Constructmancy {Feat}
“Golems are the greatest tool the Gaians have ever made. It’s a pity it is so unwieldy.”
History
Golems have been around for a very long time, with methods of creating them being spread across every species on the face of Anoma. Because their species must be created by another, they do not truly have their own history, however they have been present throughout history for the past four millenia, sometimes in greater roles than others. The art of creating golems (Golemancy) has been around for Epochs due to the desire to create creatures similar to Natural Golems in a more reliable fashion than waiting for the arrival of a Natural Golem, various methods of creating golems began to appear across every race within the Old World at the start of the Bronze Epoch. Many cultures claim to have been the original, but it is hard to verify the validity of each one’s claims. Generally speaking, any nation mighty enough to field these creatures en masse is truly a force to behold as golems can be made out of many types of materials, from things as simple as fallen trees to the purest of steel. Generally, dwarves are heavy users of Golemancy, seeing their increased size, weight, and durability as being excellent for the purpose. The golem servants of the Karmeny are often created during their massive wars under the mountains out of metal or stone and are taught a version of the history of their specific dwarfhold, then were sent out to fight. When one of these golems gets lost or disillusioned by their subpar treatment, they may sometimes find their way onto the surface to begin new lives among the people of the Old World. These are a very common form of golem, as their wars lasted a millenia, and Golems were a favored war machine of the Karmeny, giving plenty of time for many of these things to find their way to freedom. The Oe Il'ha don't tend to create fancy servitor constructs like the Karmeny do, nor do they seek to create any form of nonsentient golem. No, the Oe almost exclusively create sentient warforms. Made of flowing, twisting metals beautifully crafted into their deadly forms via the Autumn Elves Fey Spark ability. In the rare occasions when they are built, their creation, the imparting of sentience, and the decades they usually spend training their warforms is almost always a religious practice, done in reverence to their god, Ra'uki. Spring Elves revere nature, in all of its forms. Where many find the natural golems given sentience by the ley-lines coursing through Gaia to be a near-inexplicable nuisance, the Ue view them as a miracle of nature, like the planet itself was reaching out to spawn new life. Many of the other races create their golems through specific rituals, by carefully crafting the bodies of their golems and imbuing them with Truths of life. The Ue take a much simpler, and more direct approach. Each year, a group of Druii travel around the lands the Spring Elves call home, searching for active ley-line wellsprings. Over the ages, some ley-lines become more or less active, more or less energetic, and as they find particularly energetic ones, they encourage them to shed their energy on the nearby surroundings, creating a natural golem. Then, they dance and make merry in camps around the newly formed golem until it fully realizes its sentience, whether this takes ages or eras, and they teach the newly birthed life their ways, bringing it with them to travel the lands. The Church of Armus has been fond of Truths since the days of yore. While this has led them to excel in combat, it has also led them to be unable to create many of the wonders that the Armusians have been able to make, and Bell Constructs are one of these things. Mostly non-sentient, Bell Constructs are the protectors of the cathedrals of Armus. Hulking, with a large, shiny brass chest that hides a bell's tongue within, these constructs constantly spread the voice of the Church of Armus, as anywhere they go the bells ring. They tend to stick to the cathedrals where they're made, as they're usually not given sentience, and merely perform basic services as well as protect the cathedral, as well as climbing the bellfry at the right times to note the time. When one of these constructs defends a cathedral against great odds, usually it is gifted with sentience and given a modicum of training, then given its independence. Perhaps the most opulent of golems frequently seen around the world, the Dynastic Golden Golems are a form of golem which is uniquely Rehkish. While the normal combat golem appears to be a suit of unadorned plate armor, sometimes with spikes or weapons in place of their hands, the dynastic golden golem is decked out in fabulous wealth and treasures. The body of one of these golems is made of steel, good for armor, but then various "reinforcing" pure golden plates are applied, typically being forge welded onto the body. The more opulent the god-king, the more gold plating will be applied. Eventually, the entire golem will be covered in gold plating, sparing only those areas which are needed so that the golem might still be fully effective in combat. What is a god-king to do then? Most begin to stud the golden plates with jewels, give their golems rings, bangles, aglets, torcs and necklaces, headbands and gold-lined hoods. In time, even these regal adornments can be outmatched, and so many Rehk send for marvelous silks for their golems to wear, lined with gold and following the latest styles. The most fanciful of these golems will almost never see combat, as they are far too expensive to be put into combat, but usually they are trained well by the palace guard in order to effectively defend their god-king. -=-Mechanics
Golemancer’s Symbols
Golemancy symbols are the key aspect passed down from Master to Apprentice. There are many theories as to the origins of the symbols and many attribute them to a dialect of Ancient Yazyk, others Ancient Elven or Ancient Rehkish or even Ancient Common, regardless, in the present day they resemble a mixture of the many olden Gaian languages. Below are the main types of symbols Golemancers use in their magics:Motor Symbols: This set of symbols is responsible for converting magical energy into physical motion. However there is a trade-off in this symbol, a larger set of complex symbols can animate larger bodies but it moves much slower due to traffic. A smaller set of symbols animate much smaller bodies, but it allows for faster movement. Some forgo these symbols in turn for gears or cogs.
Optical Symbols: These symbols are used to convert the light that comes in, information the golem understands. This is a very complex series of symbols that have several minor alterations that can make the golem useful for different tasks. These symbols can be broken with one hit to the head with a blunt weapon if not protected, 2 hits if protected. Once broken the golem is blind from the side/s of the broken optical symbols.
Vocal Symbols: These symbols are generally put on the inside of a golem's mouth. They are the opposite of the hearing symbol and convert the information the golem sends to them either by copying something it heard in its audio symbols or a pre-programmed response into sounds that most living beings can hear.
Hearing Symbols: These symbols are used to convert air vibrations that we understand as sound into information that a golem can understand. These are usually hidden under the ‘ears’ of the golem but can be exposed for less muffled hearing.
Sentience Symbols: These symbols can only be crafted by Master Golemancers and are therefore quite rare. This symbol is placed onto one of the faces of the golem’s core. Giving the golem their own sentience, being able to think and learn for themselves, and in turn, have their own opinions and life. Redlines:
The Four Ranks
To judge the progression of a Golemancer, four Ranks are given in accordance with the base magic rules. Basic, Adept, Expert, and Master spellcasters. A Golemancer must abide by their Rank for a minimum of Two Months, allowing them to become a Master Golemancer at six. Each Rank achieved grants the Spellcaster access to a new list of spells: (T1)Basic Golemancer | 10 Essense At Maximum | Tinker Toys | Natural Constructs, Amalgamates (T2)Adept Golemancer | 15 Essense At Maximum | 3 Non-Sentient Golems | Create Husk, Create Core, Sentience, Golem Limbs, Repair, [Recipe] Alchemical Golems | Atronach Forging (T3)Expert Golemancer | 20 Essense At Maximum | 2 Semi-Sentient Golems (T4)Master Golemancer | 25 Essense At Maximum | 2 Sentient Golems | Abyssal Constructs -=-Magical Abilities
Constructmancy, much like all other magics, holds a variety of different crafts for the Constructmancer to utilize. Each craft may be learned during the time of any Constructmancer’s progression through the Feat.[ Tinker Toys ]
Rank: 1 | Emotes: 3+ | Essence: 5Desc: Tinker toys are one of the first creations a new Constructmancer learns in efforts to fully understand the creation of cores, the movement of golems/constructs, and the intricacies of symbols. These toys are small and carry no real combat advantages. Mechanics: Singers/Screamers
Emotes: 3
In the shape of a simple cube or pyramid, these contraptions come with a small button somewhere on them. When pressed, the object plays a recorded tune that the Constructmancer has chosen. There has been a wide array, but the clips are rather short in nature. From harps to pipes, to even sung voices. Alternatively, When touched or moved, they may begin to scream rather loud noises that could wake a sleeping bear. The only way to get them to stop is to say the specific command word the Constructmancer has given the object. Rollers
Emotes: 4
In the shape of a ball, these little golems only come to the size of about 3 inches in diameter. The sphere is actually made of a shell containing one of the miniature cores known for these creations, floating snuggly inside the shell. When tapped, the ball rolls three meters in the direction it was tapped. Painters
Emotes: 3
A cylindrical prism, these little tubes contain an optical rune at one end. When created, the Golemancer uses its essence to capture an ‘image’ of what the optical rune was pointed at. The ‘image’ that was captured can then be viewed by putting the tube down with the rune facing upwards, and the button on the side is tapped. A 3 inch by 4-inch faint illusion is then shown hovering above it until the button is clicked again. However, it can only contain one image and is unable to ‘wipe’ the previous image. Therefore, a new device must be made to create a new image. Redlines:
[ Create Husk ]
Rank: 2 | Emotes: 0 | Essence: 0Desc: As one would expect, creating the husk of a golem or construct is the most time-consuming and expensive part of the golem creation process. The process tends to be further delayed by the Constructmancer's unwillingness to trust this most sensitive aspect to anyone else, as the smallest mistake could be the difference between possessing a new animated minion, and possessing an extremely expensive paper-weight. Mechanics: To create a husk that may become a full sentient golem, semi-sentient golem or non-sentient golem, a Constructmancer must account for:
[ Material ]
Rank: 2 | Emotes: 0 | Essence: 1+Desc: The material the husk is made out of has a profound effect on the quality of the golem once animated, but it also has a profound effect on the cost. Mechanics: The amount of essence to fully animate a golem is contributed to by its material. The table below is a general guide for Essence costs.
Material | Essence Cost |
---|---|
Very Common | 1 |
Common | 3 |
Uncommon | 4 |
Rare | 6 |
Wondrous | 7 |
Mythical | 9 |
Legendary | 11 |
Fabled | 13 |
- If you are going to mix materials (for example an iron arm in a stone golem) you use the essence cost of the most rare material (iron in the example).
[ Size ]
Rank: 2 | Emotes: 3+ | Essence: 1+Desc: The body of the husk is the foundation that everything else modifies. The most obvious variation of the different bodies is the size but the reality is that the husk can be constructed to look like anything its creator desires. Mechanics: The amount of essence to the body and create symbols on a golem is contributed to by its size.
Size | Height | Essence Cost |
---|---|---|
Tiny | 1’ 0- 2’ 0 | 1 |
Small | 2’1 - 4’0 | 2 |
Medium | 4’1 - 8’0 | 3 |
Large | 8’1 - 16’0 | 5 |
Huge | 16’1 - 32’0 | 7 |
Gargantuan | 32’1 - 64’ 0 | 9 |
[ Special Additions ]
Rank: 2 | Emotes: 3+ | Essence: +5Desc: After the main part of construction sentience is then decided by the Constructmancer. Mechanics: Pilotable
Rank: 2
The golem requires someone to ride it and control it. This requires the main form of the golem to reflect this, meaning the appropriate amount of resources and essence are needed to create controls and a seat. Climbing
Rank: 2
The golem gains a climbing speed equal to its movement speed. This requires the main form of the golem to reflect this, meaning the appropriate amount of resources and essence are needed to create limbs. Aquatic
Rank: 2
The golem gains a swimming speed equal to its movement speed and increases its depth tolerance. This requires the main form of the golem to reflect this, meaning the appropriate amount of resources and essence are needed to create limbs. Winged/Flight
Rank:2
The golem gains a flying speed equal to its movement speed and can be 3 blocks above the ground. This requires the main form of the golem to reflect this, meaning the appropriate amount of resources and essence are needed to create limbs. MUST be Tiny. Multiple Pilots
Rank: 3
Requires “Pilotable”. Although only one of the pilots can perform movement, take interruptions or bonus actions (Each of these 3 tasks can be given to one pilot or divided up among the pilots as dictated by the crafter at the time of creation), every pilot within the golem can take a standard action as normal If multiple pilots take the attack action, then the golem will take an attack action for each pilot. This requires the main form of the golem to reflect this, meaning the appropriate amount of resources and essence are needed to create the additional parts. Size should accommodate the size of both pilots. Two Heads
Rank: 3
Effects that blind, deafen, stun, and/or knock unconscious. Only work on 1 head and/or half a body. This requires the main form of the golem to reflect this, meaning the appropriate amount of resources and essence are needed to create limbs. Remote Controlled
Rank: 4
The golem requires someone to control it from a distance. This connection requires nothing to be in between the controller and the golem and be within 4 blocks of one another. For every additional essence spent the range grows by 1 to a max of 10. Redlines:
[ Create Core ]
Rank: 2 | Emotes: 3+ | Essence: 1+Desc: This aspect of golem creation is one that most Constructmancers find it uninteresting, yet it is of vital importance. Without the right power source, a golem may prove to be more of a burden than a boon. This aspect is just as mandatory as the first two. Mechanics: The amount of essence to create an appropriate sized core is dependent on the size of the husk.
Size | Essence Cost |
---|---|
Tiny | 1 |
Small | 3 |
Medium | 4 |
Large | 5 |
Huge | 6 |
Gargantuan | 8 |
[ Sentience ]
Rank: 2 | Emotes: 5+ | Essence: 11+Desc: After the main part of construction sentience is then decided by the Constructmancer.ir magic ability. Golemancers are immune to these effects. Mechanics:
Non-Sentient
Rank: 2 |Emotes: 5+ | Essence: 11
A golem with just a Life Core is a non-sentient golem, performing basic tasks and incapable of speech. These golems are an upgrade from the tinker toys and are often used to do small tasks that only last for a short while. These golems can only take a single command from their maker (unless they are pilotable). Often these commands are described in a single sentence and will be done until the golem is dead. A golem of this sentience will only last for 2 Ages before requiring maintenance. Cannot be used in combat. Semi-Sentient
Rank: 3 |Emotes: 10+ | Essence: 16
A golem with a Life Core, Information Symbols and Sentience Symbols is a semi-sentient golem, performing slightly more complex tasks and capable of basic speech. Golems made for work usually mining and constructing but not limited to these. Unable to take up the job of a Sentient golem due to their lack of combat skill and strength compared to other golems. They are often seen with 1 or two sets of tools and arms that will help them with their work. A golem of this sentience will only last for 4 Ages before requiring maintenance. Cannot be used in combat. Sentient Golem
Rank: 4 |Emotes: 10+ | Essence: 21
A golem with a Life Core, Information Symbols, Memory Symbols, Sentience Symbols and has gone through a Truth to imbue it with a soul is a fully sentient golem, performing tasks similar to a normal, sentient creature (a human) and capable of speech similar. These are golems usually made for complex work such as but not limited to war or companionship. These golems may have one of their hands replaced with a weapon of choice. A golem of this sentience will only last for 10 Ages before requiring maintenance. Can be used in combat. Redlines: - Constructmancers of T2 can only craft Non-Sentient Golems. Golems may be up to 4ft in height.
[ Golem Limbs ]
Rank: 2 | Emotes: 3+ | Essence: 6+Desc: Limb creation is one of the first things a Constructmancer will learn as an Adept Constructmancer. They may use this technique to create replicas of Gaian limbs and can be used to replace missing limbs if needed. There's only 1 downside to golem limbs for those who do not have Constructmancy: this is the fact that golem limbs slowly sap away at the magical capacity of its user. High-level magic users are unable to produce rank 4 spells. The more golem limbs the user has the more it caps their magic ability. Constructmancers are immune to these effects. Mechanics: The amount of essence to create an appropriate-sized limb is dependent on the material and the size of the creature it will be for.
Material | Essence Cost |
---|---|
Very Common | 1 |
Common | 3 |
Uncommon | 4 |
Rare | 6 |
Wondrous | 7 |
Mythical | 9 |
Legendary | 11 |
Fabled | 13 |
Size | Height | Essence Cost |
---|---|---|
Tiny | 1’ 0- 2’ 0 | 5 |
Small | 2’1 - 4’0 | 6 |
Medium | 4’1 - 8’0 | 9 |
Large | 8’1 - 16’0 | 15 |
Huge | 16’1 - 32’0 | 17 |
Gargantuan | 32’1 - 64’ 0 | 19 |
[ Armusian Eye ]
Rank: 2 | Emotes: 0 | Essence: +4Desc: The Armusian eye is one of the most commonly used Specialized Golem Limbs and one of the only limbs that will give a Gaian advancement in a battle. The limb is made out of whatever material and is composed of optical and connection symbols and/or gears, depending on the choice made. This gives the user back their sight with a new advantage. Mechanics: In or out of combat, an owner of an Armusian Eye may concentrate and receive +3 on any accuracy role. Redlines: - This can be used in a golem for the same cost.
[ Tool Arm ]
Rank: 2 | Emotes: 0 | Essence: +3Desc: The tool arm is a crafter’s best friend if they are willing (or unwilling) to part with their hands, arms or legs. The limb is made out of whatever material and is composed of motor symbols and/or gears, depending on the choice made. The appendage contains either a small storage to fit tools normally found in a toolbox or a “swiss army knife” set up that reveals numerous common tools. Mechanics:
[ Gorney Hand ]
Rank: 2 | Emotes: 0 | Essence: +4Desc: Gorney hands are one of the nicest golem limbs to have for those who like to adventure into the deep caves of the under deep. They are one of the simpler limbs to make as well, only needing a single symbol upon its palm. Mechanics: - The symbol on the palm will give off a small light when activated reaching 5 meters around the user. This ability is based on the Gorney's ability to make a small light. Redlines:
[ Repair ]
Rank: 2 | Emotes: 0 | Essence: +4Desc: When a golem or golem limb has undergone a lot of damage they should be brought back to a Constructmancer for repair. Whether it is Symbol destruction or just pure material damage, any Constructmancer is able to try and repair it. Mechanics: In order to repair a Constructmancer will use their essence and some of the materials of the golem/limb to slowly repair the physical damage that was done. If the symbols are damaged, they try to mimic the symbols to repair it. If it is unrecognizable they then are able to utilize more of their essence to create a brand new symbol. If it is simply material damage (or limb maintenance):
Take 3 units (blocks) of the material that the golem/limb is made out of and carefully place the material onto the damaged part. Then, the Constructmancer funnels their essence into the material and through to the golem/limb being repaired. They must wait for about 3 emotes for this to fully seal and recombine. Repeat until all of the areas are repaired. Each part physically repaired takes 2 essence and 3 units of material. If the symbols are damaged but repairable:
They must then take their Constructmancer Tools and begin to repair the symbol. Each symbol is worth 2 essence to inscribe within the limb/Golem’s body. If the symbols must be entirely remade:
They must then take their Constructmancer Tools and begin to add their own symbols to replace the previous ones. Each symbol is instead worth 3 essence to inscribe within the limb/Golem’s body. If it is just routine maintenance to repair from Material Breakdown:
Similar to the method of material damage from conflict, one must take instead 1/3 of the material cost of the Golem and place it upon the golem. For example, If it is a 3-foot golem, one would use 15 units. They would then begin to use the material to help mend and replenish the physical damages throughout the Golem, pouring their essence within the material and the associated Symbols on the body. This costs 5 Essence. Afterwards, the Constructmancer locates where the core of the Golem would be, and places their hand upon the body. The symbols on their fingers would begin to glow radiantly as they pour their essence into the core of the Golem to recharge it. This step costs another 5 Essence. Redlines:
[ [Recipe] Alchemical Golems ]
Rank: 1 | Emotes: 10+ | Essence: 14+Desc: Frowned upon by nearly every form of culture and religion, alchemical golems or “homunculi” are the result of Gaians trying to play as gods. Through careful alchemical process and ritual a skilled alchemist with a proper recipe can make a Gaian devoid of emotion. Mechanics: Homunculi are the result of a skilled alchemist gathering a number high quality ingredients (some raw, some created) and performing a special kind of transmutation. This allows an alchemist to approach one of the long time desires of many in their field. The ability to create life. The creation of an Homunculi requires an Artisan quality alchemical station, and enough room to contain a 3x3 chalk circle. Core Creation To create a Homunculi, first the Life Core must be created, this follows the same process as Create Core, except it is done inside a large Boiling Flask and before placing the Neutral Essence inside, 1L of a Gaian’s blood and a piece of their flesh (dead skin, hair) is carefully placed inside then heated. While the liquid-essence mix is boiling the alchemist must carefully adjust the heat as needed to ensure it does not over boil or cool down. Eventually, a thick liquid is formed and should be poured out. As this liquid cools it will begin to solidify and during this stage an alchemist may shape the future heart as they please. The core is then set aside. Full Creation The goal of crafting a homunculi is to create Gaian life or as close as an approximation to it. Thus, adding additional limbs or abilities defeats its purpose and will result in a disgusting, malformed creature. In order to create the Homunculi a set of ingredients are required:
The sentience of a Homunculi depends on how well an alchemist crafted them throughout the process. They are divided into 3 kinds (besides a failure). All Homunculi are incapable of feeling emotions and do not suffer from soul related effects. A failure becomes a mess of ash, salt, and water. Doll
Dolls are skeletally thin, hairless versions of the race they were based on. These are capable of performing basic tasks and incapable of speech. These creatures can only take a single command from their maker. Often these commands are described in a single sentence and will be done until the homunculus is dead. Their main attack is to try to eat their victim, since they lack the thoughts of doing much else. They do not have racial abilities. Mannequins
Mannequins are successful in their appearance as they seem like a regular Gaian. They are also capable of performing slightly more complex tasks and capable of basic speech. They may also recall some memories. These do have racial abilities (except for Fey Spark abilities). Simulacrums
Simulacrums are effectively Gaians, performing tasks similar to a normal, sentient and capable of speech similar. They may also recall all fake memories and mimic emotions by using them as reference. These do have racial abilities (except for Fey Spark abilities). Weakness
Overall, Homunculi have the same weaknesses as Gaians and they can be killed in all ways a normal Gaian could. Their core is as fragile as a normal heart and they are incapable of learning magic or feats. Paladin and Cleric magic does increased damage against Homunculi and they receive increased damage from silver or platinum. Redlines: - In order to create a Homunculus one must have the recipe on hand. This recipe cannot be memorized.
Magic Compatibility
By combing ones knowledge of symbols with other magics new creations can be made.[ Atronach Forging ]
Compatible Magics: Fel-Slingers, Elementalism, Arcanism, Mentalism, Celestialism, Hemomancy, Choramancy, ChronomancyRank: 2 | Emotes: 15 | Essence: 14+
Desc: Atronach’s are a meshing of Constructmancy skill and magic proficiency. By using a variation of the normal process of creating a golem, specific mages can create magical golems of varying intelligence and aggression.
Atronach [Creature] Mechanics: Atronach forging is the art of combining magic with the process of creating a standard golem. To be more specific, it is binding an essence to a Sentient Life Core. This allows for mages to create sentient, magical constructs. Core Creation
The creation of an atronach requires an Atronach Forge, a room containing a slightly raised circle floor and an anvil attached. The platform should be atleast 3x3 and shaped to appear as if it were raised and as close to a circle as possible. On the raised floor are a combination of standard Constructmancy symbols, carved within.
To create an Atronach, first the Life Core must be created, this follows the same process as Create Core, except 2 Essence or 4 Tear (depending on the mage) must be expended in the process to tilt the balance of Neutral Essence in the core towards that of the essence injected, but not by too much. The core is then placed on the raised floor where the mage carefully selects the symbols to place on it via those carved around its edge (this step determines the sentience). Once those symbols are placed on the Life Core, the next step is to construct the body around the now slightly volatile core. In this state, mishandling will cause it to explode. Should an atronach’s core be severely damaged, it can still be repaired. An Atronach’s core must be replenished with respective essence every Age. This replenishment cost 3 respective essence or 6 respective Tear. If not replenished it shuts down, its core and any plates falling to the ground. Replenishment is done by a respective mage or brought to a ley-line. Body Creation
Most atronachs possess humanoid forms, though animal-like forms are attainable. Generally most atronachs will feature various plates that may be used to help define their shape. These plates must be forged at the Atronach Forge or doused with 1 respective essence (or 2 respective Tear) as the core remains on the platform and can be used to protect certain parts of Atronach’s body. In the case of non-solid Atronachs they are vital for maintaining their form. These plates must also be deemed Light, Medium or Heavy Armor alongside quality and size, affecting movement speed as if they are a player character. When non-solid atronachs have their plate(s) damaged enough, they will slowly begin to bleed their aspect. Should a non-solid atronachs plating be completely destroyed, they will be unable to maintain their form, becoming a puddle of that aspect. Solid atronachs will simply begin to fall apart as they are damaged. Sentience
Atronach’s do not follow the same sentience as normal Golems do. Instead they work off of the Tameability and Aggression of Pets and Mounts. As a general rule of thumb, Atronachs may have a Tameability of 6 (or below) and an Aggression of 4 (or below) but will fight to its demise if told to. They are not normally given the ability to speak but when they are they speak in a typical robotic-esque way. An Atronach’s score can never be changed. An Atronach will always obey its creator and can learn commands almost instantly, but once it learns them, it cannot “unlearn” them. Atronach Limbs
Atronach Limbs are constructed in a similar way to Atronachs and Golem limbs. Like constructing a normal golem limb the essence cost is dependent on the size and the material.
[ Amalgamates ]
Compatible Magics: CarnimancyRank: 1 | Emotes: 3+ | Essence: 14+
Desc: Carnimancy is a magic based around someone using the power of Decay along with Essence they hold within themselves to summon forth what a mage of this magic would call Thread. When combining this process with Carnimancy one can create Amalgamates. Mechanics: Core Creation
Creating a Life Core for an Amalgamate requires turning it into a Controlling Stone. To do this, while creating a Life Core 8 Wonderland Essence and 14 Decay are expended. Body Creation
The creation of a body for an Amalagamate is quite disgusting, requiring sewing together parts of various creatures into hideous abominations of stitched flesh and ruptured skin alongside Constructmancy symbols. Doing this creates a whole that is far greater than the sum of its parts. Amalgamates are generally eight feet tall, with misplaced and mismatched limbs which don’t always act in concert with one another and are truly hideous creatures. In order to create the body, enough flesh must be offered up to what will cover the Controlling Stone. Alongside this 4 Wonderland Essence and 5 Decay must be expended. From here as many limbs and parts may be attached to the form as the Carnimancer wishes as long as they follow the mechanics and redlines of their magic while doing it. Weaponry can be implanted into their tortured flesh via “Flesh Melding” at a 10 Wonderland Essence and 14 Decay cost. They are also allowed to have “Special Addition(s)” except for “Flight/Wings” or “Remote Controllable”. Sentience
Amalgamates can be controlled through the Carnimancer who created it by casting “Controlling Thread”. Without this crystal they become enraged, bloodthirsty monsters, seeking only the death of any living thing (or thing they perceive to be living) they can get their twisted limbs on. For the sake of mechanics an Amalgamate is considered Semi-Sentient. Weakness
Destroying their controlling stone will drive them berserk and out of control of those who would normally have it over them. Receive increased damage from silver or platinum. Redlines:
[ Natural Constructs ]
Compatible Magics: DruidismRank: 1 | Emotes: 6+ | Essence: 0+
Desc: Druids are conduits and guardians of the natural world and use their understanding of flora with Constructmancy to create special limbs from themselves, temporary golems in the form of Entlings and Natural Golem’s when the stars align. Mechanics:
Ue Il'Ha Protector Creation
Rank: 1 | Emotes: 6 | Essence: 0
Many of the other races create their golems through specific rituals, by carefully crafting the bodies of their golems and imbuing them with Truths of life. The Ue take a much simpler, and more direct approach. Each year, a group of Druii travel around the lands the Spring Elves call home, searching for active ley-line wellsprings. As they find particularly energetic ones, they encourage them to shed their energy on the nearby surroundings, creating a natural golem. This is accompanied by a chant in Druii Tounge. Depending on how skilled a Druid is they may fail or create a Non-Sentient, Semi-Sentient or a Sentient Golem. This is entirely out of the hands of a Druid and is determined by a 1d(Tier #) roll (at T4 a +1 is added). A 1 is a failure, nothing happens. A 2 is a Non-Sentient Golem. A 3 is a Semi-Sentient Golem. A 4 is a Sentient Golem. A 5 a Druid may choose. Height is chosen by a Druid but its max is determined by a Druid’s rank. Basic Druids can only have golems of Tiny size. Adept Druids can have golems up to Small size. Expert Druids can have golems up to Large size. Master Druids can have golems up to Gargatuan size with Divine assistance. Ent Creation
Rank: 4 | Emotes: 7 | Essence: 12
Desc: In their duty, Druid undertake tremendous tasks, and sometimes require a little help. Seeking to create Greater Dryads for themselves, Druii over the ages experimented with Spring Essence, through this process Entlings were created. The ritual involves drawing wood from nearby trees and channeling Spring Essence into the mass-created. Mechanics: A ritual circle is marked using 59 Wishing Stones and/or Green Moss with Constructmancy symbols to mark out this pattern in a 15x15 square. Once the ritual begins the circle cannot be broken. The Druid stands outside the circle. As they work through the ritual a chant is done in Druii Tongue. The first 3 emotes involves channelling the Spring Essence within and spreading it to the ritual circle that then begins to glow. The next 2 emotes are the Spring Essence reaching out to the nearby trees and taking their branches in a gentle snap or twist, the Essence brings all the pieces of wood together. The wood is then grown or decayed to create a humanoid shape. The last 2 emotes are imbuing the Entling with Spring Essence and finishing the form into a humanoid. The ritual is complete and the ritual lines turn to dust unable to be used again. Entlings stand at a max 8’ in height, made of the various woods around upon creation. They boast 2.5x human strength and a blockspeed of 5. Entlings are very susceptible to fire and do not have any special magic. The Druii who created the Entling and the Entling are allowed to take separate actions within the same turn, this is as long as the Druii remains within 20 blocks of the Entling. The Entling’s actions during this time depend on the will given to them on creation. This could be something as simple as "attack those three in armour". From 21-50 blocks a Druid must focus solely on controlling them. Druid Limbs
Rank: 2 | Emotes: 6 | Essence: 14
Desc: In their duty, Druii undertake tremendous tasks, and receive grave wounds, sometimes losing whole limbs. Many Druid who loses an arm, leg, hand or foot prepares a ritual to affix a wooden replacement to their body. The ritual involves planting a seed in the location of the missing limb and ensuring it grows into a proper arm or leg. Mechanics: A ritual circle is marked using 62 Wishing Stones and/or Green Moss with Constructmancy symbols to mark out this pattern in a 15x15 square. Once the ritual begins the circle cannot be broken. The receiver of a Druii limb must stand/sit/lay in the centre oval, while the Druid stands at the end of the top of the circle facing inwards. The Druii begins a chant, dropping the seed that will be implanted in front of them. This chant is done in Druii Tongue. Throughout 2 emote rounds the Druid must chant and channel the Wonderland Essence within them into the ritual lines. In the next 3 emotes the Druii must raise the Wonderland Essence out of the ritual lines, picking up the seed from their feet and flowing it along the lines. At this time, the location of where the new limb will go starts to glow as Wonderland Essence in other parts the circle connects to it. In the last emote the Druid carefully manipulates the Essence to flow the seed into the location where the Druidic limb will sprout. As it sinks into the flesh the receiver will feel something akin to growing a pain in that area until the limb fully grows. The ritual is complete and the ritual lines turn to dust unable to be used again. Over the course of an Age (2 IRL weeks) the limb will grow from the seed until it matches the receiver’s original limb. During this time it will look like a small tree is growing from the seed spot. Redlines:
[ Crafter Beetles ]
Compatible Magics: CelestialismRank: 1 | Emotes: 15+ | Tear: 12
Desc: Those who practice Celestial Magic control the ability of creating items, mundane or magical in nature, from arms and armor to jewelry or any such thing of their design. By combining their knowledge of Celestialism and Constructmancy a mage can create Crafter Beatles. Mechanics:
Builder Beetles are incredible complex creatures that only a few people have ever had the opportunity of dissecting and understanding. They are odd, brass, clockwork beetles about a foot in diameter and are extremely prized for their skills. Each Builder Beetle is equipped with certain small tools, and they attempt to gather a specific type of material to process into something. Over the Ages Constructmancers have managed to figure out how these creatures work and create “Crafter Beetles”. These creations are also made of brass and clockwork but are only capable of crafting. Creating a Crafter Beetle is the same as creating a Non-Sentient Golem, however they can only be up to a foot in size, made of brass and clockwork. The only difference is when creating the core 12 Tear’s worth of Celestial Essence needs to be placed in it. Crafter Beetles when constructed are built to create one object or item. The quality and size is dependent on the crafting details given to it on creation. Thus, it is bound to the skill of the person who created it. They also must be given materials to craft the object. However, they will always produce an exact version of what they were told to. Redlines:
[ Abyssal Constructs ]
Compatible Magics: NecromancyRank: 4 | Emotes: 15+ | Essence: 25 | Tear: 12
Desc: Those who practice Abyssal Magic control the ability to heal, to revive the dead and manipulate the soul. By combining their knowledge of Necromancy and Constructmancy a mage can create Soul Golems that collect a designated soul on death or in extreme cases Phylactery Constructs. Mechanics:
Soul Golems Rank: 4 | Emotes: 15+ | Essence: 25 | Tear: 12 The Soul Golem craft is rarely utilized within the art of Constructmancy. Simply put, when performed properly it transfers the soul of the desired person into a completely blank core of a golem. This means that the construct should be prepared beforehand, besides the actual activation of the golem. It then consumes the entire essence of the Constructmancer at the end in order to complete the craft and bring the soul golem to life. Only Master Constructmancers who are at least Expert Necromancers can attempt to transfer a soul into a golem. The process of creating a Soul Golem is an excruciatingly painful one requiring a blank core, a core with no symbols on it. The Constructmancer then needs to carve 5 unique symbols into the body of the person of which the soul will be transferred. Each symbol takes one emote to carve into their body. Symbol of Life: This is the starting symbol that is carved into the left side of the person’s chest or wherever their heart is located. This enables all other symbols to function, but it is unsure how or why this is but such is the case with Constructmancy. Symbol of Mind: These symbols are to be carved into the skull of the person or wherever their brain is located. This means the person must have a brain in order to be transferred otherwise this does not work. This symbol gains access to the mind and memories of the person. Symbol of Body: One of the simpler scriptures to carve among the Five, these symbols are carved into the upper pelvis of the person, and if they don't have a pelvis then into the belly. These symbols connect to the mortal body of the person. Symbol of Spirit: The most complex symbol to carve in all history of golem symbols, this symbol connects to the spirit of the person and is carved into the right side of their chest or always carved to the right of the life symbol. It is extremely important this large symbol connects to all the other sets of symbols on the body. Symbol of Death: This is the symbol that closes off the connection, otherwise the spirit would leak out into thin air like water spilling from a bottle with no cap. This symbol is carved into the back of the body, usually along the spine. Once all the symbols are created in place, the person’s body must be touching the blank golem core that is located inside the golem. The Constructmancer then begins a ritual where he touches both the golem and the person while they focus their mind. At the end of this ritual the person and the golem are bound. The next time the person dies, they will inhabit the blank golem core and thus, the golem. When the person is close to dying the symbols on their body glow and release the essence of the soul into a stream that flows towards the direction of the golem but fades about 1 block away from the person having their soul transferred. Once the person has died completely their soul pours into the core, the core shakes and glows with heat as the five complex sets of symbols are magically burned into the faces of the core. These five symbols mirror the symbols that were carved into the person’s body except they carry a few additions such as the golem symbols found on the regular golem core. Some of the additional symbols are unknown, it can be assumed that these symbols are the special signature of the soul. Once the process is done and the soul transferred, the Constructmancer will immediately receive 40 Tear. Phylactery Constructs (Event) The creation of a Phylactery Golem is a gruesome ritual involving the ritual sacrifice of hundreds of victims, carving Runes of Truth into each individual plate and then quenching them in their lifeblood. The final rune and sacrifice are different, the rune being significantly more intricate, and the sacrifice needs to be prepared in a much longer and more ghastly ritual. During this ritual, the person creating the Phylactery Golem extracts the soul of the final victim slowly and agonizingly to discover its Truth, allowing the creator to forever after call on this Truth to control the Golem fully. The secrets to creating these are certainly of Necromantic origin and known to few. Redlines:
Summary
Constructmancy is one of the oldest forms of magic on Gaia and requires a teacher to teach a student carefully throughout multiple Ages. The intricacies of the magic itself are unknown to many and its creations have been present throughout much of history, sometimes in greater roles than their own creators. The creations of Constructmancy have the potential to be powerful but has clear limits. Below is a list:General Redlines
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