Wanderer Transformation Hub
The following list is a quick reference guide for information pertaining to each Wanderer and their transformation habits. It includes information about their personality, as well as helpful trait and story inspiration for creating an esk transformed by each Wanderer.
The following list is a quick reference guide for information pertaining to each Wanderer and their transformation habits. It includes information about their personality, as well as helpful trait and story inspiration for creating an esk transformed by each Wanderer.
ikkit
motivations: To create more mischief-makers; morbid curiosity.
as creator: Ikkit may not leave his creations alone for a long while - if you caught his interest enough to be transformed, he’ll likely continue to play until you bore him. He’s friendly if you don’t mind how intrusive and annoying he can be, but joining him in creating tricks and games will earn you his favor.
greenhouse stories: Ikkit’s Little Friends: Odds and Ends, Favored Foes
trait ideas: small sizes, claws, bold markings, false ears, muted colors, moss and fern nature features, lost trinket original forms
elemental ideas: shadow, dew, light/moonlight, growth, darkness, fog
as creator: Ikkit may not leave his creations alone for a long while - if you caught his interest enough to be transformed, he’ll likely continue to play until you bore him. He’s friendly if you don’t mind how intrusive and annoying he can be, but joining him in creating tricks and games will earn you his favor.
greenhouse stories: Ikkit’s Little Friends: Odds and Ends, Favored Foes
trait ideas: small sizes, claws, bold markings, false ears, muted colors, moss and fern nature features, lost trinket original forms
elemental ideas: shadow, dew, light/moonlight, growth, darkness, fog
Ikkit’s transformations commonly occur to creatures that pass him by, as a prize or punishment after taking part in one of his games. He enjoys using his shadow elemental to tempt them close, and then trap them in order to play with them. The resulting transformation depends on how quickly he tires of his subject, and how well they bend to his whims.
The objects Ikkit transforms into abnormals are lost things he finds around his forests, usually toys, shiny things, or intriguing objects that catch his eye. These transformations form small, toy-like Esk.
If you seek an abnormal re-transformation from Ikkit, you should be prepared to play an unfair game and pass his test in order to be granted it.
The objects Ikkit transforms into abnormals are lost things he finds around his forests, usually toys, shiny things, or intriguing objects that catch his eye. These transformations form small, toy-like Esk.
If you seek an abnormal re-transformation from Ikkit, you should be prepared to play an unfair game and pass his test in order to be granted it.
raaga
motivations: To give back to those that tend to his biome, or who have gained his reverence.
as creator: Raaga is what some Esk call hands-off. He’s quiet and reserved, even with his closest of creations. He’s not unkind, but not overly supportive, either. Esk with a laid back, quiet demeanor tend to keep his favor, whilst he’s been known to hide his presence from those with louder personalities.
greenhouse stories: Ragaa's Scrupulous Sentinels: Precepts of Egress, Order of Ingress
trait ideas: shaggy fur, mineral nature features, unique markings, rock morph
elemental ideas: wind, clean air, life, landslide, earthquake, earth, rock
as creator: Raaga is what some Esk call hands-off. He’s quiet and reserved, even with his closest of creations. He’s not unkind, but not overly supportive, either. Esk with a laid back, quiet demeanor tend to keep his favor, whilst he’s been known to hide his presence from those with louder personalities.
greenhouse stories: Ragaa's Scrupulous Sentinels: Precepts of Egress, Order of Ingress
trait ideas: shaggy fur, mineral nature features, unique markings, rock morph
elemental ideas: wind, clean air, life, landslide, earthquake, earth, rock
Raaga’s solitary, aloof nature means that he rarely takes part in Transformations. The chosen few he does transform either gained his respect, or are montane species on the brink of extinction. Animals and humans that respect and tend to his mountain are rumored to gain his favor, and he will often transform them if he stumbles upon them in their final moments.
Raaga rarely transforms objects, as he feels more connected to living beings. However, objects that are significant to the culture of his mountains—flags, offerings, small shrines, or pieces of clothing—may catch him in a moment of quiet contemplation.
To be re-transformed by Raaga, you must first find him and prove yourself worthy. He is particular about gifting abnormal transformations to Esk that are respectful and show their interest in preserving his mountains, and if you’re not interested in that, well… you’ve come to the wrong Wanderer. Raaga’s patience ends with esk that continually interrupt his routine to pester him, and he will be virtually impossible to find if your esk has left Raaga with a bad impression.
Raaga rarely transforms objects, as he feels more connected to living beings. However, objects that are significant to the culture of his mountains—flags, offerings, small shrines, or pieces of clothing—may catch him in a moment of quiet contemplation.
To be re-transformed by Raaga, you must first find him and prove yourself worthy. He is particular about gifting abnormal transformations to Esk that are respectful and show their interest in preserving his mountains, and if you’re not interested in that, well… you’ve come to the wrong Wanderer. Raaga’s patience ends with esk that continually interrupt his routine to pester him, and he will be virtually impossible to find if your esk has left Raaga with a bad impression.
aevre
motivations: To create dedicated guardians for her biome or offer compassion to those lost.
as creator: Compassionate and protective, Aevre often acts as a guiding figure to those she transforms. She appreciates the help in protecting transients through her biome. Aevre is a good mentor for any who take on the task of patrolling her biome, but understands that it’s hard, solitary work, and not for everyone.
greenhouse stories: Aevre's Inner Circles: North Circle, South Circle
trait ideas: cropped tails, canine-like esk, shaggy fur, claws, arctic morph
elemental ideas: ice, aurora borealis*, clean water, snow, mist, fog
*only available through Wellsprings or Wanderer Prompts
as creator: Compassionate and protective, Aevre often acts as a guiding figure to those she transforms. She appreciates the help in protecting transients through her biome. Aevre is a good mentor for any who take on the task of patrolling her biome, but understands that it’s hard, solitary work, and not for everyone.
greenhouse stories: Aevre's Inner Circles: North Circle, South Circle
trait ideas: cropped tails, canine-like esk, shaggy fur, claws, arctic morph
elemental ideas: ice, aurora borealis*, clean water, snow, mist, fog
*only available through Wellsprings or Wanderer Prompts
Aevre primarily transforms souls lost or on the brink of death in the vast and harsh conditions of her biome. She has a particular interest in sled animals, their handlers, and search and rescue officials, and will transform them if their journeys go awry. Her other creations are those dedicated to help patrol the arctic and guide lost souls back to safety.
Objects she transforms are often of spiritual or personal significance, such as lucky tokens or beloved belongings, or otherwise pieces of nature which are personal to Aevre herself.
Aevre is a generous and kind soul, and will offer Abnormal re-transformations on any esk that are willing to dedicate their time to protecting her biome and all of its inhabitants.
Objects she transforms are often of spiritual or personal significance, such as lucky tokens or beloved belongings, or otherwise pieces of nature which are personal to Aevre herself.
Aevre is a generous and kind soul, and will offer Abnormal re-transformations on any esk that are willing to dedicate their time to protecting her biome and all of its inhabitants.
majanthi
motivations: To spread word of her teachings; to heal those in need.
as creator: Majanthi acts as a calming mentor to her creations, guiding them in their secondary lives, and is particularly fond of those who continue her work of healing and spirituality. She can disappear for months at a time, but always returns and picks up her relationships right where they left off.
greenhouse stories: Majanthi's Cleansing Smoke: Dune-Speakers, Awoken Spirits
trait ideas: enchantments, flecks, glowing markings, warm and sandy colored coats
elemental ideas: smoke, incense, sand, sunlight, life, clear air, mirage, water
as creator: Majanthi acts as a calming mentor to her creations, guiding them in their secondary lives, and is particularly fond of those who continue her work of healing and spirituality. She can disappear for months at a time, but always returns and picks up her relationships right where they left off.
greenhouse stories: Majanthi's Cleansing Smoke: Dune-Speakers, Awoken Spirits
trait ideas: enchantments, flecks, glowing markings, warm and sandy colored coats
elemental ideas: smoke, incense, sand, sunlight, life, clear air, mirage, water
Majanthi amasses followers in the form of desert animals who take to her healing spirit and join her on her travels. To these chosen few, Majanthi teaches them her spiritual knowledge and healing rituals, hoping to spread her desire to continue to heal the arid biome and all of its inhabitants. She performs transformations on her followers so that they can continue her work in her absence and spread further across the Arid Biome.
Majanthi uses abnormal transformations as a last chance effort of healing cursed or blighted objects, in the hope that they can find peace and healing in their second lives.
To receive an abnormal re-transformation from Majanthi, you must first learn her teachings and prove yourself worthy to be one of her followers. She will put you through strange and complex tasks to determine if you are ready.
Majanthi uses abnormal transformations as a last chance effort of healing cursed or blighted objects, in the hope that they can find peace and healing in their second lives.
To receive an abnormal re-transformation from Majanthi, you must first learn her teachings and prove yourself worthy to be one of her followers. She will put you through strange and complex tasks to determine if you are ready.
seventh
motivations: Largely unknown, even to those transformed by them.
as creator: Distant and removed, Seventh prefers to observe their creations from afar. They won’t help or answer any questions after the transformation, if they stick around at all…
greenhouse stories: Seventh's Tortured Souls: Lost in a Violent Storm, Fell through the Ice
trait ideas: bright eyes, dark and dreary colors, claws, sleek
elemental ideas: ice, cold, storm-themed, water, water/ice phenomena
as creator: Distant and removed, Seventh prefers to observe their creations from afar. They won’t help or answer any questions after the transformation, if they stick around at all…
greenhouse stories: Seventh's Tortured Souls: Lost in a Violent Storm, Fell through the Ice
trait ideas: bright eyes, dark and dreary colors, claws, sleek
elemental ideas: ice, cold, storm-themed, water, water/ice phenomena
Those created by Seventh rarely have good memories of their transformation or their creator. They often transform those that are suffering from hypothermia or drowning in fresh waters, sometimes even caused by Seventh itself, and the process itself is never a pleasant one. No warning paired with a feeling of being shattered to pieces often leaves recipients of a Transformation by Seventh lost and traumatized.
Seventh doesn’t often bother with transforming objects, but perhaps they would if something gets in their way or was lost in one of the perilous incidents in their biome.
Re-transformations are done rarely, if ever, due to their inability to communicate with other Esk, and general disinterest in the activity. It doesn’t hurt (much) to try.
Seventh doesn’t often bother with transforming objects, but perhaps they would if something gets in their way or was lost in one of the perilous incidents in their biome.
Re-transformations are done rarely, if ever, due to their inability to communicate with other Esk, and general disinterest in the activity. It doesn’t hurt (much) to try.
vetru
motivations: To gain respect, to be a mentor, or to bring more esk to their biome.
as creator: Vetru is friendly and happy to provide company and advice, though sometimes can be a bit spotty with their attention span. However, you’d be wise to feel wary of their wild temper which can strike and cause chaos with little warning. Vetru can be overbearing to some, constantly checking in, but they have a good heart with the best intentions in mind.
greenhouse stories: Vetru's Scorched Plain: Trapped by Wildfires, Fieldwork
trait ideas: stripes, socks, windswept fur
elemental ideas: wind, rain, life, growth, accidentally fire or lightning*
*Vetru would not intentionally give out fire or lightning elementals, and would feel extremely guilty if they were to pass them on.
as creator: Vetru is friendly and happy to provide company and advice, though sometimes can be a bit spotty with their attention span. However, you’d be wise to feel wary of their wild temper which can strike and cause chaos with little warning. Vetru can be overbearing to some, constantly checking in, but they have a good heart with the best intentions in mind.
greenhouse stories: Vetru's Scorched Plain: Trapped by Wildfires, Fieldwork
trait ideas: stripes, socks, windswept fur
elemental ideas: wind, rain, life, growth, accidentally fire or lightning*
*Vetru would not intentionally give out fire or lightning elementals, and would feel extremely guilty if they were to pass them on.
Vetru enjoys transforming a wide array of different beings, from wildlife to humans to small, well-loved items and objects. They love bringing new Esk into their biome and teaching them all the things that the Plains have to offer. They feel great shame and guilt when their storms harm or displace living beings, and will often transform them in a way to rectify their mistakes. When the resulting Esk is transformed, though, Vetru will often keep them at arm's length due to the guilt towards the circumstances of their creation.
Despite having a deep affinity for the flora and fauna of their biome, once in a blue moon, Vetru’s curiosity will draw them to a fascinating lost and forgotten object.
Vetru will grant re-transformations to any Esk that will approach them for one. They love to feel important and wanted.
Despite having a deep affinity for the flora and fauna of their biome, once in a blue moon, Vetru’s curiosity will draw them to a fascinating lost and forgotten object.
Vetru will grant re-transformations to any Esk that will approach them for one. They love to feel important and wanted.
makoa
motivations: To have more companions and to keep the party going.
as a creator: Makoa likes to stay close and in good favor with his creations, and loves to drag them into his shenanigans and parties. His goofy demeanor may be annoying if you’re more serious about life, but you can’t help but enjoy the content atmosphere Makoa exudes. However, finding Makoa if you need him can be frustrating, as he withdraws for weeks on end before appearing with another pop-up celebration. The same can be said for his personality—do not expect to have any dark or challenging conversations with Makoa, as he will withdraw into his gregarious personality.
greenhouse stories: Makoa's Surf Party: Supermoon, Cool enough for School
trait ideas: glowing markings, moon-shaped glowing markings, sleek, ocean and seafloor morphs
elemental ideas: water, sand, moonlight, storms, wind, ocean phenomena
as a creator: Makoa likes to stay close and in good favor with his creations, and loves to drag them into his shenanigans and parties. His goofy demeanor may be annoying if you’re more serious about life, but you can’t help but enjoy the content atmosphere Makoa exudes. However, finding Makoa if you need him can be frustrating, as he withdraws for weeks on end before appearing with another pop-up celebration. The same can be said for his personality—do not expect to have any dark or challenging conversations with Makoa, as he will withdraw into his gregarious personality.
greenhouse stories: Makoa's Surf Party: Supermoon, Cool enough for School
trait ideas: glowing markings, moon-shaped glowing markings, sleek, ocean and seafloor morphs
elemental ideas: water, sand, moonlight, storms, wind, ocean phenomena
Makoa cares about the ocean and all of its inhabitants, so it comes as little surprise that he transforms all forms of sea life. However, Makoa won’t go out of his way to perform transformations and rescues, only doing them when the situation crosses his path. Then, he will come to the aid of those that have fallen victim to the ocean’s tumultuous nature. He will also give transformations as gifts to old animal friends he’s partied with over the years.
Makoa is known for transforming a wide array of objects, ranging from forgotten beach belongings, old wreckage, or ocean litter.
He is used to having many phases and embraces change, so he is more than happy to re-transform esk that approach him for it.
Makoa is known for transforming a wide array of objects, ranging from forgotten beach belongings, old wreckage, or ocean litter.
He is used to having many phases and embraces change, so he is more than happy to re-transform esk that approach him for it.
x
motivations: To celebrate and preserve humanity’s influence on the Earth; curiosity regarding their life/profession.
as creator: Peculiar and hard to read, and driven in their goal to keep humanity developing, many of X’s creations don’t know what to think of them. They find it hard to relate to other esk and so can be distant even to their own creations, but will spend many hours listening, fascinated, if you’ll share your knowledge with them.
greenhouse stories: X's Unfinished Tales: Ars Longa, Vita Brevis
trait ideas: foot tufts, unique markings, accessories
elemental ideas: ink, paint, clay, metal, smoke, electricity, light
as creator: Peculiar and hard to read, and driven in their goal to keep humanity developing, many of X’s creations don’t know what to think of them. They find it hard to relate to other esk and so can be distant even to their own creations, but will spend many hours listening, fascinated, if you’ll share your knowledge with them.
greenhouse stories: X's Unfinished Tales: Ars Longa, Vita Brevis
trait ideas: foot tufts, unique markings, accessories
elemental ideas: ink, paint, clay, metal, smoke, electricity, light
X has an interest in particular humans - famous and particularly intelligent creatives, researchers, and professionals. They will transform those that have something to offer to society in order to preserve their craft and knowledge of their traditions, offering the transformations as bargaining chips in return for them to pass on their knowledge.
X also makes an effort to preserve humanity’s creations themselves - artistic curiosities, discarded letters, torn artwork - by transforming them into Abnormal Esk. X enjoys and takes their conservation efforts very seriously.
X will re-transform Esk whose story interests them, or Esk who have particularly vast knowledge on specific subjects that they covet. However, X is not interested in esk who were not formerly human, and thus if your esk seeks to be re-transformed and does not pique X’s interest, then they will be required to prove themselves to X.
X also makes an effort to preserve humanity’s creations themselves - artistic curiosities, discarded letters, torn artwork - by transforming them into Abnormal Esk. X enjoys and takes their conservation efforts very seriously.
X will re-transform Esk whose story interests them, or Esk who have particularly vast knowledge on specific subjects that they covet. However, X is not interested in esk who were not formerly human, and thus if your esk seeks to be re-transformed and does not pique X’s interest, then they will be required to prove themselves to X.