The Wanderer Prompts
Wanderer prompts provide a new way for players to use their transformation slots. If you do not own an esk to do a Transformation with, or if you prefer to have a new esk created by the Wanderers instead of an esk you own, these prompts will provide you an opportunity to have a Wanderer be the creator when you do a Transformation. Wanderer Prompts can be completed by any TWWM players at any player level but the transformations are still unlocked normally at Blossom, Tree, Nature Spirit, and at AP milestones beyond Nature Spirit.
Each Wanderer Prompt earns a +10AP bonus that stacks onto the +20AP NPC bonus for a total of 30AP per prompt submission!
There is no extra GP bonus for Wanderer Prompts because featuring player-owned esk is optional.
There is no extra GP bonus for Wanderer Prompts because featuring player-owned esk is optional.
Guidelines
- Artwork must be in color with a full-body character and a simple to full background that shows a clear environment unless otherwise specified. Writing must be 800 words or longer unless otherwise specified.
- Finished Wanderer Prompt entries must be submitted to the Wanderer Prompts folder.
- Similar to Origin Prompts, you can only do each prompt once and unlock the bonus once per prompt. You can keep using prompts multiple times for inspiration but the bonus will not apply to repeat uses.
- For each Wanderer Prompt Transformation, you may complete any number of prompts in any order, but may not repeat prompts in the process. For example, you could do four prompts towards a Blessed transformation from Raaga, but each prompt used for that transformation must be different.
- All prompts must prominently feature the Wanderer.
- You can complete the prompts in any order you like.
Wanderer Transformations
- The Wanderer Prompts now allow you to create esk of any Transformation tier, including abnormals! The number of prompts you complete determines the traits available to you.
- completing 1 prompt earns you a Common Transformation
- completing 2 prompts earns you a Spirited Transformation
- completing 3 prompts earns you an Uncommon Transformation
- completing 4 prompts earns you a Blessed Transformation
- completing 5 prompts earns you a Rare Transformation
- completing all 6 prompts earns you either a Rare Transformation with an added Elemental, or an Abnormal Transformation
- If you complete at least one of a Wanderer’s prompts, you will be eligible to use that Wanderer as a creator for a single Transformation slot. This does not generate an extra Transformation, it just grants you the ability to use that NPC as the creator of a new esk instead of having to use an esk you already own or have to do a swap to get into other biomes.
- You can now use the same Wanderer for multiple Wanderer Prompt Transformations. Just remember that each Transformation will use up one of your Transformation slots, and you will need to do new artwork for the prompts each time.
- Wanderer Transformations allow an optional add-on of a familiar/swarm, accessory, or enchantment if you do 3 or more prompts.
Submitting your Wanderer Transformation request
Once you have completed a set of prompts, you can go to the Wanderer Prompts page and submit your request.
Remember to provide links to your prompt submissions so the New Growth team can track your MYO slots properly, thank you!
Remember to provide links to your prompt submissions so the New Growth team can track your MYO slots properly, thank you!
Helpful Links
Wanderer Transformations • Wanderers' Profiles • Wanderer Transformation Hub • Wanderer Relationships Hub • Greenhouse Stories
Wanderer Transformations • Wanderers' Profiles • Wanderer Transformation Hub • Wanderer Relationships Hub • Greenhouse Stories
The Wanderers
Ikkit's Prompts
Complete these prompts and you will be able to use the Forest Wanderer Ikkit as a creator with one of your Transformations. Remember: Ikkit can only create Forest Biome esk.
1. Biome
Tell us about Ikkit's relationship with his biome. Ikkit is always on the move, whether he is nosing around for curiosities to add to his scattered stashes of trinkets, playing games with his biome's inhabitants (whether they want to or not), or investigating the natural oddities hiding under gnarled roots and in tree tops. He sees his biome as a vast, ever-changing playground waiting to be explored.
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2. Elemental power
Show us Ikkit's experiences discovering and using his elemental power. Ikkit's power began as experimental playing, but he proved to be a natural at it and furthered his abilities by using shadows in pranks and games.
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3. Relationships
Share something about Ikkit's relationship with his mother 000 or the other Wanderers. Ikkit treats his mother more like a toy than a parental figure. Sometimes she is a teddy bear to snuggle into, sometimes a jungle gym to climb all over, and other times just another one of his playthings to torment and tease; he delights in seeing just how far he can push her. 000 rarely visits him, though, and Ikkit doesn't trust her completely; his fickleness is a way of keeping their relationship on his terms. Ikkit may encounter other Wanderers where their biomes overlap. He thinks some of his siblings are more fun to tease than others.
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4. Interactions
Create a story about a time Ikkit interacted with an esk or another creature. Encounters with Ikkit usually result in pranks and mischief. Sometimes these games are harmless, but often they are malicious and cruel. Esk that seek Ikkit's help may be met with riddles or led on wild goose chases, while humans and animals who cross him are subjected to illusions or labyrinthine forest paths. He loves watching others become consumed by frustration. Show us what happens when others get involved with Ikkit's mischief.
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5. Challenges
Tell us about a time Ikkit had to experience something difficult or challenging. It may not be apparent, but beneath his laughter and curiosity Ikkit has a nervous heart. He has a fear of those things beyond his control and manipulation—mankind especially, but also thunder and lightning. He will tease and torment animals and esk endlessly, but when it comes to humans he only picks on people that are easy targets. The humans that invade and damage his habitat are too frightening for him to face.
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6. New tales
Invent any story for Ikkit using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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Raaga's Prompts
Complete these prompts and you will be able to use the Mountain Wanderer Raaga as a creator with one of your Transformations. Remember: Raaga can only create Mountain Biome esk.
1. Biome
Tell us about Raaga's relationship with his biome. Raaga believes strongly in the power of the mountain biome as an environment for contemplation and self-improvement. That said, as a part of that self-improvement, Raaga himself dedicates hours to subtly ensuring the most helpless members of his biome are provided with the right environment to flourish. The mountains have been largely untouched by humans - and Raaga prefers to keep it that way for the most part. The mountains, he thinks, are for those who started here, or for those who will respect it as a space to develop themselves further.
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2. Elemental power
Show us Raaga's experiences discovering and using his elemental power. As imposing and devastating as Raaga's control over the air has the potential to be, he prefers to use it to keep his biome clean and free of outside influence. He has spent literal eons practicing and developing an extremely precise control over it: while he could possibly cause staggering gusts, he much prefers something fresh, clean, and crisp. The mountains are supposed to be peaceful, after all. Often his lonely meditation exercises do include an impressive demonstration of how fine-tuned his abilities can be, because he thinks practice is an important part of any responsible esk's schedule.
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3. Relationships
Share something about Raaga's relationship with his mother 000 or the other Wanderers. Raaga does not dislike 000, or any of the other Wanderers. However, he is an inherently antisocial being, and the pressure of being the Mountain Wanderer has gotten to him over time. While he might actually enjoy a peaceful moment with 000, Aevre, and Vetru in a good mood, he has grown to resent that once-close relationship with 000 because he believes it has caused other esk to disturb his biome too much. Sometimes 000 visits him when he's somewhere very remote, and they do share an old, silent accord that comforts him at times. She's one of the few esk who have been privy to a truthful discussion of his feelings, but neither of them understand how to truly fix the rift between them despite their affection for each other. However, he does not like to be seen in the presence of another her, or another Wanderer, and will actively avoid them, especially if he knows another esk is in the area. He is fascinated by some of the other Wanderers' journeys, but actually socializing with them can tire him out very quickly.
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4. Interactions
Create a story about a time Raaga interacted with an esk or another creature. It takes a very specific kind of soul to resonate with Raaga well. Over time Raaga has developed a reputation for being very wise and very selective, and, though it irks him, his rare civil conversations, quiet benevolent actions, and meditative nature all reinforce that image. Though he recognizes it as a personal flaw, he simply does not want to interact with esk who might be taking the tall tales of him as a challenge to be conquered, loud, or ingratiating. He wants to be treated like a fellow esk, who deserves respect because he is responsible and diligent in the art of improving himself. Rarely, an esk with a temperament extremely similar to his can spend time with him in quiet meditation and contemplative philosophical discussion. He does not like to be asked for a transformation or to pass on his Elemental ability, but will give them freely to those who have earned his regard. Toward animals, he is very gentle and nurturing, whether or not they belong, but he prefers to exercise his influence subtly. Toward humans, he will be tolerant as long as they display respect and passion for the alpine environment. For the most part he prefers to provide guidance and aid rather than a transformation, but will perform one if he thinks desperate measures are needed.
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5. Challenges
Tell us about a time Raaga had to experience something difficult or challenging. Raaga finds the presence of other esk trying most of the time, but as someone who bears a lot of goodwill toward his environment, he also has to deal with conflicts of interest. Does he help a starving predator feed her children in the biting winter, or the nearby injured prey animal who needs shelter? What if the eventual chase might trample the best supply of a keystone plant in the area? What might be the best way to help events reach a satisfactory conclusion without physically manifesting, and thus disturbing the delicate balance of nature? He is often forced to make, and contemplate, decisions like these very quickly as he works to protect the robustness of the mountains. He regrets that lives must be lost - but he respects that cycle, too, as a key part of nature's workings. On his own time, in addition to constantly thinking over the "best" decisions, he also spends time considering his now-strained relationship with 000 and with the other Wanderers. That's the downside of being someone who thrives when left to himself: the only way he can really find answers is often within himself.
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6. New tales
Invent any story for Raaga using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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Aevre's Prompts
Complete these prompts and you will be able to use the Polar Wanderer Aevre as a creator with one of your Transformations. Remember: Aevre can only create Polar Biome esk.
1. Biome
Tell us about Aevre's relationship with her biome. Aevre is intensely devoted to her biome and its inhabitants and she fully embodies her role as the guardian of the polar regions. She is perpetually patrolling the biome in search of those in need and can intuitively sense where her presence is required. Though her home is perceived as harsh and uninhabitable, she finds a certain peace in its vastness and quietness. She sees the Polar biome as a place for only the most strong and brave spirits.
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2. Elemental power
Show us Aevre's experiences discovering and using her elemental power. Aevre's aurora elemental has been with her since her beginning and is very dear to her; she rarely gifts it to others. Her frost ability was crafted slowly over time through fragile sculptures and ornate frost paintings as an outlet of the more sensitive, creative soul that she suppresses to better perform her duty. She freely grants this skill to others as a gesture of hope in beauty.
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3. Relationships
Share something about Aevre's relationship with her mother 000 or the other Wanderers. 000 and Aevre no longer speak or see each other. Aevre has not forgiven 000 for past conflicts and is too proud to accept her mother's efforts to reconnect; she has essentially cut 000 out of her life. 000 does still visit the polar lands to watch her daughter from afar, but in secret so as to not alert Aevre to her presence. Aevre may encounter other Wanderers where their biomes overlap. She disapproves of her trespasser siblings and holds those who are travelers to very high standards, believing they should all be responsible guardians of their homes.
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4. Interactions
Create a story about a time Aevre interacted with an esk or another creature. Aevre acts as a leader and helper to other esk, and as a protector of the creatures that live in polar regions. She harbors a grudge against trespassers and is more hesitant to aid them, and she will confront any trespassers that cause harm to others, believing that they should push through their pain and sorrow. She is known and respected by all but keeps very few friends and confidants; it can take eons for her to open up and trust other esk. Those living inhabitants of her biome who receive her help may see her as, for example, an invisible spirit of goodwill or as a force of chance that cleared a path through a storm just in time.
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5. Challenges
Tell us about a time Aevre had to experience something difficult or challenging. Aevre will run straight into danger if it means helping another in need; she thrives in a crisis and can seem impervious to stress and fear. It is in the quiet, in-between times that she struggles, having nothing to distract her from her own vulnerability and depth of feeling. Without a problem to solve she becomes restless and unsettled; she avoids this mental disquiet by staying in motion, traveling long distances and searching for those in need. In these times she may come across as particularly stand-offish or distant. There are only a few esk she trusts enough to seek out for company during these times.
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6. New tales
Invent any story for Aevre using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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Majanthi's Prompts
Complete these prompts and you will be able to use the Arid Wanderer Majanthi as a creator with one of your Transformations. Remember: Majanthi can only create Arid Biome esk.
1. Biome
Tell us about Majanthi's relationship with her biome. For Majanthi, the landscape of the arid biome is as spiritual as it is physical. Stubborn impressions of memory take root in shifting sand and stone formations grimace under the weight of ancient curses. Majanthi enjoys the places that resonate with positive energies and finds herself returning to them often in her travels, but she cannot linger: a good gardener (which she considers herself to be) must be aware of the pests and weeds that would threaten harmony and she keeps an eye on the horizon where malevolent spirits gather.
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2. Elemental Power
Show us Majanthi discovering or using her elemental power. Majanthi considers herself to be an energetic vessel that cauterizes wounds, visible and invisible, with sacred fire. The development of her elemental power was natural—simply a matter of listening to the wounded songs that surrounded her and righting them with a sweet-smelling touch. Majanthi was only capable of mending small cuts when she and the world were new, but with time she has cultivated her abilities into a spectacle that draws dozens of onlookers and just as many vying to be granted her abilities. Despite its soothing scent, Majanthi’s elemental can also be a powerful tool to defend her biome from malevolent forces or actions.
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3. Relationships
Share something about Majanthi’s relationship with her mother 000 or the other Wanderers. Relationships are difficult for Majanthi, because she hardly views herself as possessing or even deserving of an independent will; the Arid Biome is her only priority. Majanthi rarely encounters her mother 000, and neither seems to know how to cross the black oceans that gape between them. Majanthi’s devotion to the earth is a source of admiration and ache in 000 and their interactions, though civil, are muddied with memories and what-ifs. Majanthi believes that her healing practice would help 000 and her siblings but, much as she might try, some wounds are impossible to heal.
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4. Interactions
Create a story about a time Majanthi interacted with an esk or another creature. While Majanthi prefers to be alone, she is often seen traveling followed by animals and esk. Some of them feel indebted to her and give their thanks through companionship, while others study her skills in the hopes that they will one day be blessed with healing smoke. There are many others who know her only as a shape in smoke, a ghostly benefactor who fended off starvation with gifts of food and drink or who banished the evil that haunted a gravesite. Majanthi is not a consistent presence and often disappears from her acquaintances and followers, only to reconnect with them in a few years' time. Her students, therefore, travel from afar to witness her rituals or to accompany her on legs of her journey when they hear word of her whereabouts.
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5. Challenges
Create a story about a time Majanthi had to experience something difficult or challenging. Majanthi is a wandering soul at heart. She loves her biome and its inhabitants, but can often feel suffocated by their reverence for her and the desire for companionship and mentorship that springs from it. Even when alone, Majanthi can neglect her own feelings and wants; a tool should have no will of its own, and the emotions that she so values in others become obstacles to duty. Majanthi often disappears without a trace when it becomes too much, only to be spotted tracing elaborate sand mandalas, a small furrow on her brow.
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6. New tales
Invent a story for Majanthi using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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Seventh's Prompts
Complete these prompts and you will be able to use the Fresh Waters Wanderer Seventh as a creator with one of your Transformations. Remember: Seventh can only create Fresh Waters Biome esk.
1. Biome
Tell us about Seventh's relationship with its biome. Seventh shows little emotion or personality; it is nearly impossible to know what it thinks or feels about its biome beyond guesses made from observation. Its bond to freshwater is clearly strong, as its feet never leave the water's surface, not even to walk across lake shores or wetland paths, and it simply teleports away when its momentary path of water ends. Whether this is intentional or a restriction forced upon it is unclear.
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2. Elemental power
Show us Seventh using its elemental power. No one knows how Seventh came to have or develop its power. Its connection with frozen water is mutable; it has been observed using ice in a multitude of ways, including coating its surroundings in it and filling the air with piercing sleet storms. It seems impartial and unpredictable when it comes to using and gifting these powers, not acting for any particular reason, good or evil, or according to any perceived system.
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3. Relationships
Share something about Seventh's relationship with its mother 000 or the other Wanderers. Seventh is entirely opaque and asocial, 000 and the other Wanderers have difficulty forming any sort of relationship with it. Occasionally it seems to make efforts to connect or communicate through garbled and cacophonous telepathy or by appearing motionless nearby without warning. 000 finds observing and following Seventh to be oddly calming, though, and for some reason she is never subjected to its tormenting enchantment. Seventh may be encountered by other Wanderers where their biomes overlap. Its siblings either struggle to understand Seventh or have simply given up.
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4. Interactions
Create a story about a time Seventh interacted with an esk or another creature. Seventh is both feared and respected as an ancient spirit of the waterways. Encounters with Seventh are trying, with the mental agony that it brings to those near it, but some freshwater esk still feel that it is a blessing to be visited by Seventh and that they may receive a revelation if they can endure the psychic anguish. Others perceive it as an omen and sign of future suffering. Encountering it is even more confusing for animals and humans, as they are unable to perceive it and are subjected to its enchantment without warning.
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5. Theories
Tell us some theories held by others about Seventh's strange behavior and lack of personality. It is impossible to know what troubles or difficulties Seventh has and the reasoning for this Wanderer's behavior may never be known.
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6. New tales
Invent a story for Seventh using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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Vetru's Prompts
Complete these prompts and you will be able to use the Plains Wanderer Vetru as a creator with one of your Transformations. Remember: Vetru can only create Plains Biome esk.
1. Biome
Tell us about Vetru's relationship with their biome. Vetru is still struggling to find themselves, but nonetheless tries to act as a reliable guardian of the plains. They may compensate too much for their faults, though, and rush through the biome at full speed trying to research and understand every creature, plant, weather phenomenon, and change it has undergone over the centuries.
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2. Elemental power
Show us Vetru's experiences discovering and using their elemental power. For the longest time Vetru believed that they had no elemental power and that they were just cursed to be followed by destructive storms wherever they went. Upon learning that their erratic emotions were, in fact, the source of these storms, Vetru was filled with shame and self-hatred and vowed both to master their elemental and to not gift it to others until they had learned to use it for good. Until then, Vetru often needs help from others to contain and rescue creatures from the fires that they accidentally cause.
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3. Relationships
Share something about Vetru's relationship with their mother 000 or the other Wanderers. Vetru remains close to 000 despite past difficulties. Though they berate themselves for needing her, they continue to approach their mother for guidance, help, or reassurance. 000 feels that Vetru still has an adolescent nature and often watches from afar, both wanting to give Vetru the space to come into their own and also worried that Vetru isn't capable of it quite yet. Vetru may encounter other Wanderers where their biomes overlap. They often feel judged, overshadowed, or misunderstood by their siblings.
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4. Interactions
Create a story about a time Vetru interacted with an esk or another creature. Vetru is determined to meet and befriend everyone in their biome—travelers and trespassers alike. They want very badly for the biome's inhabitants to like and respect them, particularly in the face of their destructive elemental powers, and sometimes push themselves too hard to appease others. They try to make a good impression by bringing gifts or performing other kind gestures. It is difficult to appease animals and humans who cannot perceive them, though, and who only know the suffering that their wildfires cause.
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5. Challenges
Tell us about a time Vetru had to experience something difficult or challenging. Vetru often lacks confidence and may feel ill-equipped to handle challenges in the biome. Stress and self-doubt can cause them to run away from problems and avoid asking for or offering help. They fear failure and ridicule, but above all else they fear that they could cause harm to others and that the biome may be better off without them.
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6. New tales
Invent any story for Vetru using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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Makoa's Prompts
Complete these prompts and you will be able to use the Marine Wanderer Makoa as a creator with one of your Transformations. Remember: Makoa can only create Marine Biome esk.
1. Biome
Tell us about Makoa's relationship with his biome. Makoa believes that the ocean is the wisest entity on Earth and can take care of itself without anyone's intervention. Makoa treats the ocean more like an old friend than a realm to protect or oversee, even to the point of carrying on conversations with it. He loves traveling the vast biome at its surface, shores, and depths, befriending all that he encounters along the way. Everywhere he goes he brings a party of animal friends and an atmosphere of fun and celebration.
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2. Elemental power
Show us Makoa's experiences discovering and using his elemental power. Makoa is a true natural with his elemental power and needed no practice to become a master of guiding the ocean's waters. His power is extensive, flexible, and can be very powerful, but for the most part he uses it just for fun to ride the waves. He's happy to grant this ability to his friends, but only if he can be found in the first place: he moves around often and has trouble following through on promises.
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3. Relationships
Share something about Makoa's relationship with his mother 000 or the other Wanderers. Makoa is aloof with 000; he claims that it's because she takes the fun out of things, but she also has the strange effect of making him, enormous as he is, feel small. They rarely interact with each other; Makoa is not only hard to find out on the open sea, but almost always has a crowd of friends around him and cannot be spoken with one-on-one. 000 still tries to check in on him, though, even if it just means hearing from one of his companions that he is okay. She knows that he was not always so carefree, that he was once a fearful and agitated spirit, overwhelmed by the immensity of his realm and how uncontrollable the seas were even with his elemental power. Makoa may encounter the other Wanderers where their biomes overlap. Makoa never felt very connected to his family, though, as he was the first to take shape and spent a long time in solitude without them.
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4. Interactions
Create a story about a time Makoa interacted with an esk or another creature. Makoa is instant friends with everyone he meets and holds no judgments about others; all are welcome to join him on his travels and for his gatherings. He is not the most reliable Wanderer when it comes to seeking help or transformations, though, as he is known to blow people off or forget that his help was needed. Despite this he is very well-liked; his fun-loving attitude is very contagious and some esk forget their worries just by being around him. Animals also adore and flock to Makoa; humans are mystified by his presence and the inexplicable horde of wildlife that escorts him wherever he goes, by the kind sea currents he provides, and, some say, by the sight of an enormous monster that wanders the seas.
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5. Challenges
Tell us about a time Makoa had to experience something difficult or challenging. The distant past is a sore subject that Makoa never brings up. He was alone for millennia and now hates silence and emptiness; it reverts him back to his younger self, plagued by anxiety and loneliness. He tries to avoid these feelings by focusing on the pleasures of good fun and carefree company. Sometimes transformations are difficult for him; being near those who are lost or hurting can drag up unwanted memories.
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6. New tales
Invent any story for Makoa using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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X's Prompts
Complete all of these prompts and you will be able to use the Developed Wanderer X as a creator with one of your Transformations. Remember: X can only create Developed Biome esk.
1. Biome
Tell us about X's relationship with their biome. X existed for countless years before resonating with a biome, and was jealous of their siblings and the stability that came with tethering themselves more firmly to the earth. Now that they've finally gained some of that stability for themselves, they fear that, if the developed biome ceased to be, their form and abilities would also crumble. As a result, they are extremely invested in assuring that traces of the biome will always exist. They protect artists or inventors who have the potential to expand its scope or leave remnants of humanity's existence if--god forbid--they go extinct.
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2. Elemental power
Show us X's experiences discovering and using their elemental power. X's abilities to shape molten glass developed alongside those of humanity: they watched as humans learned to tame fire, to use it to cook meat, to shape glass and metal, and experimented with those techniques, leaving behind trinkets and weapons that humans could use as inspiration in turn. They learned together, though humans were and are unaware of their spectral classmate and teacher. X passes on the ability to other esk willingly, and often asks others in their deceptively nonchalant way if they would be willing to work on their projects together, in companionable silence--perhaps out of a desire, however deeply hidden, to be seen and acknowledged.
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3. Relationships
Share something about X's relationship with their mother 000 or the other Wanderers. X never had a very close relationship with the other Wanderers, as the outcast who would seemingly never resonate with the earth and seemed trapped in a toddler-like, formless state long after the others had grown bodies and begun transforming esk as followers. X has never seemed to enjoy being an esk, even now that they have taken their place as the developed biome Wanderer, and seems to resent 000 for making them in the first place, and for the selfish expectations placed upon them. Their relationship with the other Wanderers has only grown more strained as X continues in their efforts to expand the biome--but, strangely, it has only created a strange, begrudging understanding for their mother's actions so long ago, and the selfishness born out of desperation and fear of death.
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4. Interactions
Create a story about a time X interacted with an esk or another creature. X vastly prefers the company of humans, though their interaction often takes the form of providing inexplicable gifts, protection, inspiration, or strength, and they often ask other esk to perform similar deeds. X does speak to other esk, but prefers those who were transformed from humans or from the works of humans: it is an opportunity to finally speak to those that X has been jealously watching and guarding for millennia, and X feels a strange kinship with them and their memories of tangibility and flesh. The reactions of other esk to X vary: some are flattered by X's interests in their lives and accomplishments and swept up by X's strength of purpose, while many are unsettled by X's shifting, glitching, melting form, multitude of voices, and the undercurrent of force that they exude.
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5. Challenges
Tell us about a time X had to experience something difficult or challenging. X's entire existence has been a challenge: the runt who became a parasite dependent on the lifeblood of a young species. They are a gnarl of anxiety and desperation and anger and foul-smelling resentment, all messily shoved inside a silvery inventor's veneer.
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6. New tales
Invent any story for X using the following words as inspiration: Use at least one of these words directly in your writing or use them to determine the content of your artwork. This prompt allows for poetry (250 words or more) and abstract backgrounds for artwork.
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