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9.1.2 CREATION MAGIC VERSUS<br />

GOOD AND EVIL<br />

The next major questions to be answered concern the<br />

cosmology and theologies of the settings. In many worlds,<br />

there are powers that are definitely “Good” and those<br />

which are most definitely “Evil”. In other worlds, where<br />

the deities are less inclined to make explicit pronouncements,<br />

their mortal followers in terms of organized<br />

priesthoods may have their own interpretations of what<br />

their deities would say. If magic generally is suspected of<br />

being tainted with evil or diabolical associations (as is the<br />

case in many historical eras), then creation magic will be<br />

tarred with the same brush and its practitioners forced<br />

into secrecy for fear of the Inquisition or local witchhunters.<br />

Most GMs will adopt a cosmological compromise where<br />

creation magic in itself is neutral but certain techniques<br />

are likely to incur the wrath of the local authorities (religious,<br />

secular, and/or thaumaturgical). For instance, the<br />

grave-robbing activities of Reanimators to fashion their<br />

Amalgams will inflame grieving relatives in most societies,<br />

while their Living Amalgams will inspire horror in all who<br />

view them. Changelings and bred Abominations, particularly<br />

the more outlandish composites, are likely to be<br />

viewed as wholly unnatural, even offenses against the<br />

natural order of creation – humanity tends to be intolerant<br />

of the different, fearing and despising them with equal<br />

fervor. Section 7.1.2 discusses the ethics of imbedding<br />

intelligence into Golems and Constructs. The GM must<br />

decide which creation magics are deemed “evil” or “ambiguous”<br />

(relatively or objectively) and communicate this<br />

to the players. Those who wish to play PCs with “Good”<br />

dispositions can then avoid the unsafe choices; those<br />

preferring more ambivalent characters know the risks.<br />

9.1.3 CREATION MAGIC<br />

AND SOCIETY<br />

The final series of campaign-level questions concern<br />

the prevalence of creation magic and its impact on<br />

society.<br />

How much creation magic is there<br />

Creators may be isolated scholars, pursuing their<br />

magical research in relative solitude. Their creations are<br />

individual masterworks of sophistication and the marvels<br />

of fireside tales. Many will be Experimentalists in<br />

motivation (see section 4.1), oblivious to the perils of<br />

their work. Barring localized disasters where a powerful<br />

entity goes rogue, there will be minimal impact on<br />

society as a whole.<br />

Creators may be employed as court wizards to fashion<br />

Automata and entities on demand for noble and/or wealthy<br />

patrons (as Royal Creators or Guild Creators, see section<br />

4.1). Their proximity to the movers and shakers of the<br />

world will bring creation magic to the attention of the<br />

upper classes and the religious hierarchies. Appointments<br />

as court wizards imply some tolerance by the major<br />

churches or aristocrats willing and able to defy them. For<br />

the employers, creation magic may provide loyal guards<br />

and servants, “creature comforts” (pun intended), advantages<br />

in warfare, transport, and industry, or even be a<br />

status symbol. In some societies, “ownership” of entities<br />

may even be reserved to the nobility. For commoners,<br />

creation magic will normally have only an indirect impact,<br />

and will be yet another advantage of the aristocrats<br />

of which the peasantry may be jealous.<br />

Creators may be sufficiently numerous and well established<br />

to be organized into guilds (as Guild Creators,<br />

see section 4.1). In wealthy societies, “ownership” of<br />

automata and artificial entities will percolate down from<br />

the upper classes. As the advantages of Automata and<br />

entities become better appreciated, demand for them<br />

will increase and the guilds will be pressurized to supply<br />

those needs. Entrepreneurs will find uses for them in<br />

prototype factories and the society will experience the<br />

beginnings of a magic-based “Industrial Revolution”.<br />

CONSTRUCT COMPANION<br />

101

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