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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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Behavior

Esk may or may not be social with each other, they all have unique personalities. They are not societal, but they may form bonds with each other or group together in their own way with their own sense of organization or purpose. They might also band together temporarily toward a common goal. Esk cannot speak since they have no mouths; they communicate telepathically or non-verbally. Esk are non-violent — they cannot commit physical violence against each other, it is a code that cannot be broken. Some will, however, act violently toward humans or other beings.

Creatures of habit
Esk tend to have patterns to their behaviors, particularly when interacting with humans. The pattern may relate to their past life (whether they are conscious of it or not) or it may relate to the circumstances of their becoming lost and being transformed. It may be a self-soothing, stereotyped, or compulsive behavior — particularly for upset or obsessive Trespassers. For some the pattern is an effect rather than a behavior. A Trespasser with toxic energy might leave a wake of dead plants wherever they go with their elemental, or a Traveler  might fill the air with a sweet aroma with their enchantment.

Abilities
All esk by default have telekinesis, telepathy, and empathic communication. Additional extra-sensory perception (ESP) is open to creative interpretation. The limits of these abilities are also flexible and can be determined individually for each character. The way your esk communicates or manipulates its environment is up to you.

Esk are able to levitate off the ground with their telekinesis. While the range of their levitation is great, esk are earthbound spirits. Going into space will cause an esk to permanently lose their form.


Esk are able to travel instantaneously (teleport) to distant locations they’ve previously visited, no matter whether it’s from in or outside their boundary/biome. They are also able to bring other esk along with them, as long as both esk are willing participants.

new! Esk have the ability to time travel through the past. Being mostly incorporeal spirits, they are unable to take physical objects with them when time traveling, and will have minimal impact on the environment and time period. When traveling into the past, esk are unable to meet themselves or their original form, and therefore unable to interact with (including Transforming) themself - however, they are able to perform Transformations whilst in the past, as long as their boundary and biome still exist in this past time period.


Esk can have magic effects on the environment or on others (enchantments) and possess elemental power (elementals); there is more information on these powers in other sections of the species guide.
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