2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
BHBHBHBHBHBHBHBHBHBHBHBHBHBHHB<br />
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