areas.

    •The overgrowth of flora on their tail is an occurring phenomenon among this subspecies.

    Important settlements: Leaftal

    •••
    The Open Field Snaklings is a Snakling subspecies that lives in areas rich in vegetation, such as forests, clearings and others. This subspecies lives in small neighboring villages led by one common leader, a Snakling most suitable for nurturing the community (usually with skills unusual for most). All roads lead to the central town, which, as the name suggests, is located in the middle of a cluster of villages. The main settlements of the Field Snaklings include Leaftal, which is the most important of all in terms of size and importance, not only because of its location, but the richness of plants living there.

    It is worth mentioning that the Open Field Snaklings show the greatest willingness to travel, trade with other types or acquire medical knowledge — although their inventions are based on raw materials such as wood, leaves, stones or vegetation with which they deal, they often contribute to the invention of something new. They have a great love for the fauna and flora that surround them, which means that they have a comprehensive knowledge of medicines and medicinal uses of specific types of flowers or herbs. They also have sewing or gardening passion, being at the same time one of the most important subtypes in terms of garments. Thanks to their willingness to travel, their bodies can handle changes in the surrounding arcana a little better.

    The Open Field Snaklings are very open-minded, willing to learn and adapt to new ideas. Just as it was mentioned, they are very knowledgeable about medicine and the properties of vegetation, so it's common for them to be asked for advice on health issues by bypassers, making Rhinul — another bigger Field's town — one of the biggest springs centers. Their openness has allowed them to develop some of the most varied trades among all the types. Many of them are gatherers, they sell fruits, vegetables and medicament to merchants and traders who pass through their territories. Other trades are more specialized: some specialize in making baskets, others in weaving, while others focus on creating attires. In addition to these traditional crafts, many of them have learned to use basic arcana skills in order to heal their wounds or wounds of others.
    •••


  • Island/Shore Snaklings (C)

    Required trait: Shelled tail

    •They are a variety with hooves with protective, thick paw pads that protect them from hot sand and generally help them move.

    •Their tails are usually light and the shell protects them from getting too hot.

    •Tails do not really have patterns, but they can be gradient — from one to as many as four colors. The shell, on the other hand, may be of various shapes, colors, patterns and may even lie loosely against the tail.

    •Snaklings of this subspecies can be of a variety of colors without any restrictions. The most common colors are sand-like or shades of blue.

    •They rarely have fur or fur-like creations, and their bodies are covered with soft scales that under the influence of the Sun can change colors.

    •Their tails may somewhat help them to move through the water, as they are able to keep and use the oxygen formerly stored on the surface — but they are unable to breathe the oxygen in the water.

    Important settlements: Illea

    •••
    The Island Snaklings are another type of Snaklings, sometimes also called Seashore, but they live in areas close to large water springs with a huge amount of sand surrounding them, on islands or peninsulas. Snaklings of this type establish fishing villages and catch seafood, which they then trade with others in exchange for other goods, such as fabrics or medicines. They do not create huge clusters of towns next to each other afraid of reduction of resources, they are more likely to be scattered all over the Snakling world next to the larger bodies of water, creating small but close communities.

    Island Snaklings are largely involved in the acquiring of food and trade it, moreover, they make beautiful jewelry from seashells found on the seashores or vividly colored stones lying at the bottom of the waters surrounding their homes. The Island Snaklings are also responsible for the production of one of the more common currencies in most Snaklings inhabited areas, clams. Due to the fact that many of them are separated from the rest of the world by the borders of the islands and wide seas, the transport of goods or all journeys are made by rafts or boats. They are also known for their ingenuity, for example using seaweed as elements of clothing or shaped shells as basic tools.

    The main city of the Island Snaklings is called Illea, located on an island in the center of a bay surrounded mostly by water. It has been the main destination of the Island Snaklings since ancient times, and is considered one of the oldest settlements of the Snakling race. Illea is famous for its beautiful beaches, clear water and natural resources, which have attracted many visitors over the years. In addition to the usual commerce of fish and shellfish, Illea is also famous for the manufacture of trinkets made from pearls. Many of the inhabitants of Illea are skilled sailors, able to sail across the sea and navigate the most difficult routes. These skills have helped the Snaklings to become one of the most important trading centers in the world, thanks to the ability to reach remote places in a quite short time.
    •••
Bog, Deep Seas, Aerial
  • Bog Snaklings (UC)

    Required trait: Frog/Webbed paws

    •They are a variety with stronger hooves, their fingers are generally webbed.

    •Their tails are slippery to the touch and not very mobile — often stiff, moving only left or right. They resemble the touch and structure of a slug, they may also have a thin layer of skin covering them.

    •The tails of these Snaklings may have patterns on their surface, although this is usually limited to the top flap of skin that covers the tail.

    •Most of the Snaklings of this variety have rather toned down colors, although their skin shade may in some cases also resemble the colors of mushrooms, especially poisonous ones.

    •They can be overgrown with fungi, a fungus-like structure or marshy vegetation — usually around the neck, arms, thighs or on top of the tail.

    •Due to their frequent presence in the swamps, these Snaklings have developed the ability to stay underwater slightly longer. They can't breathe with the oxygen that is in the bog, though; they are still pretty much land creatures.

    Important settlements: Oozen

    •••
    Snaklings that live in the swamp regions are commonly referred to as Bog Snaklings. In comparison to other subspecies, most of their settlements don't have names although the biggest marshland by Bog as well as other Snaklings is called Oozen. Oozen is a bigger settlement that from all sides is surrounded by swamps and morasses, used by those Snaklings as "hotsprings", being able to spend whole days inside them soaking themself and relaxing. In general, Bog Snaklings are very resistant to diseases, especially those that affect their skin as it's covered with adapted to the terrain scales.

    Bog Snaklings have a great resistance to poisons, due to the high concentration of toxins in their closest environment, while their webbed paws — similar to frogs — help them with swimming in the dense swamps. Those Snaklings are divided into two types, those who live in the eastern part of Oozen, and those who live in the western one. The eastern ones are mostly hunters, specializing in hunting bigger animals, and are highly respected by other Snaklings, as they are able to hunt even the most dangerous ones without any problem. The western ones are more focused on the trade of different types of mushrooms, which can be used to prepare remedies and tonics, and also as a source of food.

    Bog Snaklings commonly make houses carved out of the surrounding main marshlands trees, where they usually build their simplified nests. Those are usually made of branches and vines while not being complex structures. When they travel around there are situations when they completely abandon their houses, proving that they aren't attached to the place they live in, carrying with them only things that are necessary for their survival — that is, for example, makeshift maps that do not show the accuracy of the world. It is because Bog Snaklings aren't fond of traveling far away from their homes. They do like to swim in the swamps, alone or in groups of no more than five, or relax while picking mushrooms, being very fond of soup made of them.
    •••
  • Deep Waters Snaklings (UC)

    Required trait: Tail and neck gills

    •They are a variety with hooves, they also have a singular paw pad right next to them — thanks to them they can land on the bottom and stick to it.

    •Their tails are very agile, they can move in any direction, and they serve as the "rudder" of these Snaklings — they rely a lot on them for swimming, like for example crocodiles. The tails of this variety do not resist water, resembling fish tails or in rare instances sea dragons or nudibranch.

    •The tails of these Snaklings may have patterns on their surface.

    •Snaklings of this variety can have colors from bright to very dark, and their skin is covered with scales adapted to the aquatic lifestyle.

    •They have gills around their neck as well as on the tail.

    •Their tails are able to take oxygen from the water and distribute it throughout the Snakling's body — without it, breathing underwater would not be possible! + the size of the tail also affects the efficiency of the Snakling's breathing.

    Important settlements: Pistri, Delphi and Balaei

    •••
    The Deep Seas Snaklings are a very mysterious subspecies, because they rarely leave their underwater cities, which for obvious reasons are inaccessible to most Snaklings. Of course, there are cases in which Deep Seas lead a more social lifestyle, although most of it is limited to other representatives of this type and trade between underwater routes. Here it is possible to distinguish as many as three central water cities that constantly trade with each other, arranged in the shape of a triangle; Pistri, Delphi and Balaei. They are believed to be the most modernized subspecies (at least, for now) because of the complex structures.

    One theory is that all amenities are the result of the Deep Seas' use of underwater remnants of a race that prevailed in the world for centuries before the birth of the first Snaklings — such was supposed to be the race commonly known as dragons. All underwater cities have one thing in common; they have something like glass domes that keep water out. The three main cities are connected by corridors made in the same way, connecting them and making it easier to travel around. Only one of the cities trades with the terrestrial subspecies, Balaei. It is also a tourist city with inhabitants most willingly leaving its borders.

    Due to the rather closed trade, despite the goods owned, tourism brings the Deep Seas Snaklings the greatest profits. They are subspecies that can breathe both on land and underwater, but due to their closer connection with water bodies, the time spent on the surface cannot exceed too many hours. They like to swim around, which takes most of their time, often organizing races among themselves, putting their goods at stake to heat up the atmosphere. Although in general trade with them is difficult, whenever there is a chance, they always have to offer valuable items of unknown origin, which primarily have an aesthetic or collector's value, bought mainly for the prestige by the richest Snaklings.


  • Aerial Snaklings (UC)

    Required trait: Harpy bottom

    •They are a variety with slim very light "empty" hooves, thanks to which they can move freely in the air.

    •Their tails are usually long, being of the Snakling's whole body length (mentioning that this subspecies isn't big and usually small makes it more believable). They can have wings along their entire length (from one to as many as four pairs)

    •Their tails can have gradients as well as patterns, whether on the top skin, tail wings or the tail itself. Usually the main color of the tail matches the color of the Snakling's horns color.

    •All colors are allowed in their case, although very often the color of the upper body is different from the color of the lower body.

    •All Snaklings of this variety have feathers that are denser in the lower parts of the body, while the upper feathers are only at their shoulders.

    •Hip wings are optionable. The second pair of wings around their neck is common, but not a must.

    Important settlements: Crishal and Sen
    •••

    The Aerial Snaklings, as the name suggests, are creatures that spend their lives largely in the skies, high in the clouds above all other subspecies. There are only two major cities of those, distant from each other, located at two different ends of Snavvia — the north, Crishal, and the south, Sen. The fact is that both of them cover massive areas, to the north they contain all of the combined Polar, Field and Bog lands, and to the south Desert, Volcanic and some islands of Island Snaklings. Crishal is more lively during Fire Prevail, while Sen teems with life during Ice Reign, as Aerials tend to migrate.

    Because of the specific structure of their hooves and the Arcana contained in their souls, they are able to move on the clouds with ease, while other Snaklings do not have this ability due to the lack of crucial adaptation and the proper shape of the soul participles. For this reason, Aerials involuntarily show natural grace and lightness, using it in their artistic arts, being one of the best Snakling dancers, performers, musicians and acrobats, often visiting other Snakling's settlements to show off the beauty of their acts. Most Aerials make a living from this — their show tricks, dances, acrobatics and playing instruments such as a lute or a harp can make them rich, as Snaklings are fond of creativity.

    The Aerials are also attracted to shiny objects, such as, for example, precious stones, hoarding them in their sky-high homes and using them as either decorations or part of their attire. Their inclined curiosity leads them to explore new areas and visit new places, all while sharing their art — some of them becoming known worldwide even. Those that didn't choose an artist career usually have normal jobs, one of them being mailmans. As it was mentioned before, they migrate when the climate changes although some of them stay in Crishal or Sen, holding welcoming ceremonies when the migrating brotherns come back to their homes. Migrating is more of a tradition now!
Desert, Polar, Volcanic
  • Unreleased info.
  • Unreleased info.
  • Unreleased info.
Arcana


  • Unreleased info.
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World info

Snavvia

Snavvia is a name of Snakling world as a whole. It is believed that it has its "layers" defined by Arcana type prevailing in there, the quantity of it, the degree of corruption and is it safe for other subspecies to travel to such a place without Arcana Stones from their homes or not. Some places because of the Arcana's level of quantity can't be visited and are marked as "Points", same with those devoid of any Arcana levels. Basically, each part of the world can have either be Arcana-fested or be a void with no Arcanas. 

Anatomy

Basic anatomy guide

Ears:

Their ears are exactly the same size after hatching from egg as in adults, their size doesn't change over time.


Most Snaklings have different ear shapes as they are their main ornament. Some Snaklings even tie their ears in a variety of hairstyles (rarely), as they are immune to feeling pain in them. If the ears are long and flexible enough, one can tie them in a ponytail or bun.


Snaklings can have up to three pairs of ears (a rare condition), there were no cases when their number exceeded this limit. Most common is single pair, though.


The insides of Snakling's ears is the same color as the eyes (common), fur (uncommon) or a different, unique color (rare). In case of Deep Ocean Snaklings, their color can be one of the shades of their tentacles (If they have them).


The shorter the ears, the rarer. Long and medium lengths are more common, while short ears are considered a rarity.


Piercing is rare, though it happens. The thing is Snakling's body quickly heals thanks to the soul arcanas present in their Ultras and horns, that's why piercing wounds also heal with time and keeping them may be challenging for a Snakling.

Ears can be either covered in scales, feathers or fur, this mainly depends on a Snakling's subspecies! For example, Polar Snaklings do often have fluffy ears, Aerials usually have feathers or even winglike ears, Deep Ocean's have scaly fish- or tentacle-like ears, scaly are also Field's, Seashore's, Desert's and Volcanic's ears.


Snakling's ears are very expressive as well!


Horns:

Various shapes and lengths — they are one of the three main decorations of every Snakling. In case of some of the subspecies they may be looking different or have unusual properties, like for example Deep Ocean or Polar.


Instead of horns, subspecies like Deep Ocean or Polar have their own unique attribute that plays similar role to horns (decoration)! They are visibly different, though, because of the environment arcanas affecting them! Horns of Volcanic ones also are somewhat affected by arcanas in their environment.

There are rare cases where one horn is shorter than the other (natural case, not broken) or differs in shape. Usually it's considered a mutation, as Snaklings horns are mainly of the same shape, that's why naturally non symmetrical horns can't be seen often.


Ornaments on the horns are a sign of higher status. The greater the glamor, the richer or higher the Snakling is. In some cases can indicate that two Snaklings are in love when it comes to rings they place on one of their horns!


Horns can have patterns on their surface, can be tattooed and even carved if they taken precautions. As long as it doesn't damage the core part of horns, a Snakling can do anything they want with them.


Horn color = eye color (most common), horn color other than eye color = uncommon. Two-colored eyes = two-colored horns, rare.


Snaklings mainly have two horns, although they can also have one, three, four or, very rarely, five. Additionally, while unusual, Snakling may have one or two extra horns in places that are not suitable for the horns, for example: cheeks, hands. Extra note: odd numbers of horns are rarer than even. One horn is rarer than two, three is rarer than four and five is close to myth. Crown Snaklings have a bigger chance in having unpaired horns! It goes like this: Common — Two horns, one horn, four horns, three horns, five horns — rare. It's easier to spot a Crown Snakling with one or three horns than a normal subtype with the same amount of em!


Usually the horns of Snaklings are shiny and not see through. Their color is matching the Ultra color, often tail, as well as the shade of eyes and tongue. Those body parts are strongly connected with each other and it's very rare for them to be of different colors (But possible!)


Young Snaklings are born with very pale colored, transparent horns, ultras and tails. When they are still Snappies, their eyes are also very light, without a pigmented iris making them blind and dependent on others (their irises are mainly white!). Usually you can see glowing fragments of their souls in their horns and tails that can take various shapes from wisp-like to veins, to some S shaped bits — a shape of their constellation.


For the most part Snaklings' horns and tails take on colors but there are instances where that doesn't happen. It's a rare condition for Snaklings to have, leaving their horns and tails see through with only small colored scraps and their souls visible. Those Snaklings are usually blind or half-blind.


Tails:

Most of the time Snaklings' tails are one colored. In uncommon cases they do have second or even third shades and in even rarer cases they can have various patterns on the tail's surface.


The main color of tail more often is of the same color as horns and Ultras. If it isn't for some reason, it still has the juice color of the shade of them. It's the only part of their body that bleeds with this colored blood, the rest of their body's blood is usually pink-ish, almost red, but not quite it.


Snakling's tail is jelly-like in construct — they don't exactly have bones in it, they are just a big muscle that acts the same way tongues do. Usually their tails resemble snails or slugs but depending on the subspecies they can vary a lot. For example, Polar Snaklings have crystalized tails covered with extra soft layers, mostly fur, while Deep Ocean ones can have tails looking like a tentacle or fish tail.


For each subspecies a tail's properties may vary — for example, Field's use the to photosynthesize, Deep Ocean's tails help them breathe underwater and swim, Polar's store warmth and can be used as a radiator, and Aerial's help them in flying because of additional pair of wings. Other subspecies have their own properties as well!


They can regrow their tails if cut off. It's very painful though as one of the three Soul Arcana points are located in it. The closer to their base the harder it is to cut through.


Small bits of info:

Snaklings hold the most resemblance to reptiles; they are believed to be a biological mix of mammals and snake-like dragon creatures.


All Snaklings are bipedal and have hooves — depending on the subspecie, their hooves may differ.


All Snaklings have Ultras on their back! It's a crucial part of their being.


Snaklings paws have finger pads! They also have huge claws that work like their fingers. They can grab things with them!


When Snakling uses their Arcana, their horns give off a soft glow.


Their snouts are shaped in very defined banana-like shape. They don't have nostrils!


Snaklings are covered mainly with soft scales but they can grow fluff/feathers on some parts of their body!


Because of their specific arcana color, individual to every Snakling, Snaklings have part of bodies that share the same hues! Horns, tails, ultras, claws and tongues are the most common! That doesn't mean, of course, that they HAVE to. Usually it's only horns, tail and ultras matching.


Extra:

Snaklings tails start with a very short tip that connects soul tail to their very small one, creating inseperatable unity.


The ratio of Snakling tail/Soul tail vary, so it can end up with Snakling tail being a bigger part of the tail and soul tail being only at the tip.

Soul and soul manifestations like horns or tails are parts of body! It's just the ratio of Snakling arcana in their tail. It can end up being a bigger part of it or smaller (the tail is united but there is division in what is made of soul matter and what is made of mundane matter).


Soul tail parts are more jelly like in structure, and usually are of the same color as Snaklings horns!


Snaklings that have Snakling tail/Soul Tail ratio 80/20 tend to have their tip colored! It's rather uncommon, though!

How to get a Snakling?

Ways to earn is....

Real Money
  • Premade designs made by official or guest artists.
  • Customs.
  • MYOs.
Server currency
  • Use server commands once/twice a day to get shells.
  • Make art of your Snakling or Snaklings of other people.
  • Participate in events.
  • Retweet tweets marked as "🔁🐚".
Featuring
Spring giveaway

Designed by kuro


Click here to join!

Seller: Kuro
  • DeviantArt 
  • ToyHou.se
  • Discord
More info 
  • Both of the Snaklings are of common subspecies.
  • The giveaway will last till 31.03.2022
  • Winners will be announced via discord.
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