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Similar Deviations
Okay so, I'm a bit of a cheater when it comes to feets, and I use a really simple cheaty way to get deer feets to look like feets without too much effort! 

Disclaimer: These are highly stylistic. This isn't supposed to be a definitive guide to anatomy! This is just the building blocks I use when drawing feets! Hopefully it will help!
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Yes. This happened.  I don't know if it will help any of you.  But this is how le'Strideroo does various body parts.  I have this on a GIANT canvas, so if there is something you would like to see included, please let me know.  Hope some of you find this useful! :heart:
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In The Western Isles, each of the herds has particular identifying traits, as well as an average height span. From the smallest to the largest, above is an example of the most typical stag and doe from each herd.

The smallest of the herds, the Oakferns are naturally selected to be adapted for cave life, with short squat bodies, large grippy hooves and large eyes to make the most of the small amount of light in the underground tunnels. They are the most prone to tusks, and those that that grow antlers tend to have small, stunted and backward-facing sets to combat low head room.
Stag Height Range: 7hh - 9hh
Doe Height Range: 6hh - 8hh
Popular Traits: Grey coats, short stature, xenophobia, and advanced magic in both genders.
Unpopular Traits: Tall stature, crossbreeds, outsider sympathisers.

Living on an island with less rich food, Windbornes tend to be short in stature but well built for travelling to find food. Typically light to medium in build, with long hair and a fabulous sense of fashion.
Stag Height Range: 8hh - 10hh
Doe Height Range: 7hh - 9hh
Popular Traits: Bay, fabulousness, monogamy.
Unpopular Traits: Horns on does, polygamy in either gender.

With the most to eat and no predators to speak of, Glenmores tend to be on the heavier and fatter side of the scale. Males grow large impressive antlers and does are best known for their unicorn-esque horns. They are the most prejudiced of the herds and have a strict social structure.
Stag Height Range: 9hh - 12hh
Doe Height Range: 8hh - 11hh
Popular Traits: Strong dark stags and pretty meek pale does.
Unpopular Traits: Pale stags and dark does, does with opinions and stags with no inbuilt sexism.

A herd of military zealots, highly superstitious with more laws than you can shake a stick at. Stags are expected to become soldiers unless their magic is strong enough to become a Firebringer. They tend to be medium in build and well muscled.
Stag Height Range: 10hh - 13hh
Doe Height Range: 9hh - 12hh
Popular Traits: Gold and red coats, likeness to the sun, fire or an affinity with the number five.
Unpopular Traits: Dark coats, blasphemy, crossbreds.

Tall undernourished heathens according to the rest of the herds, Blackwoods have a poor diet, lots of predators and limited grazing grounds. As a result they are usually thin and low in number but high in strength and determination. It is the only herd to put does over stags in society, and despite their limitations they try and be the best they can be.
Stag Height Range: 11hh - 14hh
Doe Height Range: 10hh - 13hh
Popular Traits: Dark coats, strength, cunning, survivability.
Unpopular Traits: Pale coats, weakness, cowardice, misogyny.

Please ask all questions on the About TWI Fawnlings Journal

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A very brief guide to show how I construct fawnlings feet currently. This will probably be expanded upon, but you get the general idea.

1) Typically when I sketch I get the general angles and shapes down in a stick figure fashion. Because lines are easy.

2) I then flesh out the sticks using fun curvy shapes. Deer feets usually curve out a little bit at the hocks unlike horses so don't be afraid to try it. Even when it looks weird at first.

Fawnlings (c) Ehetere
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Fawnling Height Comparison Chart

To scale


Requested by a couple of members, and hopefully a helpful resource when visualizing your characters and explaining the height difference by region. All heights here are average heights for each herd, not the maximum or minimum heights. The size of a small modern horse is also compared to provide a little perspective on how small fawnlings truly are. For each region, there is about a .2hh variance on either side of the general guidelines.

How do hands work?
For anyone who isn't aware, hands is the form of measurement most commonly used to measure modern day horses. One hand is four inches, with the measurements being broken up into increments of four as a result. People often make the mistake of thinking hands use a ten unit system like decimals, but this is not the case. Heights would go up like 9hh (also equivalent to 8.4hh), 9.1hh, 9.2hh, 9.3hh, 10hh. For example, a Fawnling that is 10.1hh is 41 inches tall, or 104.1cm. But we don't much like maths here, so to make it easy for everyone there are plenty of conversion sites around the internet to do the job for us: our personal favourite is: this one.

Oakfern - 8hh
Between 7hh and 9hh
Due to the nature of their cave dwellings and poorer nutrition, these fawnlings do not grow to be very tall at all. Their small size aids them in travelling quickly through narrow tunnels that other fawnlings would not be able to enter.

Windborne - 9.2hh
Between 8hh and 11hh
These hardy fawnlings live in a harsher environment to their smaller southern brethren, with dense scrub catching the antlers of larger fawnlings with a distinct advantage for the smaller individual.

Glenmore - 10.2hh
Between 9hh and 12hh
Living in one of the lushest territories in the western kingdoms, these fawnlings still have to contend with dense forests and underbrush, where overhanging branches might easily catch the antlers of taller fawnlings.

Silverthorne - 12hh
Between 10hh and 13hh
Living partially on grassland, partially in woodland these fawnlings have both the grazing and space to grow larger than your average fawnling.

Blackwood - 13hh
Between 11hh and 14hh
Living in wide spaced forests of almost exclusively blackpines, these towering trees allow the Blackwoods to grow very tall.
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With the breed being revamped, it was time to show some more examples of the variation available within the breed.
Note: manes omitted to show conformation

All body types in order:
Light ---- Light-Medium ---- Medium ---- Medium-Heavy ---- Heavy

Does are typically smaller and more finely built than stags, with more delicate features. Their chests are also typically not as deep, resulting in a more rounded figure. Some does may also grow horn(s), however this is typically undesirable among many females as it is not considered feminine or attractive. They also have less hair than a stag, but may still have feathered feet. Their tails also tend to be less full.

Stags tend to show more body type variation than does, with heavier frames easier to achieve. Though this variation is more easily noticeable in males, females also come in the same body types. The stag on the right shows a medium-light specimen, with a mane, feathering and tufted tail. The stag on the left shows a medium-heavy body type, which can be achieved both through genetics and an over-abundance of food. Heavy body types are larger again with thicker limbs, though these are rare. Light type stags are a little heavier than does with deep chests. Stags may have excessive to no manes, with feathering and tail tufts optional.
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Note: This pattern variation is not free to create on existing fawnlings and may only be received through special group auctions, gifts and foals (from parents with the colouration). The variation extends the fawn gene to cover all sorts of deer patterns, and NOT horse markings. Horse white patterns do not exist within the breed.

1 2
3 4
5 6
7 8

1) Restrictive fawn fwfw/(nRx/RxRx/Rxrz)
2) Restrictive fawn fwfw/(nRx/RxRx/Rxrz)
3) Restrictive fawn fwfw/(nRx/RxRx/Rxrz)
4) Partial Restrictive fawn fwfw/(nrz)
5) Restrictive fawn fwfw/(nRx/RxRx/Rxrz)
6) Partial Restrictive fawn fwfw/(rzrz)
7) Restrictive fawn fwfw/(nRx/RxRx/Rxrz)
8) Restrictive fawn fwfw/(nRx/RxRx/Rxrz)

The Fawn Gene
The fawn gene is a recessive gene represented by fw (fwfw in its expressive form) where pale countershading and spots can be found on the torso of the fawnling. The edges are soft and faded, with markings varying from white to a few shades paler than the base coat. The fawn gene is dominant over the smoky fawn gene.

The Smoky Fawn Gene
The smoky fawn gene produces faded countershading similar to pangare, only usually a darker shade than the base coat. This is not a rule however, as it has been known to produce lighter fading on some coats (never more than a few shades lighter than the base coat), usually on colours where dark shading would not be seen (eg. black). The smoky fawn gene does not have any spots (and thus there is no difference in its expression of the fawn variants Rx and rz, see below) though dappling may appear. The gene is represented by fws and requires two copies to express (fwsfws).

A new variation in the fawn gene has been discovered, where fawn spotting fades away in adults leaving only pale countershading.

New Markings
This new fawn gene variation can cause both defined and faded countershading, or a combination of the two. Fawn spots may also still remain, or not fade completely in some areas. Markings include pale fur around the eyes, ears, muzzle, forehead, legs, underbelly and tail. Darker countershading along the back and on the head and ears is also associated with this variation. Markings can vary in hue from white to a few shades lighter than the base coat, though white to pale cream is most common. This fawn variation can range from very minimal with almost no expression of the gene (restricted to the face) to more extensive areas of pale fur.

New Genes
In addition to having the fwfw or fwfws genetic code, fawnlings who display these colour patterns will also have another gene, depending on their expression. Both the Rx and rz genes fall on the same locus, with the Rx gene being dominant over the rz gene. The genes may be combined in a number of ways, similar to how wild bay is dominant over seal bay.

The Rx Gene
The Restrictive Expression gene, or Rx, is the gene whereby fawn spots fade away and solidifies faded areas of fur to defined patterns. Fawnlings displaying this pattern will have no fawn spots, and a varying array of white expression, not influenced by homozygous or heterozygous forms.

The Rz Gene
The Partial Restrictive gene, or rz, is the gene which solidifies white patterns, however only partially restricts fawn markings. Fawnlings with this gene will either partially or totally express fawn markings as well as solid white patterns, depending on homozygous or heterozygous forms. nrz or heterozygous will have partial fawn spot coverage, often faded. rzrz or homozgyous will have complete fawn spotting and complete white markings. Partial Restrictive is recessive to Restrictive Expression, and will not show if there is a Rx gene present.

fwfw/nRx = Restrictive Expression (no spots)
fwfws/Rxrz = Restrictive Expression (no spots)
fwfw/nrz = Partial Restrictive (minimal spotting)
fwfw/rzrz = Partial Restrictive (complete fawn spotting)
fwsfws/nrz = Partial Restrictive, Smoky Expression (dark markings)

As stated above, the Restrictive genes also work with the smoky fawn expression, however these markings are dark instead of light.
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This is a closed breed. They are not free to create, designs must come through me or breedings.



Stags are typically the flashier of the species: they have longer, thicker hair, grow beards, and can be tuftier than females. Their horns are both larger and more impressive, as they are more frequently used in tussles over does and territory. They are also larger, with more height and bulk than the smaller daintier females.

Does are easily distinguishable from mature stags by more than just size. Usually far more hairless, only some does grow horns which are typically much smaller and most are only single pronged. It is not considered feminine to grow horns as a doe in the wild, and those who do are often shunned or considered less attractive for it. They also have larger ears than stags, and are thought to be the swifter of the two sexes.
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A few people requested this - so here you go <3 I'm sorry it's not all that informative word wise, but hopefully the pictures will help?
Also, I'm not saying this is the "right" way to do fawnling parts, it's just the way that I do them ^^ Some parts are very stylized, like the eyes and how far down I put the dew claws - so look at other references as well!

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Map of the Western Kingdoms


Since the days of Lore, the five prongs of the Western Kingdoms have been at war. Mountains cannot part them, nor mile nor land nor sea, and nor can the spray from the waves cool their fury of a long forgotten wrong. Destined to forever clash and lock horns, friendships are broken and enemies made as each facet struggles for power. Welcome to the Western Isles.

Travel Time

It takes at least 2 seasons (6 months) to get from one end of the Isles to the other (Silverthorne to Windborne) on the most direct route, if the fawnling in question is traveling at pace and is not interrupted.

It takes at least several weeks to get through especially mountainous regions. 

Travel between Kingdoms is not a short walk, and is often hazardous. All Kingdoms besides your own are hostile to one another, and generally mean that when travelling through them detours have to be made to find adequate food and water away from the main guarded herd areas and predators. 

It will take longer if your fawnling is:
- Walking
- Stopping
- Sightseeing
- Visiting Friends
- Going in circles
- On holiday
- With a fawn
- Not well fed or watered
- Sick / injured
- Lost
- Encountering bad weather
- Stopped for any reason

Most like Australia
Separated from the rest of the kingdoms at high tide by Blackfoot Sound, Windborne is the northernmost island in the Western Isles and represents one of the five Fawnling kingdoms. Its flora and fauna differ to that of the main island, with eucalypt forests and snowgrass glades. Its environment is reminiscent of Australia, with rugged granite outcroppings and a dry climate. The wildlife on the island reflect this also, with a collection of odd animals including kangaroos, koalas, wombats, platypus and echidnas. The majority of the wildlife on the island are birds however, with many of the species native to Australia. There are few natural predators on the island that hunt the Fawnlings, though danger is real in the snakes and spiders that inhabit the island, and large wedge-tailed eagles are known to take fawns.

The main grazing ground on the island is in the mountains and forests around Westhaven, dotted with eucalypts, teatree, bottlebrush and other low shrubs. Sweet snowgrass grows in the mountainous regions and gives way to grassland as the land flattens out towards the coast, where paperbarks and gum trees dominate the scenery. The waters of Haven Creek supply the pastures of Westhaven with fresh water and eventually flow into Alba Lake on the plains. To the northwest, across a narrow tidal strip known as The Spit, lies Point Danger; a swampy quagmire known for flooding and bogs that can ensnare a Fawnling. The coastline here forms Cockle Bay, a large sheltered cove with very shallow waters making for a picturesque setting. The highest mountains on Windborne are the Sorghum Peaks, high alpine mountains with sparse treecover and towering cliffs. These are the source of the River Mor and Bottleneck Creek, which runs into Gumtree Hollow; a secluded grazing ground with dense cover and deep gullies. There are two points on Windborne where Fawnlings may cross to the south island at low tide, one on the easternmost point north of Gumtree Hollow and one just south of where the River Mor enters the ocean.

North of the mountains the land is cut across by the River Raul which runs into the twin lakes, Lake Raul and Lake Reid. The plains beyond this are known as The Burns, for the great bushfire that left the land scarred many generations ago, with bare dead gums still remnants of the furious fire. There is little vegetation aside from sparse scrub and grassland here, as this cape receives the brunt of harsh winds from the north. To the north, The Cape is another swampy landscape but offers more protection from weather and valuable plants for healing and magics.

Most like Britain (England / Scotland)
The largest of the five kingdoms, Glenmore extends from the coast to the Ridgeback Range. Its habitat is far more European than the northern island, with typical temperate forest conditions and animals, with a slight tropical hint towards the coast. The main grazing area is Glenwood, nestled in the crook of the Ranges and spreading out in great forested glade to the coast. In the centre of the kingdom are the Glenmore mountains and Lock Kerr which freezes solid in the winter time, with the lower foothills being shielded from the worse of the weather. The mountains house a small series of caves which can offer stranded Fawnlings a safe haven if caught in a storm on the exposed mountainside, with an underground limestone system the perfect home for harvesting important medicines and tinctures.

The Ridgeback River runs along the spine of the range and down into The Needle; a scrubby, rocky cape with the tail of the Ridgeback Range plummeting into deep gorges and crevices. The landscape flattens out to coastal dunes, windswept and devoid of treelife and battered by northern storms. Whitewater Cape and Sharktooth Bay are frequented by seals, and their hunters, sharks, however in the winter when storms are frequent many of both species are dashed against sharp rocks and their teeth litter the beach in spring.

The kingdom is well wooded as a whole and many of its reaches offer excellent year round grazing. There are no natural predators on land save for the eagles in the upper reaches of the mountains, with most of the animal population being small birds and mammals. Red squirrels are the most common of these, followed by a great many owl species that live among the boughs of the great forests. At the centre of the Glenwood there is a giant oak tree that the Fawnlings congregate around and worship.

Most like Siberia / Russia
Though not the smallest of the five kingdoms, much of Blackwood is highly mountainous, separated from the other territories by immense mountain ranges. The main grazing area is the enormous continuous wood that goes by the same name, hidden away in the deep wide valley between the Whitepeak and Ridgeback Ranges. The wood is made up almost entirely of dense pines, blotting out most of the light even during the day and giving the forest its name. The Red River and Redwater run along the northern border and lie in the foothills of the Ridgeback Ranges. The terrain is notoriously confusing and there are many blind corners, combined with the blanketing effect on sound from the canopy leaves a haunted feeling about the place.

Of all the territories, Blackwood has the richest supply of medicines and fungi with special properties, many that do not grow in any of the other kingdoms. These are found in all reaches of the kingdom, from the wood itself to more rare and coveted species around The Red River, Widow’s Hollow, Whitepeak and the mountains above the Sandy Coast. Widow’s Hollow is thought to be a haunted place and few venture there, for even for the non-superstitious the country is shaly and perilous with sharp drops and steep inclines among deep valleys. Whitepeak and the Whitepeak Ranges are the tallest mountains in the Western Isles, and have snow on their tops all year round, becoming completely blanketed in winter, as does most of Blackwood. Skylake feeds the Whiteriver which runs down into the wood, and is thought to have special properties, and is fed in turn by a large glacier near the summit. The eastern coast, known as the Sandy Shore is a barren place with little life to speak of, and is quite bleak despite its name.

There is very little wildlife to speak of at all in Blackwood, besides the Fawnlings who live there, with more of the animals residing on the mountains around it. Wolves are known to live in the Whitepeak Ranges, and there are rumours of a mountain lion prowling Widow’s Hollow. A very few owls visit the wood, and more frequently in winter where the deep valley offers shelter from the wind. In the mountains nimble footed goats with shaggy coats and dull eyes keep many of the predators away from the fleeter Fawnlings. Ice bears are also known to dwell in the highest peaks, coming down to hunt when food is scarce.

Most like Africa / Grassy Woodland
Second largest of the kingdoms, Silverthorn has the most varied terrain of the five territories. Extending from the Whitepeak Ranges, the territory encompasses the mountains south of Skylake and extends to the southernmost point of the island chain. The main grazing areas are Silverwood, a great oak and ash forest, and Silver Vale, a wide sloping plain that extends all the way to the Southern Coast. Thought to be some of the most habitable and beautiful territory in the Western Kingdoms, the climate is milder than in Blackwood and is sheltered from northern winds in the winter, where Fawnling gather in the glades and valleys.

To the east lie the Iron Hills, so called for their grey granite peaks and silverbarked birch forests. The higher peaks of these hills are dotted with pines and sparse vegetation, however the ravines offer protection from the elements and good grazing, if poor lighting from above. In the west the Ash Plains are a great open savannah, cleared long ago by fire, that offers miles and miles of long grass to feast upon, if little cover from predators. On its northern edge lies the Black Lake, whose waters are very deep and ice cold, and are said to have subterranean tunnels leading to the ocean. South of Silverwood lies Ironbark Peak and The Grey Lake, a strange almost tropical forest outpost in contrast to the rest of the southern island.

Unlike most of the other kingdoms, Silverthorne does have a considerable predator population; red foxes prowl the Iron Hills along with snow leopards and mountain lions. On the Ash Plains, they are hunted by spotted servals and tuft-eared caracals. However usually the predators leave the Fawnlings unharmed, only going after fawns, as adults are notorious for being difficult to bring down and are capable of killing predators with their horns.

Most like subtropical rainforest (Queesland's rainforests (Australia), New Zealand's rainforests)
Oakfern is by far the smallest of the Western Kingdoms with the most defined boundary - the Rabbit River which intersects the countryside. The Warren is a mountain system barring entry into the territory via direct means with crumbly slopes and plunging cliffs. The mountain ridge got its name from the warren-like system of caves and tunnels that runs beneath and through the earth, extending into the three neighboring territories and creating an underground labyrinth. Without guidance, the cave and tunnel system is so confusing and complex that almost all who enter face starvation save for sheer dumb luck. The Rabbit River runs underground through many of the tunnels, which can become dangerous and flooded after rain. The moist, damp conditions are a perfect breeding ground for many types of glowing fungi, whose iridescence provides light in the subterranean world as well as powerful medicines.

Despite the semi-tropical forests south of The Warren being completely habitable, few of the Fawnlings venture into this part of their territory in fear of predation by jaguars. The east coast is quite barren and windswept, with the Shoals just offshore. The northern half of Oakfern is quite swampy with a number of peat bogs and steaming springs, however offers good plants for medicine and magic, as well as valuable warmth in winter time if there are problems with the underground springs.
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