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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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Modifications

Expressions of identity.
An esk can be shaped by their experiences and this can be expressed using character modifications. These changes in their manifestation can occur after significant events or encounters, may be gifted from a powerful being, or be received from the site of a fallen esk — players are invited to create their own lore and stories to explain how an esk's form changes over time.

Accessories, Familiars, and Magic.
The changes in an esk's manifestation are energetic, not physical. Accessories and familiars follow the same guidelines as the nature features; they are part of an esk's ghostly form and can phase in and out of physical form or visibility. They are an expression of the esk's spirit and not true, tangible objects or organisms. Similarly, these accessories and familiars must be derived from real world objects and animals. Mythical creatures or unknown technology are not permitted, but familiars and accessories can be imbued with magic power that can give them a unique ability or appearance.

Esk can also gain magical abilities. Enchantments are forms of magic that manifest as an aura or other visual phenomena and have effects on the esk's environment or beings in their vicinity. Elemental power is magic that grants the esk the power to manifest the elements, such as fire, water, and wind. Esk that have this gift are called Elementals. Elementals have more advanced telekinesis for their magic that is honed in on a specific element or force of nature. They also have the unique ability to manifest the element as part of their spirit form and make it appear in their environment.

These modifications are personal to the esk.
You cannot remove a purchased modification from one esk and attach it to another, nor can you sell or trade modifications. You can, however, create stories where an esk bestows one of these powers onto another as long as you have made the appropriate purchases in the Energy Exchange to allow it to take place. How an esk obtains the changes in their form is open to creative interpretation.
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