2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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7.0 BHBHBHBHBHBHH<br />
7.1<br />
THINKING CREATIONS<br />
A standard golem or <strong>construct</strong>, fresh from the workshop,<br />
is an extremely stupid creature. Its intelligence can<br />
be rated as equivalent to the empathic intelligences of<br />
some magical items or animals with “low” intelligence<br />
or worse (Memory and Reasoning stats of 12 or less).<br />
Limited to comprehending spoken orders of five words<br />
or less, the entities are always literal in their obedience.<br />
Woe betide the sarcastic mage who cannot guard his<br />
tongue – those off-hand remarks could cost him his life!<br />
Golems and <strong>construct</strong>s can be made substantially<br />
more intelligent. The first method draws upon a mage’s<br />
own sentience and is a temporary magical effect. The<br />
second method requires a spirit, a demon, an elemental,<br />
or a living creature to place its “essence” (soul and mind)<br />
within the entity, voluntarily or otherwise. In some<br />
cases, the new inhabitants will require some mental<br />
boosting for them to be smarter than the original basic<br />
creature. The third method is to permit a wandering<br />
spirit or demon to possess the artificial being.<br />
Intelligent Entities<br />
7.1.1 ADVANTAGES AND<br />
DISADVANTAGES<br />
An entity with superior intelligence can be of great<br />
benefit to its creator. It would be able to follow more<br />
complex orders with less direct supervision. It would be<br />
able to interpret orders less literally, and be able to<br />
improvise solutions when the obvious methods have<br />
failed. In combat situations, the entity would have a<br />
better tactical grasp of its environment, its opponents,<br />
and its own resources, enabling it to utilize its attacks<br />
and special abilities to maximum effect. For creators<br />
who don’t inscribe Glyphs of Control onto their entities,<br />
methods of enhancing entity sentience via imbedding<br />
spirits and the like have the other advantage that they<br />
know the “mind” inhabiting their entity rather than<br />
having to deal with an opportunistic spirit which chanced<br />
to possess the creature. “Better the devil you know” is an<br />
article of faith in some arcane circles.<br />
Unfortunately increased intelligence is not without a<br />
few subtle drawbacks. A little learning can be a dangerous<br />
thing – the entity may now be sufficiently smart to<br />
avoid obvious flaws in its reasoning, only to be outwitted<br />
by a truly clever opponent willing to do the unexpected.<br />
Conversely, mages may treat the entity as being<br />
more intelligent than it actually is, and become habituated<br />
to issuing casual and potentially ambiguous commands.<br />
Sooner or later, such orders will be misinterpreted<br />
and there may be no one nearby able to countermand<br />
the entity in time.<br />
Masters of golems and <strong>construct</strong>s, which have been<br />
animated by incarnate spirits and their ilk, should always<br />
be alert for signs of disloyalty. Whereas a standard<br />
entity will simply go berserk immediately, its smarter<br />
siblings will bide their time and await the most opportune<br />
moment to strike.<br />
72 CONSTRUCT COMPANION<br />
For every spell, there is a counterspell. Intelligence<br />
provided by purely magical means is subject to dispelling<br />
and the normal process of the spells’ durations running<br />
out. Intelligence provided by the life essences of natural<br />
and supernatural beings can be removed by exorcism<br />
rituals and spells such as Purge Golem # and Purge<br />
Construct #. The unfortunate entity will then revert to its<br />
normal level of stupidity, with serious adverse consequences<br />
if it is undertaking orders that require intelligence<br />
to complete safely, let alone successfully.<br />
7.1.2 THE ETHICS OF IMBEDDING<br />
INTELLIGENCE<br />
Raising the intelligence of a Golem or a Construct by<br />
drawing upon one’s own capabilities is unlikely to raise<br />
moral concerns. Raising an entity’s intellect by imbedding<br />
the life essence of another creature into that entity<br />
does have ethical implications, however, and can cause<br />
conflict between creators and the spiritual and temporal<br />
authorities of the world.<br />
Confinement to the body of a golem or <strong>construct</strong> may<br />
be considered by some beings (such as itinerant spirits,<br />
some elementals, etc.) to be a particularly cruel form of<br />
imprisonment. Once resident, there is no escape unless<br />
a Purge Golem or a Purge Construct spell expels the<br />
animating spirit, the entity is destroyed beyond repair, or<br />
the caster relents.<br />
The confinement may also be worse than just captivity.<br />
Mages normally create golems and <strong>construct</strong>s to<br />
serve them and others. The imprisoned being may find<br />
itself deprived of its free will and compelled to obey every<br />
order of its creator and master – condemned to be an<br />
eternal slave in an alien body. Demons and other highly<br />
independent beings will normally resent the loss of their<br />
independence.<br />
For some beings, such as demons, elementals, and<br />
spirits, the process of imbedding them into an entity<br />
transforms them into a wholly spiritual nature. On release<br />
from being incarnated within the entity, they are<br />
restored to their natural physical body, elemental energy<br />
or original spiritual form. For all other creatures, such as<br />
animals, monsters, and members of intelligent races, the<br />
process of imbedding separates the life essence from the<br />
physical body. Unless special precautions are taken, the<br />
body will sicken and die preventing the animating spirit<br />
from returning there, but the creature’s mind and soul<br />
will remain with the entity for an indefinite period. If and<br />
when the life essence is released, the soul may be finally<br />
able to journey to the next plane of existence or alternatively<br />
it may be damned to roam the living world as a<br />
disembodied spirit. The decision as to what happens in<br />
such cases will vary from setting to setting and is a<br />
decision for the GM to make.<br />
For many, what or who is imbedded may determine<br />
whether the act of imbedding is itself an evil act. Some<br />
may consider forcibly imbedding an inherently evil being<br />
such as a demon into a Golem a just punishment