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Energy Exchange

Changing Their Form
Over time an esk may experience shifts in their spirit that can spark a change in their form. An esk may go through a life-changing journey, realize something from their past, have an encounter with an unusual being, or simply have a change of heart that calls for something new in their manifestation. In order to change their form they must use some of their accumulated energy.

The Energy Exchange acts as a marketplace where you can trade in your esk's GP for modifications to their design and abilities. 
  • Esk can only spend their GP to buy traits and modifications for themselves. You cannot use one esk to buy things for a different esk. Growth Points represent an esk's personal growth as they go on their own journey.
  • Please include descriptions and/or images with your request, it is very helpful for the review process.
  • You cannot change an esk's morph in the EE, but you can make certain purchases to appear similar to morphs (such as buying sleek and manx to closely resemble a fungi morph), but you will not be able to obtain a morph's unique traits (for fungi: absence of toes) unless you do a morph shift during a special event.
  • You can only do exchanges for one esk per comment, but you can request as many EE trades for that esk as you want.
  • Your esk will only gain modifications that are approved.
  • If you would like to make edits to the approved modifications, reply to the approval comment so we can confirm the changes. (This is only possible if the edited modification has not yet been used in artwork, literature, and/or updated through the Spirit Renewal)
  • If you have used the edited modification in artwork, literature, and/or updated through the Spirit Renewal before getting the edit approved, you will have to purchase a modify option in the Energy Exchange.

Different traits and modifications are unlocked at different player levels! 
Make sure you have enough AP before placing your request. Staff may review your AP log to confirm.

Note for all Abnormals
Any modifications, including nature features and familiars, purchased from the EE still need to follow the Abnormal's current Biome, even if it was changed during their Transformation

​
Ready? Head over to the journal to make your comment!

Sprout Level (300AP)
Modify Existing Trait
​
10 GP
  • alter an existing marking or trait's color or placement
  • change the esk's base color
  • reverse an uncommon or rare trait back to a common trait (ex: remove manx and give a normal tail)
  • remove a marking (once per marking/type of marking)
  • change eye sliver color
  • if the requested modification seems large enough to warrant a higher level purchase, we will let you know (ex: changing an existing unique marking's symbol into a more elaborate symbol)
  • this option does not apply to nature features
Dismiss
​
10 GP
  • dismiss a familiar, accessory, or enchantment
  • to remove an elemental, please use the dismiss elemental option
Common Markings
​
10 GP
  • add common markings (soft-edged markings, natural colors, light face mask, etc)
Small Alterations
​
15 GP
  • chest marking
  • blaze
  • eye spots
  • socks
  • tail tip marking
  • claws
  • spurs
  • foot tufts
Patterning
​
25 GP
  • spots
  • stripes
  • spots-stripes combination
  • bold markings
Special Changes
​
30 GP
  • unique marking
  • bright marking
  • flecks
  • mid-tone eye
  • ​dark mask
Uncommon Anatomy
​
45 GP
  • false ears
  • shaggy
  • cropped tail
  • ​sleek
See the details for uncommon traits here!
  • Uncommon markings, including stripes/spots, get charged once per purchase for covering less than 50% of the body (even if spread out).
  • Uncommon markings, including stripes/spots, that cover more than 50% of the body require the purchase of a rare trait. This is determined by body span or coverage, not by size of the markings. For example: tiny spots across the entire body count as a rare trait even though the spots themselves are tiny.
  • Bright markings stacks once onto purchase if under 50% of the body is affected, even if the affected areas are spread out around the body.
  • Bright coloration (rare) stacks once onto purchase if more than 50% of the body is affected.
  • Unique markings (symbols, decorative, etc) should be purchased per individual marking/cluster of markings and stack until it reaches more than 50% coverage, then is purchased as unusual coverage (rare).
  • Bold markings are somewhat subjective and will be evaluated based on overall contrast/starkness of the coloring and the use of hard edges in the markings.

Sapling Level (500AP)
Remove Existing Nature Feature
​
10 GP
  • remove an existing nature feature
  • esk must retain at least one nature feature that they were created with (any nature feature from the original ID of a nursery/greenhouse list, MYO transformation, or sale/raffle)
  • abnormal esk that have undergone one or more transformations should treat their most recent TF as their 'original' ID
  • esk with a morph must retain the necessary nature features to maintain their morph - i.e. a rock morph cannot remove all rocks
Small Nature Feature
​
25 GP
  • add any nature feature that affects one region that is less than 50% of the body
  • add a new area of an existing nature feature to a different part of the body
  • move an existing nature feature to a different part of the body
  • ​size is relative to the esk, not the real world feature
  • ​must match the esk's biome
Large Nature Feature
​
50 GP
  • add any nature feature that affects 50% or more of the body and/or is spread out on multiple areas of the body
  • add a new area of an existing nature feature to a different part of the body
  • move an existing nature feature to a different part of the body
  • size is relative to the esk, not the real world feature
  • ​must match the esk's biome

Bud Level (800AP)
Small Accessory
​
30 GP
  • add any objects that are not found in nature, including trinkets, litter, vases, carved stones, or other artifacts
  • adorns or affects less than 50% of the body
Modify Accessory
​
20 GP
  • use this option to modify any accessory however you want as long as it still fits within the same size category.
Large Accessory
​
60 GP
  • add any objects that are not found in nature, including cloaks, monoliths, or large planters
  • adorns or affects 50% or more of the body
  • "Small" and "large" here is used to describe the size in relation to the esk, not their actual size.
  • Accessories should not overly anthropomorphize the esk or look too much like "dress-up".
  • "Sets" can be purchased as one accessory (i.e. a pair of earrings or bracelets). These count only once for bonuses.

Blossom Level (1200AP)
Small Familiar
​
30 GP
  • any real world animal that is the size of a domestic cat or smaller
  • must match the esk's biome
Small Swarm
​
45 GP
  • a single familiar comprised of multiple small animal spirits (size of a domestic cat or smaller)
  • must all be the same species and match the esk's biome
  • fur/scale/feather/etc patterns do not have to be the same
Large Familiar
​
60 GP
  • any real world animal that is larger than a  domestic cat
  • must match the esk's biome
Large Swarm
​
75 GP
  • a single familiar comprised of multiple large animal spirits (larger than a domestic cat)
  • must all be the same species and match the esk's biome
  • fur/scale/feather/etc patterns do not have to be the same
Community Familiar
​
120 GP
  • a single familiar comprised of many different kinds of animal spirits (any sizes). A minimum of three animal spirits should be illustrated
  • can be any collection of species that are suitable for the esk's biome
  • the community familiar is named after the area the ecosystem inhabits, for example 'urban wildlife community', 'meadow birds community', or 'beach creatures community'
Downgrade Community Familiar
​​
20 GP
  • downgrade a community into a small, large, or swarm familiar
  • the resulting familiar must have been featured in the original community familiar
Modify Familiar
​
20 GP
  • modify any familiar/swarm's species, breed, or coloration
  • rename and modify a community familiar (adding more animals to an existing community familiar does not require a purchase)
  • add or change the nature feature/transformation reward on an existing familiar
Upgrade Familiar
GP Varies
  • upgrade an existing familiar/swarm to a swarm/community
  • the resulting community must feature the familiar/swarm that has been upgraded
  • GP cost starts with the base cost of the upgrade MINUS your current familiar (i.e. upgrading a large swarm to community would be 120 - 75 = 45 GP to upgrade)
Note: esk familiars are allowed to have one nature feature or transformation reward. See here for more information.

Shrub Level (1700AP)
Rare Traits
​
100 GP
See the details for rare traits here!
  • albino
  • solid color
  • piebald
  • overgrowth
  • bright mask
  • flexible tail
  • bright eye
  • unusual coverage
  • bright coloration
  • rainbow
  • iridescence
  • glowing markings
  • manx
Small Alteration
​​
20 GP
  • make minor anatomy changes, generally causing little to no change in silhouette (except for fur length/texture). 
​Includes
  • type or structure of foot (ex: webbed, toes, paws, hoof-like, etc)
  • eye shape
  • snout shape
  • fur length/texture of <25% of body, including tail
Medium Alteration
​​
50 GP
  • make moderate anatomy changes, generally causing small changes to silhouette, primarily in length/thickness of limbs. 
Includes
  • length/shape of legs
  • length/shape of neck
  • fur length/texture of 25-50% of body, including tail
  • overall head shape​
Large Alteration
​​
100 GP
  • make major anatomy changes, especially changes to limbs and silhouette that are more than length/thickness
Includes
  • entire body (silhouette)
  • fur length/texture of 50%+ of body, including tail
 
  • ONE purchase will allow for a free change of silhouette​
Enchantment
​​100 GP
  • add any non-elemental magic
  • can be applied to an existing or separately purchased nature feature, familiar, or accessory (please specify with your request)
Modify Enchantment
​​50 GP
  • significantly alters an enchantment's appearance
  • ​rename enchantment (must fit the enchantment)
Alter Enchantment
​​10 GP
  • alters enchantment's effect
  • move enchantment
  • ​rename enchantment (must fit the enchantment)

Tree Level (2500AP)
Elemental
​​200 GP
  • add any elemental magic
  • can affect existing and future nature features, familiars, and accessories
Dismiss Elemental
​​10+ GP
  • remove an elemental
  • 10GP is the base cost. Removing an elemental that would require large edits to an existing design may cost more GP.
Modify Elemental
​​10-100 GP
  • sliding-scale price, will depend on scale of change
  • change an existing elemental within the same 'type' (i.e. drizzle -> downpour, waves -> tsunamis, sunlight -> sunbeam)
  • change an elemental's visual appearance or coverage
  • ​this is an alteration of an existing elemental, so an esk cannot be depicted with the previous and new elemental at the same time
Swap Elemental
​​150 GP
  • changes an existing elemental to any other elemental
  • major visual changes to fit the new elemental are allowed
  • ​this is an alteration of an existing elemental, so an esk cannot be depicted with the previous and new elemental at the same time
Mutation
​​150 GP
  • add a new mutation to an Abnormal esk
  • this option is helpful for any Abnormals obtained from sales/events, or adding new mutations after the initial Transformation
Remove Mutation
​​10+ GP
  • remove a mutation
  • 10GP is the base cost. Removing mutations that would require large edits to an existing design may cost more GP.
  • Please send us a note if you have any questions, or if you want to check how much your removal will be!
  • If you would like to replace a mutation with one that is a different type (ex: horns swapped out for feathers), this option will accompany the Mutation option for a total of 160GP.
Modify Existing Mutation
​​10 - 75 GP
  • sliding-scale price, will depend on scale of change
  • make changes to an existing mutation that DOES NOT require a name change
  • this change must represent a variation on the existing mutation - it does not change a mutation to a different mutation entirely
  • This is a complex new option, so please send us a group note for consultation if you're unsure about anything!
Acceptable examples
  • an esk with the "wings" mutation could change the manifestation from bird wings to bat wings
  • changing horn position
  • changing which markings are affected by-color shifting
  • changing the nature feature affected by ravaging growth
Unacceptable examples
  • "oddity tail" to "ox tail". These are considered two separate mutations​
Swap Mutation
​​100 GP
  • swap a mutation for a similar one
  • unlike Modify Existing Mutation, this option allows for swaps that require a name change
  • This is a complex new option, so please send us a group note for consultation if you're unsure about anything!
Acceptable examples
  • "ox tail" to "partially sleek tail" (both are tail mutations, but have specific mutation names)
  • "underdeveloped front legs" to "absence (front legs)"
Unacceptable examples
  • "ravaging growth" to "color-shift (nature feature)". These are considered two separate mutations​
Modify Original Form Fragment
​​10-75 GP
  • modify an original form fragment on an Abnormal esk
  • change the fragment's position or design (such as changing the design on a hilt's sword), but must match the recorded original form in the ID
  • removing/adding fragments requires approval on a case-by-case basis. Removal is done sparingly, as Abnormal esk should keep some visual tie to their original form. While some 'additions' to the fragment can be classified under this option, other times it is better to purchase an accessory​​
  • 75GP is the base price, but very minor changes can be 10GP minimum
  • if the fragment manifests as a nature feature or mutation, use the options designated for those instead
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