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Ambulance is a term used to refer to any artifact or other normally inanimate object which becomes animate. At this point it is considered "ambulant", and generally is able to reproduce, move, interact, and otherwise behave as a living creature.
Ambulance is the name of the phenomenon where normally inanimate objects become animate. Typically referred to as an "ambulant" item, these objects are able to behave in all regards as a living creature. The most well-known example of ambulance is ambulant furniture, but all manner of objects may become ambulant - typically when an individual has a strong attachment to an object for a long period.


Ambulant [[Furniture|furniture]] is the most common and widely known form of ambulance, however buildings, clothing, and weapons are all commonplace. It tends to occur to objects one has a strong attachment to for a prolonged period of time.  
Buildings, clothing, and frequently carried items are all typical objects that suffer from ambulance. In many cases an ambulant item will become unruly, unusable, or both - this encourages citizens to frequently replace items they've had for a long time. While typically ambulance happens over time, it can be induced with intentional magic usage or randomly by the City's chaotic nature.


This creates an inherent risk in holding on to one's most tried and true artifacts or keepsakes as they may eventually become ambulant and, in many cases, unruly or unusable. It also encourages one to frequently get rid of old belongings in favor of newer ones and fuels Nodd's ongoing search for novelty. This behavior is ensconced and encouraged each and every turn by [[The Pruning]].
Given that buildings by their very nature are susceptible to becoming ambulant, Nodd has many ways to deal with it. [[Architect|Architects]] deal with the issues caused by ambulant buildings regularly, and possess a myriad of spells to control and pacify buildings. Similarly, [[The Pruning]] and [[Sporefall]] are events designed to combat ambulance in buildings. These events take place each turn, destroying old buildings and seeding new ones respectively. While populated buildings are typically safe to live in even while ambulant, the lack of regular control rituals makes abandoned buildings incredibly dangerous - [[HearthHunt|hearthhunters]] must be well prepared to delve into these locations.
 
[[Category:Minor Concepts]]
Even clothing that one wears too often or becomes too attached to can become ambulant with little warning.
 
Although usually a gradual process ambulance can occur spontaneously through intentional magic use or random chaotic events or infusions of gloam.
 
While most buildings in Nodd are not literally built those which are and then are lived in for long enough will eventually become ambulant, like most of the other buildings in Nodd. When this happens it is imperative to contact an [[architect]]. This form of ambulance is less stigmatized due to the various spells that exist to control and regulate buildings despite their awareness. The lack of such spells and protections is what makes [[HearthHunt|hearthunting]] so dangerous.
 
[[Category:Miscellaneous Concepts]]

Latest revision as of 16:23, 11 August 2024

Ambulance is the name of the phenomenon where normally inanimate objects become animate. Typically referred to as an "ambulant" item, these objects are able to behave in all regards as a living creature. The most well-known example of ambulance is ambulant furniture, but all manner of objects may become ambulant - typically when an individual has a strong attachment to an object for a long period.

Buildings, clothing, and frequently carried items are all typical objects that suffer from ambulance. In many cases an ambulant item will become unruly, unusable, or both - this encourages citizens to frequently replace items they've had for a long time. While typically ambulance happens over time, it can be induced with intentional magic usage or randomly by the City's chaotic nature.

Given that buildings by their very nature are susceptible to becoming ambulant, Nodd has many ways to deal with it. Architects deal with the issues caused by ambulant buildings regularly, and possess a myriad of spells to control and pacify buildings. Similarly, The Pruning and Sporefall are events designed to combat ambulance in buildings. These events take place each turn, destroying old buildings and seeding new ones respectively. While populated buildings are typically safe to live in even while ambulant, the lack of regular control rituals makes abandoned buildings incredibly dangerous - hearthhunters must be well prepared to delve into these locations.