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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.

Ambulant 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.

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.

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.

Buildings which are intentionally built and then 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 hearthunting so dangerous.