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NightingaleFawn

Fade Away Into the Forest Dim
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Long time no see, everyone! Things finally seem to be turning around for me at the moment, so I'm hoping I can get back into The Western Isles now! If we ha any plots planned, feel free to send me a message- I'd love to try and pick back up where I left off!


Year 773

Merilindir | Windborn Stag | Soldier by NightingaleFawn
Merilindir
Herd: Windborn
Age: 24 
Current Plans: None

Aeon | Doe | Firebringer by NightingaleFawn

Aeon
Herd: Silverthorn
Age: 21
Plans: Backstory with Sisu

Sisu | Filly | Silverthorn Herd Member by KwehCat
Sisu
Herd: Silverthorn
Age: 12
Plans: Backstory with Aeon

Falakee | Blackwood Stag | Soldier by NightingaleFawn

Falakee
Herd: Blackwood
Age: 28
Plans: None

Yeti | Filly | Herd Member by NightingaleFawn
Yetti
Herd: Blackwood
Age: 10
Plans: Backstory

Artemisia | Blackwood Doe | Aspiring Witch by NightingaleFawn
Artemisia
Herd: Blackwood
Age: 19
Plans: Magic Training

Fritjof Bacon Design by NightingaleFawn
Fritjof
Herd: Blackwood
Plans: Ref!!!!!!!!!!!!!

Lorcan |Blackwood Stag| Witch Aspiring Ghoulcaller by NightingaleFawn
Lorcan
Herd: Blackwood
Age: 22
Plans: Backstory

Riska | Doe | Wandering Herbalist by NightingaleFawn
Riska
Herd: Renegade, in Blackwood
Age: 30
Plans: Backstory with Radovan, Finish making her an official Blackwood

Radovan | Colt | Herdmember by NightingaleFawn
Radovan
Herd: Blackwood
Age: 7
Plans: Backstory, Training

Izra-Il | Stag | Haven Guard-in-Training by NightingaleFawn
Izra-Il
Herd: Haven
Age: 16
Plans: Training, Backstory

Deirbhealla | Doe | Glenmore Lady by NightingaleFawn
Deirbhealla
Herd: Glenmore
Age: 18
Plans: Backstory with fawns/harem/lord?
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Kindred Name: Apatite Oasis

Brief Description: So called for the apatite crystals that are found around the oasis and often used in accessories by kindred members, the Apatite Oasis Kindred are a mid sized group. Formed after the destruction of their past kindred under the leadership of Zoja, they have made enemies with the other large kindred in the area. It is believed that the former kindred's end was created by lack of sympathy for outsiders in need, so the Apatite Oasis Kindred stresses helping those at the desert's mercy.

Leader: Zoja 

Location: Mid/Southern Desertlands

Unique Rituals:

TBA


Unique Laws: 

When one comes across another Fawnling in the desert who is not doing as well, it is their duty to provide aid. Anyone found to not offer aid, or make the outsider's situation worse, will be punished. Punishment varies, based on the severity of the offence. For a minor infraction, punishments may range from being shunned from the Kindred for a day to week to serve as a reminder to how difficult the desert is to those who aren't at the oasis. Actively harming an outsider will range from execution to being handed over to those who were harmed to punish as they see fit.

More TBA

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Name:  Shakti

Contact person/creator: KwehCat / NightingaleFawn

Open to join?: Open

Description: Shakti is an earth like planet that is split into two different continents: Samadhi and Satya

In Shakti, there is one major divide- some humans can use magic and others cannot. As this gift (or curse, as some would say) is largely genetic, a rift grew between the two groups and each developed their own unique culture on Satya. When Samadhi was discovered it became a place for the two groups to coexist and collaborate.

Satya has several distinct provinces: Daearen, Weralt, Mir, and Terra. The provinces each have distinct cultures. While the provinces are often too distracted by their own inner politics and battles, that doesn't mean there is peace between them all.

Daearen consists of sweeping glades, large forests and marshes, and is surrounded by barren, stony cliffs and mountains. There are harsh differences between the seasons, with winter being bitterly cold and summers quite warm. Its landscape is dotted by stone fortresses. Huge, sturdy stone walls surround human villages seeking shelter from the covens. The covens prefer building large towers, their magic allowing them to push the limits of architecture. For the humans, social standing is largely inherited- those born to power will stay in power, those born without it have limited options. Those from all walks of life join the Knight's Cavalry to protect their home from the covens. The coven power structure is based on magical power, with the most powerful leading the coven.

Weralt has a mild, yet still varied climate, with warm summers and most winters seeing snow. Weralt possibly has the most varried landscape on Satya, with hills, plains, woods, grass & water. Those who live there are resourceful, hard-working, and known for exporting handmade crafts. They have a society mostly based on one's skill and hard work. The humans and witches have formed their own guilds- there's no outright fighting, but coexistence is hard, with both groups trying to undermine and screw over the other.

Mir
is often characterized by its seemingly barren land and constant cold climate. Both humans and witches are hardy and resourceful, and are constantly battling for control of the province's capitol, the most fertile area of land, which is currently in the witch's hands. Most of those living in Mir are nomadic, following the herds to stay where hunting is the best, but there are permanent settlements as well. When times are harsh, the groups venture into bordering provinces and take what they need by force- it was on such an expedition that Samadhi was discovered, and many of Samadhi's current population originated from Mir.

Terra is a peninsula with a very mild climate. At one point in history, Terra once conquered all of Satya, but its power diminished over the years. Its residents are often stuck in the glory days of the past, and most buildings are ancient structures that have been meticulously maintained. Rather than warring, the humans and witches of Terra each stick to their own coast, humans on the west and witches to the east- neither side wants to be responsible for the destruction of any antiquities, so it is a permanent stalemate. One day, Terra wishes to reclaim Satya, but that day is a long ways off.


Samadhi is not split up into provinces like Satya; rather, there are just city-state like settlements with vast wilderness between them. The landscape is varied, with vasts forests and mountain ranges covering much of the area, but swaths of desert and grassland are also found. To the north are giant rain forests, and the south is nearly permanently covered in ice and snow. The city-states are the pride of both humans and witches alike, and the collaboration between the two groups has led to sprawling cities with tall buildings. Gargoyles, stone beings with life breathed into them, guard these cities, for outside the walls reside creatures that had been thought to be mere legends back on Satya- shapeshifting forest beings, basilisks, chimeras, harpies, sirens, and some say even dragons rule the wilderness.

Rules: (Are there any rules to joining or creating characters in this world? Maybe only does can use magic, or fawnlings exist as pets and must have a human owner)
Fawnlings in Shakti originated in Samadhi. While they use magic and can take a humanoid form, they are separate from the witches. The Fawnling groups have close ties to nature, and it is believed that their magic was gifted to them as guardians of the natural world rather than some fluke in evolution.

Fawnlings are born in full fawnling form, and as they grow and mature, they gain the ability to shapeshift. Rarely, a fawnling will be born without this skill, called Numinoi, and these fawnlings are seen as special and are fiercely protected by their Kindred. In adolescence, they gain the ability to shift into a fawn or centaur shape, with either all four legs or just the two hind legs maintaining fawnlings form but also displaying the torso of a humanoid. Upon maturity, they are able to shift fully into a human form. Those that practice their magic and grow beyond their prime may learn how to take the shape of other creatures, anything from songbirds to dragons, or so the legends say.

The fawnlings live in groups called Kindreds. Each Kindred will have a unique culture, though Kindreds that live in the same region tend to have similarities as the groups meet up and borrow ideas from the others. Kindreds are not hostile to one another, but many members will have a fierce pride for their Kindred that can make it difficult for them to get along with others. Once every decade, there is a gathering of the Kindreds where all who can make the journey gather. It is possible to switch Kindreds, all that needs to be done is to appeal to both the leader of one's current Kindred and the one they intend to join; if both leaders agree, there will be a ceremony where one Kindred has the opportunity to say their goodbyes and well wishes and the new Kindred welcomes their new member.

Each Kindred will have a unique ability, either inborn or taught, unique to their group. All fawnlings, Numinoi excluded, have the ability to shapeshift as well as basic control over nature. Some Kindreds may specialize in certain areas- Kindreds in a desert may become adepts at summoning water to create an oasis for their group, and Kindreds in a rainforest will not need such a skill, though they still have the ability to do so if they wished to learn.

Numinoi are seen as the purest. Though they lack the ability to shift shapes, their other magics are stronger as a result and will have special abilities. Numinoi cannot be created without permission.

It is highly discouraged for fawnlings to venture into the Samadhi cities, but it is not unheard of. The elders of the Kindreds think of going to the cities as abandoning their sacred duty to protect nature and that those who do so turn their back on their heritage. Fawnlings that spend too much time in the cities are often not welcomed back into their Kindred and are seen as being Corrupted. The Corrupted often are tattooed with a spiral on their shoulder to mark them- it is forced on some who are driven out of their Kindred, but others give it to themselves as a mark of pride in their new life.

Kinships are mainly matriarchal, with the most powerful female leading the group. A doe is often chosen in  their early prime and groomed for leadership responsibilities, receiving training both from the head of their own Kinship and often from a sister Kinship as well.

Some of the Corrupted may choose to travel to Satya. The non-magics there treat them with scorn and disdain, but they may find welcome amongst one of the witch's covens.

Fawnlings have their own language; some Kinships may even develop their own languages if they remain isolated for long enough. Fawnlings are able to master human speech. Fawnlings have long lifespans and strong immune systems, often living up to 300 years.

Anyone is welcome to create a member of an existing Kindred. New Kindreds and the Corrupted can be created by close friends only. If there is a good reason, an established character may become Corrupted.


Current Members:
N/A 

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Rut Tracker

7 min read

Present Rut: Year 765 of the New Age


Stags:


Merilindir 

Allied Windborne Herd Soldier
Merilindir | Windborn Stag | Soldier by NightingaleFawn
:bulletgreen: Available for Rut :bulletgreen:


Falakee

Blackwood Warrior
Falakee | Blackwood Stag | Soldier by NightingaleFawn
:bulletyellow: Available for Rut Plots :bulletyellow:

Varamyr

Oakfern Outcast
Varamyr3yoref by NightingaleFawn
:bulletred: Unavailable for Rut :bulletred:

Izra-Il

Glenmore Haven Guard
Izra-Il | Stag | Haven Guard-in-Training by NightingaleFawn

:bulletyellow: Available for Rut Plots :bulletyellow:

Lorcan

Blackwood Aspiring Witch
Lorcan |Blackwood Stag| Witch Aspiring Ghoulcaller by NightingaleFawn
Bullet; Yellow  Available for Plots Bullet; Yellow 

Does:


Aeon

Silverthorn Aspiring Firebringer

Aeon | Doe | Firebringer by NightingaleFawn
:bulletyellow: Breeding available for a good plot, her mate is currently MIA :bulletyellow:

Sisu

Silverthorn Herd Member
A Fire Inside by NightingaleFawn
:bulletred: Unavailable :bulletred:

Riska

Blackwood Herbalist (Windborne)
Riska | Doe | Wandering Herbalist by NightingaleFawn
Bullet; Pink Breeding with Raz | Blackwood Stag | Warrior Bullet; Pink 

Deirbhealla

Glenmore Lady
Deirbhealla | Doe | Glenmore Lady by NightingaleFawn

Bullet; Pink Breeding with Bullet; Pink 

Artemesia

Blackwood Aspiring Witch
Bullet; Red Unavailable, no ref yet! Bullet; Red 

Yetti

Blackwood Herd Member
Bullet; Red Unavailable, Too young! Bullet; Red 



Past: 


Year 764 of the New Age

Lady Deirbhealla and Lord Knox - Lord Glenn|Colt|Royal
Lord Knox's Harem of 764

Year 762 of the New Age

Lady Deirbhealla and Lord Knox - Lady Lucina | Filly | Lady of Glenmore
Lord Knox's Harem of 762

Year 759 of the New Age

Falakee and Sévérine  - Lilith | Filly | Member

Year 758 of the New Age

Merilindir and Ffion - Finnick | Buck | Windborne Main Herd
Ffion x Merilindir | Breeding Proof

Year 754 of the New Age

Falakee and Sila - Blaze | Blackwood Stag | Herbalist


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Hey!
I have an unlock token for your next slot, but, with the slot updates, I no longer need it! So I was wondering if anyone would be interested in trading for it? 
I'm mainly looking to get a design token so I can get this character I've been plotting for months (the original reason I wanted the slot token! ;P) but I'm open to other offers, like stat boosts or special manes.

Token ID: 0230
Token Type: Unlock
Sub-Type: Next Slot
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Featured

The Western Isles- Organization! by NightingaleFawn, journal

Apatite Oasis Kindred by NightingaleFawn, journal

Shakti - OC World by NightingaleFawn, journal

Rut Tracker by NightingaleFawn, journal

Slot Token for Trade! -CLOSED- by NightingaleFawn, journal