Design Guide

Created: 4 February 2022, 09:15:54 MST
Last updated: 26 January 2024, 05:36:05 MST

Table of Contents

  1. A Note on Rules
  2. Official Bases
  3. Rolled Fawns
  4. Scars & Disabilities
  5. Bepotelkh & Sonoelkh Design Guide
    1. Anatomy
    2. Traits
    3. Markings
    4. Colors
    5. Accessories
    6. Fawns
    7. Redesigns & Trait Swaps
  6. Hair Dye Guide
  7. Hair Styles, Carving, and Paint
  8. Mysterious Carving Guide
  9. Aitielkh Design Guide
    1. Traits
    2. Required Traits
      1. Repeating Patterns
        1. Sono Aitielkh Constellations
      2. Flower Crowns
    3. Markings
    4. Colors
    5. Accessories
    6. Fawns
  10. Shroomkin Design Guide
    1. Traits
      1. Required Traits
        1. Mushrooms
        2. Hood & Spore Container
    2. Markings
    3. Colors
  11. Habapi Design Guide
    1. Traits
    2. Markings
    3. Accessories
    4. Bipedal Form



A note on rules & restrictions

Part of the challenge of our game is working within the provided parameters. We don't want to dampen creativity, but please keep in mind that in the end, the character needs to resemble the species of Bepotelkh and follow the trait guidelines. Pushing the limits on things is not meant to be a part of the game and causes undue stress on the team when we have to ask for corrections or argue about rules in order to maintain the integrity of the traits system. Please try to follow the guidelines without attempting to break the game/push the limits and please be cooperative if you are asked to change things. If you are really not into marking/color restrictions, aitielkh might be a good alternative for you!


Official Bases

These bases were made by Herboreal and are free to use for the creation of Make-Your-Own (MYO) Bepotelkh characters only; you must have a valid MYO slot to use these bases. Do not use these to make adoptables or for any other purpose than for submitting a MYO to this site. You may edit these bases to customize them with the trait(s) you need for your MYO Bepotelkh character.


PLEASE NOTE: if you use Herboreal's base to make a MYO which was free or earned via group currency, you will be unable to resell the MYO as the bases are not to be used for profit. If you purchased the MYO slot with USD it will retain that value only.


Rolled Fawns

Please see the breeding guide for more information on fawns. Designing a fawn has a lot of limitations compared with a MYO slot.


Bepotelkh & Sonoelkh





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Going forward, we're moving away from allowing "fan characters". You can make/commission characters loosely inspired  by copyrighted characters, but please make sure they're not recognizable as such, and the ultimate call on what's acceptable is up to Timbre & Nopal.

You may translate other adoptable designs into elkh at any time as long as the original designer is okay with it; you must keep the characters connected. Notifying us with a link to the original character is preferred so we can put that link on the masterlist so we know the characters cannot be separated.

Canon, Culture & Stereotype

Designs should be canonically appropriate for Silkkassa/Miatias and the roughly early 1900's time period in which the game is set, but there is some flexibility! Please do be mindful not to play into cultural stereotypes or appropriate other cultures of which you are not a part. The final call is up to Timbre & Nopal, but designs may be rejected if they do not conform to canon or display traits that are appropriative or stereotypical of a certain race or culture. While we would not deny anyone representing their own culture, for anyone else we would ask you steer clear of commonly appropriated themes such as Orientalism and Native use of feathers. These themes would also fall under non-canonical.


Scars & Disabilities

Scars and disabilities are not traits and have no rarity; any Bepotelkh character may have scars or disabilities. However, designs including scars and disability must be tasteful and avoid inspiration porn, offensive tropes, body horror, and gore.

If you are unsure about any of these topics with relation to your design, please ask staff for guidance. 

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Bepotelkh & Sonoelkh Design Guide

Elkh are based off of real-life cervids, and both the species and lore try to remain semi-realistic. As a result, there are a couple things to keep in mind when you are designing an Elkhcharacter or commissioning a design for an Elkh character.



See this page for more anatomy details!

Beps are an amalgamation of camelids and cervids. They have an alpaca-like neck and nose, with some elk-like traits as well. They have large feet meant for standing on top of snow or grit (respectively for beps/sonos). They are rather stocky compared with deer, and their tails are typically larger. Their standard ears are fairly thin. Like cervids, they have a hard upper palette but only lower incisors. Their eyes are side-facing.

Notable differences are seen in villa and mountain bepotelkh. Villa/Casas and Mountains have shorter necks than other subspecies, and villas & casas have much shorter legs. Mountain bepotelkh also have a slightly different headshape with a more rounded/downturned nose, and their mane grows in a bit over their shoulders.



By default, beps have "cervine" pupil type (which need not be listed in the traits). There are a few other Rare options, however! The sclera should always be a light white of some variety.



General Bep/Sono MYO tickets may be made into any subspecies other than Aiti. Aitielkh require an Aitielkh MYO ticket.


Elkh have a variety of traits, but still closely resemble those found in real-life cervids. For example, their manes, antlers, and tails can have a variety of shapes, but you'll never see a bepotelkh or a sonoelkh with a unicorn horn! There are also additional traits, such as beards, tusks, and extra buttfluff. Common, Uncommon, or Rare Trait Potions are available in the Elkh Shop.

Gilde Traits are available by using a Gilde Trait Potion or a Gilde Trait Potion (Small).

Be sure that the traits you want to use are applicable to the subtype of your Elkh character! While there are many traits that overlap, some traits are unique to bepotelkh or unique to sonoelkh.

Some restricted traits are available only by using Trait Potions!


Like their real-life counterparts, elkh have a variety of markings, but most of them are found naturally. Markings can be added or changed with Common, Uncommon, or Rare Trait Potions available in the Elkh Shop

Gilde Markings are available by using a Gilde Trait Potion or a Gilde Trait Potion (Small).

Be sure that the markings you want to use are applicable to the subtype of your Elkh character! While there are many markings that overlap, some markings are unique to bepotelkh or unique to sonoelkh.

Some restricted markings are available only by using Trait Potions!

Be sure to choose a PRIMARY MARKING before adding additional markings. The encyclopedia indicates which markings are primary in the trait descriptions.

When designing, note that markings do not always have to exactly resemble the examples listed in the Encyclopedia! For example, secondary markings Spot and Stripe can be lighter or darker than what they appear over, and can take slightly different shape! Reading the description on each trait in the encylopedia will be your best bet for understanding how the marking work.

You can change bep markings by using either trait removal potion (for removing a single trait), common/uncommon/rare or restricted trait potions for the corresponding traits. You will need to draw a new masterlist image or commission an artist to either edit the original artwork or draw a new image in order to update the masterlist reference.

Spot can take several different forms.

Stripe can take several different forms but must be horizontal.

Piebald must cover all other markings, must always be white/off-white, and in organic shapes.


Coat colors can vary quite a bit, but remain within natural ranges. Browns can be as saturated as any fur color found naturally on a mammal. Grays can be warmer or cooler, but should not look too blue. Swampland subtype bepotelkh may take on a greenish tinge from the moss or algae that grows there!

Eye color can be more variable and saturated than coat colors, but should still look fairly natural. The sclera must be white or off white.

If you would like unnatural or saturated colors for your bepotelkh or sonoelkh, you will need to purchase one or more Hair Dyes from the Elkh Shop!


Elkh may choose to live among humans in villages as domestic elkh, or in nature with or without other elkh as wild elkh. Both domestic and wild elkh may wear accessories, but they are more commonly found on domestic elkh, as elkh are not capable of crafting and putting on most accessories without help.  Domestic elkh living among humans may choose to take up a profession and work for a living. Most domestic elkh typically wear a collar, with or without bells, but may also wear Job Class Gear that helps them in their work. Wild elkh do not hold regular jobs, and instead will barter for goods they may need that cannot be found in nature. 

Job Class Gear must be applied to a domestic elkh before they may earn bonus gildes when depicted in art or writing.

Official Accessories may be purchased in the Shops, earned through Prompts, or obtained from certain Events. They grant bonus gildes when depicted in art or writing. 


  • Elkh fawns share the same general bodyshape as adult elkh. They will not have full antlers, but rather will have small antler nubs.
  • Fawns do not have full manes and braids should be minimal.
  • Fawns share the parents colors and cannot have additional colors added unless a Glowing Stone item is used. You may mix coat colors to an extent, but not to create unnatural colors such as pink. Colors need to remain within the color guide rules above. Dye is not heritable, so dye colors may not be used on fawns unless a dye is purchased in the shop.
  • Fawns cannot use trait swap or redesign potions until they are already designed and grown.

Redesigns & Trait swaps

Redesign potion and trait swap potion information is in the encylcopedia, but as a rule, redesign and trait swap potions are only to be used on designs which have already been drawn and approved, and can only be used on rolled fawns once they are grown. These potions generally allow for horizontal trait swapping, i.e. you can substitute one rare trait for another rare trait. For changing rarities, whether to a lower or higher rarity, you'll still need the associated trait potions (common, uncommon, rare).

Be sure to read the encylcopedia information thoroughly before using!

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Hair Dye Guide


Using bleach will lighten the colors of your Elkh character. 



Using dyes will add unnatural or more saturated colors to your Elkh character. Note that dyed colors will not be full saturation and brightness.

You can use up to 3 colors on one bep. You need to buy a dye for each differnt color. You are welcome to use only one or two colors. You can choose which section(s) you'd like to dye. Markings will show up under dye as different SHADES of the same color. Dyes can fade per section (making an ombre effect if desired), or be in streaks in the mane (think of adding hightlights to your hair IRL) but dye cannot be used to make patterns or shapes.

If you would like your character to change their hair color per season or event you can choose up to 4 different palettes. You do not need to buy more dye for these alternate palettes but you can only use the amount of colors you've purchased. If your Bep originally only has one color, they can only use one different color on the alternate palette. The masterlist image of the character should show the character's default look and you can submit alternate palettes by using the "Update Design" button under the settings bar on your character. Please write in the comments that you are supplying alternate palettes and not changing the default design.

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Hair styles, Carving, and Paint

Elkh can have a variety of mane and tail styles and cuts (Please keep in mind that in canon, only domestic elkh would have these styles as they are provided by humans). Braids are canonically considered uncommon/rare as an elkh would only allow their mane/tail to be braided by someone they really trust. Beyond that, please have fun thinking of different styles and cuts to apply to your elkh.

The "carved" trait can be added to any type of antlers by picking up a carving kit at the salon and attaching it to your MYO or design update.
Canonically, similar rules apply to carving as to braids.

The "paint" trait can be added to an elkh by picking up a paint kit at the salon and attaching it to your MYO or design update.
Canonically, similar rules apply to paint as to carving and braids.


Mysterious Carving Guide

Mysterious Carvings can be used when submitting a breeding or when applying additional traits to an existing Elkh character or MYO design. 

How many traits can I combine with one Mysterious Carving?

You can combine two traits per Mysterious Carving. If you wish to make multiple combinations, you will need a Mysterious Carving for each combination!

What rarity are combined traits?

Combined traits are rare!

When combining traits, do you need to pay for both traits?

Yes, you will need to purchase or otherwise obtain and apply any traits that do not already exist on your Elkh character/rolled fawn. If the design is a MYO that hasn't been submitted yet, you'll need trait potions for anything that isn't a common trait.

Are combined traits inheritable?

Yes, they are! 

Can I combine a combined trait again?

No, combined traits cannot be combined again. There is a maximum of two traits per combination!

Can I split combined traits during breeding or with a trait removal potion?

Traits cannot be split once combined, but they can be removed or replaced using a trait potion.

How do I use a Mysterious Carving in breeding?

When you submit your breeding, note that you wish to use a Mysterious Carving and what traits you wish to combine, you can specify the category such as "Antlers", "Ears" or the actual traits such as "Oryx and Ibex antlers" or "Lamb ears and Puffy ears". This will take up ONE of your kept traits. You may use two mysterious carvings per breeding (or more if you also include resin incense).

Do Aitielkh need to have a mysterious carving to have combined traits?

No, because regular rare traits are common on Aitielkh, any base traits can be combined freely (doesn't apply to Aiti Rare Traits however).

Can I purchase combined traits for customs?

Customs purchased from Herboreal do not require a Mysterious Carving to combine traits, but you must still purchase or otherwise obtain and apply any traits that do not already apply to your custom.

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Aitielkh Design Guide


Most aitielkh have similar appearances, with slender, elegant legs and necks, a long, fluffy tail, glowing eyes, a repeating pattern, and a magical flower crown.

  • Aitielkh may also have any bepotelkh traits normally obtained through Common, Uncommon, or Rare Trait Potions without needing a potion.
  • Sono aitielkh may have any sonoelkh traits normally obtained through Common, Uncommon, or Rare Trait Potions without needing a potion.
  • Aitielkh must use a Gilde Trait Potion or Mysterious Carving if they want gilde traits or combinded traits.
  • Aitielkh may not have sonoelkh traits, and sono aitielkh may not have bepotelkh traits, unless one parent was a hybrid with those traits.

Aitielkh who were born as non-aitielkh fawns will reflect their original appearance even after transformation.

Aitielkh may have pupil shapes that are unique to aitielkh:

Aitielkh also have a number of Aitielkh Rare Traits available by using an Aiti Rare Trait Potion or an Aiti Rare Trait Potion (Small).

Required Traits


Repeating Patterns

The repeating pattern in its most traditional form is a line of identical symbols along the side of the aitielkh. The repeating pattern typically indicates some element(s) of the aitielkh's personality or life, and can be hidden at will with magic. Repeating patterns are not required to be placed along the side of the aitielkh, nor do they require identical, but distinct, symbols. They may take the form of "bracelets" or other tattoo-like markings that are clearly related and distinct from the aitielkh's markings. These markings should avoid resembling manmade objects or concepts as much as possible. Aitielkh are nature-born and largely only experience nature, thus do not have human-made objects as part of their identity.

Sono Aitielkh Constellations

Sono aitielkh have a constellation rather than a repeating pattern. Constellations may depict real-life constellations or be created by the designer specifically for use as a sono aitielkh constellation. They may appear anywhere visible on the body, and can be hidden at will with magic.

Flower crowns

Flower crowns should have one to two types of flower, plant, or branch and one gemstone. All elements used for flower crowns must be found in the real world and have a scientific or colloquial name. Elements of flower crowns are considered part of an aitielkh's personality, and influence or reflect aspects of their personality or story.  There are three types of flowercrowns your aiti may have: Standard, Corsage, and Floating (rare).


Aitielkh do not have the marking restrictions/rarities that beps/sonos have and do not have to use marking potions. The one exception is for star markings, players must use the Stars of Aiti potion to have stars on their aiti.  Additionally markings may not resemble manmade items or concepts. Markings can be abstract or reflective of things found in nature. The markings do not need to be bepotelkh or sonoelkh markings; you can use anything as long as it doesn't resemble stars of aiti. However, you can use bep/sono markings if you wish! If you want to change your aitielkh markings or colors you must buy a redesign potion . You will need to draw a new masterlist image or commission an artist to either edit the original artwork or draw a new image in order to update the masterlist reference.


Aitielkh do not have color restrictions. Most aitielkh will be bright or saturated, but their dream may influence their colors, pattern, and flower crown; dark dream aitielkh are typically dark and less saturated.


Aitielkh typically do not wear accessories made by humans, as most aitielkh do not have a relationship with humans. Accessories are typically made by shroomkin or aitielkh with Thaumaturgy Mastery. Accessories made by Thaumaturgy magic are created by transforming natural material found in the forest (tree bark, moss, mushrooms etc.) into tangible items. These items revert back into the orginal material when given to another creature or when the aiti wishes for the enchantment to end.

Aitielkh-specific Official Accessories may be purchased in the Shops, earned through Prompts, or obtained from certain Events. They grant bonus gildes when depicted in art or writing.  Accessories created by thaumaturgy do not count for the bonus gilde rewards.


Aitielkh fawns share the same general bodyshape as adult aitielkh, but will not have their pattern, flower crown, or glowing eyes. They will not have full antlers, but rather will have small antler nubs.

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Shroomkin Design Guide

Shroomkin are based off of real-life raccoons, but may have any ears, tails, coat types, markings, and colors. They stand about a foot tall (30 centimeters) at the shoulder when standing on all fours. Their front paws are very dexterous, and  Silkkassan shroomkin have retractible claws. Miatian shroomkin do not have retractible claws. Both Silkkassan and Miatian shroomkin have plantigrade feet but can also walk upright. Read more about shroomkin here!


Ears are normally short and perky, but may be any shape and length.

Nose shapes should resemble real-life raccoon noses with some artistic flair, including triangular, heart, and oval noses.

Tails on Silkkassan shroomkin are typically shorter than the length of the shroomkin's body, and can vary in shape. Long-tailed Silkkassan shroomkin do exist. Tails on Miatian shroomkin are typically the length of their body or longer, but short-tailed Miatian shroomkin do exist.

Required Traits


Shroomkin Mushroom Locations

All shroomkin have one type of mushroom growing on their bodies. 

  • Forehead mushroom placement is a pair of mushrooms on the forehead, like horns (most common).
  • Ruffed mushroom placement is mushrooms on the cheeks.
  • Shelf mushroom placement is mushrooms on the haunches. Shelf mushroom placement is a rare trait and needs a rare trait potion to be used when making the MYO.
  • Back Mushrooms are common for Miatian Shroomkin but are not seen Silkkassan shroomkin.

Miatian shroomkin may grow mushrooms along their backs rather than their forehead, cheeks, or haunches.

Any real-life mushroom is allowed, provided the overall design is distinct from other shroomkin designs with the same type of mushroom.

Hood & Spore container

All shroomkin adults wear a hood and carry a spore container. They may wear their hood with a cape, cloak, or shawl. Hoods and spore containers are typically made with natural materials: fabric made with plant fibers and dyes, carved wooden containers, tree bark, hollowed out nuts, etc. Anything that can believably function as a container and be carried by a shroomkin can be a spore container. In some uncommon cases shroomkin may use metal clasps or small amounts of chain bartered to them by merchant beps, or stolen from traveling humans when creating their spore containers.

Miatian shroomkin tend to carry their spores in a bag worn around their neck.


Shroomkin adults may have any markings provided they do not include copyrighted logos, recognizeable trademarks, words, or emblematic markings that resemble modern concepts. Shroomkin designs may not mimic or heavily reference copyrighted characters.


Shroomkin adults may have any color fur and eyes. Shroomkin cubs will not be colorful until they eat their first mushroom; before this, they are a grey-brown color with white dappling along their head and back, with dark brown eyes.

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Habapi Design Guide

Habapi are based off real-life peccaries (not pigs), but have a variety of ears, manes, horns, tusks, etc. and their markings and colors are highly variable. They stand about 2 feet tall (60cm) at the shoulder when standing on all fours. They have hooves and dewhooves on all four feet. They have basic feral forms and more anthropomorphic forms as well. The basic design for the masterlist should be the feral form,  but the anthro form can be added to the entry later via image updates.


See the Visual Index for Habapi traits.  Habapi may have additional fur details like beards, fetlocks, extra ear hair or ear tassles, these minor features do not require traits or potions.


Habapi may have any markings provided they do not include copyrighted logos, recognizeable trademarks, words, or emblematic markings that resemble modern or manmade concepts. Habapi designs may not mimic or heavily reference copyrighted characters.


Habapi may have any color fur and eyes.


Some Habapi choose not to wear accessories while others love them. Accessories are mostly made out of plant fibre, natural dyes, wood and stone. Habapi who choose to shapeshift have the ability to metal work and those Habapi or others may trade or barter with them to get accessories made from precious metals. Some more eccentric Habapi may choose to wear accessories made from bone and fur. More adventurous and naughty Habapi may steal accessories from human villages or travellers.

Bipedal form

In addition to designing your Habapi's base form, you may also design their bipedal form and upload it to the masterlist (guide coming soon). Designing an bipedal form is OPTIONAL.
You may design your Habapi's bipedal form with hooved hands or four fingered hands, however they always have hooved feet.
Bipedal Habapi tend not to wear traditional or tightly tailored clothes as they can be restricting when shapeshifting back and forth between forms.

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