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  • Home
  • Worldbuilding
    • What is a collaborative worldbuilding game?
    • The TWWM Canon
    • Mythos
    • The Wanderers >
      • 000
      • 000-I 000-II
      • 000-III Ikkit
      • 000-IV Raaga
      • 000-V Aevre
      • 000-VI Majanthi
      • 000-VII Seventh
      • 000-VIII Vetru
      • 000-IX Makoa
      • 000-X
    • Wanderer Prompts >
      • The Wanderer Prompts
      • Wanderer Transformation Hub
      • Wanderer Relationships Hub
    • Stories >
      • Stories
      • Other stories
    • The Conservatory
    • Tell 000 A Story
    • Call For Lore
  • Lore
    • Behavior
    • Transformation
    • Origins
    • Abnormals
    • Boundaries and Biomes
  • Form
    • Anatomy
    • Coloration
    • Nature Features
    • Uncommon Traits
    • Rare Traits
    • Unique Traits
    • Transformation Rewards
    • Mutations
    • Morphs
  • Modifications
    • Accessories
    • Familiars
    • Enchantments
    • Elemental Power
  • Mechanics
    • Scoring Guide
    • Point Tracking Guide
    • Energy Exchange
    • Transformation Hub
  • Design Guides
    • Starter MYOs
    • Story MYOs
    • Abnormal MYOs
    • Stones and Crystals
  • Newcomer's Guide
  • FAQ
  • Community Projects
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Accessories

The essence of objects, tools, and garments.
Accessories are part of an esk's manifestation and are not true, tangible objects. These modifications to their form are part of their spirit, they are not a possession that they physically own. Accessories are separate from nature features but can be made from natural materials including wood or stone. They can also be artificial.

How an esk gains their accessories is open to creative interpretation. Perhaps an esk manifests accessories related to their past life if they are able to recall certain memories, or maybe they are able to change the forms of physical objects they find and convert them into non-physical matter to be absorbed into their energy field. This is an area that players can explore in their own lore and stories.


Manifesting accessories requires energy.
An esk's accessory can manifest throughout the entirety of its biome. If an esk leaves their home biome their accessories will disappear and be inaccessible to them since they have distanced themselves from their place of power. How the accessories are affected in the transitions between regions or in the overlapping areas between biomes is open to creative interpretation.
Some examples of acceptable accessories
  • Textiles: Fabrics, scarves, blankets...
  • Trinkets: Jewelry, baubles, cherished collectibles...
  • Environmental: Litter, pollutants...
  • Practical objects: Tools, instruments, baskets...
  • Plant-related: Containers, vases, planters...
  • Artifacts: Carved stones, crafts...

Some examples of unacceptable accessories
  • Clothing: Shirts, pants, jackets... please do not "dress up" an esk to look like a human. Exceptions may be made for hats, rags, and others on a case-by-case basis.
  • Off aesthetic: Pop culture items will not be accepted... try to let the species lore guide you toward more thoughtful choices.
  • Animal traits: Nests, pearls, bones... animal-derived objects such as these require an Abnormal mutation unless they have been clearly crafted into an object that fits into the acceptable list above. For example: a pearl straight from an oyster is not acceptable, but a string of pearls is acceptable because it counts as a trinket (jewelry).
Accessories vs physical objects.
You can always draw or write about your esk interacting with objects, you are not required to purchase an accessory in the Energy Exchange in order to do so. Purchasing an accessory lets you make it a part of your esk's official design and an intrinsic part of their self-expression. You will also receive extra bonuses for possessing these modifications.

Applying an enchantment.
If your esk has an accessory you may apply an enchantment to it in order to give it magical properties. This can give the accessory a mystical appearance and allows it to have a magical effect or ability. 
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