Species

Species Stats

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Species Abilities

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Behaviour

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Notes

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Diet

  • Shingalings generally do not like to eat but can absorb light substances like pollen, magic, and liquids. 



Height

  • Shingalings are very tiny, around the size of a normal human hand in their doll form, and around Toto size in their imp form.

    Comparable Height Sheet


Creation

  • Shingalings can not reproduce naturally and are only created synthetically.




Lore and Information

  • ShingalingAnatomy.jpg


    Shingalings are considered a sister breed to Totos among the residents of Elyxium. They are the same type of wandering spirit inhabiting a vessel, though the primary difference being Shingalings are far weaker and usually possess a much more intense personality. Shingalings can be created easily, unlike the totems of Totos that are presumably only made by one deity. Shingalings are generally much weaker than Totos, and are more common, making it easier for them to be created and to possess the dolls. Shingalings can speak and possess moderate intelligence, however, it's most common for Shingalings to act on their strong emotions, branding them as the "imps" of Elyxium's sentient species. They love to collect items that they feel a strong bond to, usually a symbol from their past life, or are naturally fascinated by otherwise ordinary experiences. Every Shingaling creates a gentle ringing from the bead rattling in their heads. This usually instills the emotion that the imp is feeling or the specific nature of the Shingaling. If a Shingal is sad, its ringing can cause an influence of sadness in others. 

    Shingalings are immortal if their fabric bodies are constantly restored. If their bead is broken, they lose their connection with the vessel and it becomes a doll once more. Shingalings can survive devastating blows as long as their bell and bead remain intact. This makes them good survivalists but terrible physical fighters. Shingalings often are more suited for roles such as counselors, travelers, thieves, companions, shrine protectors, and affliction studies. 

    Creation
    As mentioned, Shingalings are far more common than Totos, and are possible to create with enough skill. Shingaling dolls require key features to become a suitable vessel for a soul; They must be made of fabrics filled with wool spun of crystal, usually rainbow quartz. The bead in their bell must also be a pure type of crystal and is usually polished or cut. A ritual is required to activate a Shingaling doll, and usually requires salt, candles, and an item of importance to draw a spirit in. Spirits who possess Shingaling dolls can sometimes remember their past life but many have foggy recollections of who they once were. Not every ritual may summon a playful soul, however. Shingaling rituals conducted in places of sorrow, or by an ill-willed summoner can draw in evil spirits to the doll. 

    There are many reasons Elyxians may create Shingalings. Companionship, servants, the grief of a lost one, and aid may all sway a being to conduct such a risky summon. Shingalings are, for the most part, a widely used practice to attempt to resurrect a loved one from a recent death, with varying results of success. 


    Forms
    Shingalings can have two forms, often referred to as the "imp form" (larger), and the "doll" form (smaller). The doll form is the Shingalings most exaggerated personality and can hover and sneak into smaller spaces. Their bell is higher pitched and their arms are longer than the base body. The Imp form is more reserved, and talking in this form is much easier for a Shingaling. Their arms are shorter and fit a more anatomically-normal size.  Their bells ring softer, but their emotional aura is far stronger. 

     

     

 

Soul Lore

  • Shingalings are created with a soul that was wandering the earth. This soul is released upon death as per normal or is taken to Alure by a Cyphon when they choose to pass on.


 

Traits

  • Head and Tail Traits
    ShingalingHead.jpg

    Shingalings MUST have a bead in their bell. Their tails can not be made of flesh. It must be a mix of rope/fur with optional accessories. Knots and rope bands are common. For tail examples, the purple only marks where a trait is being used, this does not represent these tails as being all god traits. 
    Beads and bell shapes can be combined with other traits of the same type. 

  • Body Mutations
    ShingalingMutations.jpg

    *Editor Note: Any normal ears are optional to add as a common trait (1 pair). 

    Forms
    As shown in the main reference, Shingalings can have two forms. Either can be the pictured masterlist image, on the same image, or submitted separately. Having both forms is common and can both be drawn as it is canonical for Shingalings to often switch between the two. The two forms MUST appear the same, traits and colours. Only minor differences between the two are allowed (horn length, fur length etc). Since both forms should look the same, you can draw either if only one is approved on the masterlist. 
    To have a unique second form an Alert Affliction is needed. 

  • For reference, below are the old trait sheets. Do not use these for future designs!
    Traits

     

 

Traits

Body Mutations

Fur/Furless

Any type of fur is allowed. Length can not exceed 2x body size. Fur is optional. Should not mimic feather trait or fins trait. 

Natural Ears

Any type of natural ears. One pair. It can be hidden like a reptile's. Should not be bigger than 1.5x the head size. 

Belly Scales

Can vary in shape. Can be placed on the throat, chest, stomach, and tail. 

Dwarf Wings

Dwarf wings can not sustain flight, and can not be larger than half the body length. Insect wings that come in 2 pairs connected at the base are considered 1 trait. Multiple trait tokens are required for each seperate pairs of wings. 

Horns and Spikes

Generally allows horns on the head and/or spikes on the body. Does not overwrite specific limb traits such as Aphex snout shapes and Shingaling Bell growths etc. 

Small Scales

Can vary in appearance. Scales are small.

Extra Tail

One extra tail per trait token. 

Feathers

Any style of feathers on the body. Can create feathered tails and capes. 

Fins

Unlocks finned tails. Also allows cerata growths. Fins can appear as examples or stylized. 

Glowing Features

Glowing patterns are not controllable. Can either be constantly visible or only in dark settings. 

Large Wings

Large wings that can sustain flight. Insect wings that come in 2 pairs connected at the base are considered 1 trait. Multiple trait tokens are required for each seperate pairs of wings. Wing type selection is the same as dwarf wings. 

Tentacles

Can replace the tail, extra tail traits needed if multiple large tentacles are placed on the lower back mimicking tails. Tentacles are prehensile.

Chitin Armour

Spike trait is not needed for protusions on the armor only. Armor can not be placed on parts of the body that may mimic other traits (armored snout etc). 

Mineral Growth

Mineral Growth can be any of the following: Metals, gems, pearls, or synthetic gems (One mineral per trait token). This trait applies mineral growth to the skin patterns and existing traits! You need a spikes/horn trait to have growths. Entire body can not be covered in mineral growth. 

Special Blood

Allows glitter, glowing, or gradient blood appearance. One mutation per trait token. 

Extra Eyes
God

Allows extra eyes on the body (a reasonable number to function). Extra eyes do not need eye traits to customize the pupil. 

Gel Skin
God

Gel skin can be placed anywhere on the body. Can turn muscles underneath transparent as well to show organs and bones. 

Mineral Head
God

Makes the entire head of one type of mineral. Allows any sort of horn/spike/crown growth allowed on the head without other traits. 

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