Artificing

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Golem.png


Introduction

Artificing (commonly referred to as Contrivance, Golem-Crafting, and Scripting) is the world magic that defies the limitations of all Atharen’s sciences surrounding inanimate objects and materials. Through the application of the tools associated with the magic, stones can be made to move independently, to move and walk as mortal races do, mines and lumber mills can be manned and worked automatically, and wars can be fought without mortal deaths. Many processes can be automated by skilled Artificers, and in some parts of the world, the need for manual labor has been completely expunged by massive workforces composed entirely of Golems. The application of Artificing on a grand scale can transform countries by improving infrastructure and increasing the production of most resources.

That isn’t to say that all Artificers are destined for great wealth, as the creation of a Golem is often an expensive investment. Abuse of the tools of the trade can just as easily destroy as it can create. Poor application, lack of knowledge, and misuse of resources can damn the aspiring Artificer to endless failures. It’s for that reason that most choose to hire a mentor or join Mage Factions to learn their trade, as trial and error are usually quite costly.

It’s because of the wide range of benefits that Artificing has to offer that the magic is legal, even sought after in most parts of Atharen. Artificing is an art; the pinnacle of what crafters of all kinds can achieve. Great fortune awaits those with the patience to learn the written language of Runic Script and apply tools of their own craft to the trade, while those that dive into Artificing without the fundamental knowledge of crafting are doomed to fail time and time again.

Origin

The origins of Artificing can be traced as far back as Evitrix, the God of War, Craft, and Tact. The magic was not meant for mortal hands, however, as she taught the discipline to the likes of her own creations: the Brass Dragons. For ages, it was the brass dragons that owned the craft and lorded it over the realms of man and elf alike. That was until Cessiros, a chaotic, selfish, and aspirational Brass Dragon offered the knowledge to the Gnomes in return for their clockwork and engineering technologies toward the latter part of the Second Age. It was her continued teachings, combined with the gnomish sciences that revealed the strength of Artificing and pushed its boundaries. This study also benefited Cessiros, who strained the limits of the craft and entered territories unknown in a quest to upgrade herself beyond that of other brass dragons. Evitrix eventually learned of Cessiros’s betrayal and sentenced her to burn for eternity as penance for her crimes. None can say what came of her, but she was not seen again and her name was lost to the ages.

Evitrix did not build any of the tools associated with Artificing again, but evidence of their creation in the modern age exists, as it’s possible to find tools in perfect condition. Most older tools are rough around the edges and scuffed with generations of use, but it’s fairly common to find tools that are un-marred by the passage of time. No scholar can definitively identify their origin.

Process

While there is no official process for the creation of a Golem, the users of Artifice follow certain trends for greater efficiency.

A Golem can be defined as any construct that has been animated by the use of a Script. This includes Automatons, Machines, Firearms, Bionic Limbs, and even certain tools. Therefore, the process of creating a Golem varies widely based on what’s being created. Normally, the Artificer first uses the tools and knowledge of their Crafting Skill to create a series of objects that will act as the Skeleton, Chassis, or Frame of the Golem. In the Skeleton, a cavity is usually designed beforehand for the place that the Scripted Nexus will rest. The skeleton is then treated with the Borer to carve hollow tubes in the bones, which the Artificer can then use to house and protect the Lines drawn by the Mapper.

Before the creation of Lines, however, the scripted Nexus must be created, and the Nexus can take anywhere from days to months to create depending on the complexity of the Golem, its range of movement, and its function. The amount of time required to create a Nexus also varies heavily by the Artificer’s knowledge in clockwork and engineering; a Golem with more complex mechanisms to create movement normally require the simple turn of a gear or the spin of a wheel and pulley to start the process, which is far easier to script than the full workings of a muscle or limb.

Once the Nexus is created, with or without the use of the Skimmer for greater complexity and length, it’s placed in the cavity designated in the skeleton and sealed away for protection, as if any damage comes to the Nexus, the Golem can malfunction and behave irregularly, or even stop working altogether. With the Nexus successfully protected, Lines are drawn using the Mapper to create a network of systems and rules that stretch the reach of the script through the body of the Golem, or as far as the Artificer desires. For instance, a hammer shaped-hand only requires the movement of a hinge-like elbow joint to function, whereas graspers or fingers need full Mapping to operate properly.

After the Nervous System is fully mapped, the Skeleton/Frame/Chassis is tied together using the Socket Binder, which can be used to create various joints that enable several different ranges of movement but will only function in such a way that the Nexus instructs. Once fully bound, which can take a matter of hours or even days to complete depending on the complexity of the Golem, additional systems may be added to aid in the Golem’s ability to move, such as clockwork and engineering. It’s at this stage that optional Receivers can be installed and connected via Lines.

Only after the Golem is fully functional and has been tested for flaws and breaks should they be treated with the Coater, which applies an external skin-like layer to the Golem to protect its systems from the environment and sabotage alike. If any changes need to be made after the Golem has been coated, then the Golem needs to be completely disassembled and rebuilt unless a maintenance hatch is designed ahead of time.

This is merely a process that Artificers follow for convenience’s sake: there are many ways to build a Golem, and a lot of Artificers have their own unique styles and brands in the creation process. Creativity and deviation are encouraged.

Golem Tiers

To more accurately measure the creation of a Golem as well as the limits of the construct, the following tier list has been created for ease of navigation and understanding.


Tier 1: Tier one Golems are anything but impressive. They normally have very few features and can be as complicated as a single limb with a limited range of movement and one or two functions. These Golems are found in assembly lines and Factories, as they are stationary. These Golems can possess only one limb.

Limitations: Players can own an unlimited number of Tier One Golems. Their function is limited to that of crafting skills, and they can operate at the same capacity as the PC’s skill in any one given craft (Barring World Magic).


Tier 2: Tier two Golems retain only one or two functions, like Tier one Golems, but have a greater degree of mobility. These are usually tools that have been welded with additional limbs and scripted to complete their functions independently of a user’s hand, such as brooms, hoes, and dusters. These Golems are capable of completing common household tasks that most would consider monotonous. What’s more, is that they have the ability to wander independently of their master’s will. These Golems can possess two limbs.

Limitations: Players can own an unlimited number of Tier Two Golems. Their function is limited to that of manual labor skills (E.G Mining, Housekeeping[Not a skill], Agriculture), and they can operate at apprentice-level proficiency in any given craft (Barring World Magic).


Tier 3: At this stage, Golems become more complicated, both in their scripts and functions. A tier three Golem is capable of automation in almost every monotonous task as long as no independent thought is required. They can follow step-by-step instructions as assigned to them per their Script Nexus. For example, a tier-three Golem can be programmed to cut down a tree using the correct technique, then drag the tree to a lumber mill for processing, return to the wood-cutting zone and repeat the process after being directed to another tree. These Golems can even be used in combat with instructions as simple as ‘chase designated target’ and ‘strike target with weapon’. They can be made to aim for certain body parts, but their programming and construction aren’t advanced enough to keep up with a dynamic environment or target. These Golems can possess four limbs.

Limitations: Players can own up to fifty Tier 3 Golems. They are a lot more versatile than Tier 2 Golems and can complete any number of tasks that require no independent thought bar world magics. At best, these Golems can operate weapons with Apprentice-level proficiency and perform most other manual skills at journeyman-level proficiency.


Tier 4: Golems made by the hand of an Expert Artificer are a lot more versatile and fluid than their predecessors, as it’s at this stage that the Artificer normally learns to incorporate Fragments into their creations, which unlocks the process of Overclocking. The previously sluggish and clumsy constructs pick up on speed, power, and accuracy, which grants them the ability to operate at the proficiency of athletes, but with the added bonus of infinite stamina. These Golems typically serve in militaries and Mercenary organizations for their exceptional combat ability. These Golems can possess six limbs.

Limitations: Players can own up to twenty Tier 4 Golems. Nigh complete automation is available to them, but they require activation of a specific process they have been Scripted to complete with an audible command of some sort. They operate weapons at Journeyman-level proficiency and can complete various crafting, manual labor, and hospitality functions (including medicine) at Journeyman-level proficiency.


Tier 5: It’s the final tier of Golem that promises vast wealth and fame to the Artificer. These Golems are normally so complex in design that they require multiple Scripted Nexuses. At least one will be dedicated to the movement and operation of the Golem it resides within while another, joined in part, will focus primarily on processes and tasks they can complete. A third Nexus might focus on the coordination and aim of mounted weapons if combat is the Golem’s primary function. Like Tier 4 Golems, these constructs are also overclocked by Fragments, but of greater potency than the prior build. They physically operate at levels akin to humans that professionally weight-lift and move at speeds more quick and dexterous than even the most practiced athletes. It’s uncommon to see humanoid-shaped Golems in this tier, as they usually have additional limbs and built-in tools to grant them more efficiency and skill than artisans. These Golems typically serve as manservants and close-quarter bodyguards to nobility and royalty alike, and devastating war machines that can erase towns overnight. These Golems can possess ten limbs.

Limitations: Players can own up to ten Tier 5 Golems. They must be completely automatic and can complete their daily tasks without the need for additional commands. Some are even adaptable and can change their aggression and tact depending on the environment, so long as their nexuses allow for such dramatic shifts in gear. They function in all physical skills at Expert proficiency but are allowed Mastery in one skill (including World Magic). It’s in that one skill that the Golem can produce works greater in quality than most mortal artisans, usually in half the time. The Artificer must be a Master (or have access to a Master) in whatever Master-level skill they choose to afford the Golem. Note: These Golems must be submitted for approval in the Magical Resources forum prior to creation.

Associated skills

In order to make any tier of Golem at all, the Artificer must have the three necessary skills to some level of proficiency. An Artificer must have knowledge in Artificing itself, Clockwork and/or Engineering, a Crafting Skill, and knowledge in Runic Script. The very best Artificers have Mastered all four fields. Of course, if lacking in any of the fields, the Artificer can always commission others to make the necessary parts for them.

Skill Table

Progression Clockwork/Engineering Crafting Skill Runic Script
Novice/Influent 0 0 0
Apprentice/Broken 0.5 0.3 0.2
Journeyman/Conversational 1 0.7 0.5
Expert/Fluent 1.7 1.3 1
Master 2.5 1.5 x

Crafting Skills: Smithing, Carpentry, Ceramics, Glassblowing, Leatherworking, Tailoring, Jewelsmithing, and Sculpting.

To determine the tier of Golem the Artificer can create, add up the values for each of the skills listed above, whether commissioned or not, then refer to the Artificer’s skill and gear. Below are the maximum tiers of Golem that the Artificer can make based on their application of Artificing. If the character is a Master in Clockwork Engineering, Smithing, and fluent in Runic Script, but only a Journeyman Artificer, they will only be able to create Tier 3 Golems. Likewise, a Master Artificer, who is novice/influent in all three related skills will not be able to create Golems themself but would be able to commission others to build parts for their designs.

Maximum Golem Tier

The below table lists the maximum tier of Golem an Artificer can create based on their progression of the skill.

Artificing Golem
Novice Tier 1
Apprentice Tier 2
Journeyman Tier 3
Expert Tier 4
Master Tier 5

Runic Script

Runic Script can be advanced like any language but without the added convenience of passively learning a stage over a season. A total of thirty Lores are required to learn the language to fluency. There is no spoken form of Runic Script; it only appears as writing. Certain glyphs and runes have translations into conventional languages, but not their own dedicated words. Runic Script can only be used to relay commands and rules to objects, as indicated in the table below.


When learning the language of Runic Script, the Artificer is usually taught to observe behaviors and movements and to translate them into writing with a series of commands as practice for the creation of a String. This observational behavior can aid the Artificer in their ability to create functional scripts, especially when it comes to the completion of tasks. More often than not, the Artificer breaks down simple tasks and writes out the motions before translating them into a script.


Broken: Simple movement commands, such as push, pull, pause, rotate etc. These commands can be strung together to form a series of movements like walking or flexing a limb. These series are known as ‘Strings’.

In other cases, simple one-word scripts can be used on clockwork devices like watches that require no winding, or even the full operation of a limb with the simple sequenced rotation of a gear, depending on the proficiency and design of the clockwork construct.

Alternatively, some Artificers with knowledge in biology can operate a Golem’s entire movement script with simple ‘Pull’ commands, especially if they’re well-learned in the flow and operation of musculature. The pull of one ‘muscle’ straightens the limb while the pull of another flexes it.

Scripts made with broken fluency only allow movement with no other function, unless it is a byproduct of the movement, such as the turning of a mill or the drag of a hoe across soil.


Conversational: Conversational-tier commands allow more advanced commands in the behavior of the Golem, and can be interrupted part-way through when exposed to certain stimuli. This process is called ‘The Conditional String’.

An example of this would be to have a conditional string of script that runs the continuous loop of swinging a pickaxe until the resource the Golem was mining has been fully harvested. At which point, the script would cease the pickaxe-swing string and initiate a put-down-tool string followed by a collect-resource string.

The key for these scripts is the use of the lapidarist, which designates sensory ability and enables the Golem to translate certain stimuli and images into commands. Long and complex algorithms allow the Golem to carry out specific jobs so long as the task is linear and predictable. The function of The Conditional String is limited in that it's narrow and inflexible.


Fluent: Fluency in Runic Script allows the Artificer to form lengthy directories of responses to certain stimuli as well as the ability to identify and separate objects in a dynamic environment.

An example of the ‘Identify String’ is the continued examination of a battlefield in which the Golem fights alongside mortal knights. The ability to identify something based on appearance is what prevents the Golem from attacking combatants on their side of the battle. It might recognize a family crest or a specific race as its ally, and recognize all others or specific individuals as enemies with specific identifiers.

Again, the Lapidarist is a necessary tool for this function. Generally speaking, the Skimmer is also required as the length of a script composed of ‘Identify’ strings, ‘Movement’ strings, and ‘Conditional’ strings is excessive. Sometimes, additional Scripted Nexuses are required, depending on the complexity and length of their algorithms.

With enough Conditional and Identify strings, Golems can function completely independent of commands.

Key

  • Scripts: A series of Strings that make up the workings of a task or job.
  • Strings: A string of commands used to execute a movement or action; a fragment of a script.
  • Conditional: A string that works to identify when non-dynamic conditions are met.
  • Identify: A string that separates targets based on set identifying factors.

Tools of the Trade

Author’s Crucible: A silver inkwell that never seems to spill, tip, or run dry. Ordinary quills dipped inside come out dry while The Writer’s Quill will yield Author’s Solution; aqua-colored ink-like fluid with which the Artificer is able to write their scripts. Though the inkwell never needs to be refilled and never seems to run dry, the artifact yields no Author’s Solution if otherwise damaged.

Writer’s Quill: A silver plume that can be used to write scripts using Author’s Solution. When writing with the Writer’s Quill, the Author’s Solution glows a bright aqua blue and can dimly illuminate a small room with just a few characters. Unfinished Scripts are liable to smudge and run. Broken Scripts (connected runes that make no sense in a string) lose their glow upon completion and promptly fade into nothing. Completed, successful Scripts appear to sink into the object and disappear from view completely. Once completed, the script cannot be edited and will remain active for as long as the script allows or until the object is broken.

Socket Binder: The Socket Binder appears as a reflective golden, engraved wrench. Though all Artificers should strive to bring their own tools to the trade, they have the luxury of using the Socket Binder for more advanced constructs. The Binder has a simple function, and that is to join two objects together regardless of their material. Hardwood can be joined to steel, steel to hemp, hemp to stone. As long as both objects are in their solid states, they can be joined together. Both objects need to be touching in order to bind, but they hold with the median strength of the two materials. That is to say that when binding iron to leather, the hold will be harder to break than leather, but easier to break than iron. The Artificer is able to create joints between the two objects using the wrench. In this case, the two objects will appear disconnected by an inch of empty space, but are stuck together with an invisible bind with the same strength as the median of the two objects’ materials. The type of joint the Artificer is able to create is based on the individual’s knowledge of anatomy and skill.

Borer: The Borer is similar in appearance to an ancient caliper that would otherwise be used to measure pipes. It’s the engraved, golden metal and its function that separates it from an ordinary pair of calipers. By pressing either of the pincers of the Borer to an object, the device will form a hollow path in the object by reducing everything between the two points to dust, but it follows a rule in that it will not break the surface layer of the object at any point except for the area of contact between the two pincers. For example, if the object is crescent-shaped, and the Borer's pincers are pressed to either one of the crescent’s points, a curved hollow tube will be formed in the object. This process takes one to five seconds depending on the hardness of the material it's used on, and the Borer can only open up to a foot of empty space between the two points of the pincers.

Mapper: The Mapper is an engraved, golden wand with no obvious or discernable function, except for in the hands of an Artificer. Alone, the tool draws Lines of physical, visible ether. The Lines are especially fragile and can be broken and dissipated by a hard gust of wind. The Lines automatically dissipate and break apart unless a Script is used for its starting point, as their sole function is to act as a conduit for the attached Script. The Script, in this instance, acts as a brain and the etheric Lines act as nerves; it extends the reach of the script from the object it's attached to all throughout all the objects and materials it touches. Because the Lines are so delicate, Artificers often Boar tubes through the Skeleton of the Golem, and hide the wiring in those created holes. This process is considered a shortcut to creating a script for each individual body part and can save months of time depending on the complexity of the Golem. The Artificer should take care, however, as if the Mapped Line is damaged or destroyed, everything that follows will be un-animated in turn. For example, if a Golem’s Nexus is stored in the cranium, (as most are), and the Golem’s shoulder is otherwise penetrated or damaged in a way that breaks the Line, the proceeding Line will also be destroyed unless it has other connections to a nexus. The arm will then cease all animation and become an ordinary object that cannot be controlled by the script.

The Lapidarist: A small pick-like tool capable of carving and designating Receivers. A Receiver is a sensory device which relays information to the construct from external sources. It can be used to receive commands and alter the regular runtime of the attached script with whatever functions are scripted into it, if desired. It should be noted that each Receiver can only receive one form of stimuli. For example, a Receiver designated to read and translate sound to the Golem will be able to take audible commands that alter or otherwise halt the process the Golem’s script is undertaking. A Receiver designed to translate sight might recognize piping in the midst of digging a tunnel and automatically halt the script and return the unit to its master if so inclined to program such a feature. Touch and taste can also be used to detect harmful substances and elicit a warning response for those nearby if desired. The application of the Lapidarist is incredibly useful.

Coater: This device appears to be a cylindrical body with a hinged lid and a triggered mechanism connected to a nozzle attached to the lid. It shares the same reflective golden appearance as all the physically-oriented tools of the trade. If the Artificer places an object inside the canister, they will be able to spray a liquid form of that material onto any solid surface by squeezing the trigger while the lid is closed. The liquified material will steadily harden as it dries at about the same pace as wet paint. The process is entirely magical, as even wood can be reduced to a liquid state with this tool. All the liquified materials remain at room temperature; the Artificer cannot spray liquid white-hot iron at their enemies using this tool. It’s most common application is to create a sleek skin layer for an automaton that the Artificer has created.

The Skimmer: A chrome, etched knife; similar in design to The Maker’s Mold. The Skimmer allows the Artificer to extend their scripts by cutting away layers of a material on three connected edges to form a sort of page embedded in the surface. Reckless usage can cut too far into the material and compromise its structural integrity and weaken it. It’s for this reason that Artificers normally place the script somewhere inside the construct, as the object it is attached to is physically weakened. Upon these extra pages, the Artificer’s scripts can be extended to complex algorithms with Identify and Conditional Strings hardwired into the code. Golems treated with the skimmer can normally act out long processes without the need for additional commands.

Strainer: A paintbrush of sorts, similar in appearance to the Writer’s Quill. The paintbrush allows the dilation and narrowing of Lines created by The Mapper. The point of this function is to allow a greater flow of ether from built-in Fragments to the frame of the Golem, if applicable. What this does is adjusts the maximum force that the Golem can exert, but also determines how quickly the Ether Crystal will deplete.

The Maker’s Mold: An etched and adorned slab of chrome metal that can record and hold onto the scripts written upon it. It can be treated with the Skimmer to allow the creation of more advanced scripts and algorithms, but improper use can result in damage and destruction of the artifact. Scripts drawn into the Maker’s mold can be impressed upon other materials, and pasted onto their surfaces endlessly. Unlike other materials, the Script can be erased and redrawn on the mold by dipping the artifact in cool water.

The Gauntlet: An exceptionally rare artifact. The Gauntlet is an elbow-length metallic silver glove with embedded, blue gemstones in both the elbow and the back of the hand. It holds a menacing appearance due to its draconic origins and bears rows of thick armor plating as well as sharp, pointed claws at the fingertips. Curiously, the gauntlet changes to fit any Master of Contrivance, regardless of race or size - so long as the wielder has a soul.

The gauntlet allows a Master Artificer to repair broken Golems in their line of sight by re-drawing Mapped Lines from a distance by the Master's will alone. In close quarters to the broken Golem, The Gauntlet can be used to repair damaged hardware with makeshift binds, similar to the application of the Socket Binder. Its primary function is a sort of field-technician role that allows the easy, albeit rushed, repair of damaged golems, which is useful in battle-field like scenarios.

The reason such an artifact is so rare is because of its acquisition. The most powerful and skilled Brass Dragons wield these tools. Those strong enough to fell such a beast normally bring about some extent of damage to either of the blue gemstones. If so much as a crack appears on either gemstone, the gauntlet loses all ability to function. In addition, the gemstones are more fragile than glass.

Products

Welding: Most Artificers are taught to use the more fundamental shape-altering tools of the trade from very early on in their careers. Among these is the socket binder, which, when used properly, can add to the mass and shape of an object. Though these additions aren’t animated without any active scripts, they’re capable of making rather bizarre and abstract structures that normally wouldn’t exist in the world of craft alone. Because the Artificer is able to weld materials completely alien to one another together, their application in construction and craft is well sought after. Metal can be bound almost naturally to wood without the need for nails, glue, or boring as an example.

Animation: The core function of contriving is the world mage’s ability to animate virtually anything. Using the magic laden within the Author’s Solution, the Artificer is able to write a series of commands and algorithms that force an otherwise inanimate, soulless object to move according to the instructions written upon it. It’s not uncommon to find all manners of tools animated within the homes of Contrivance Mages, from self-filling pales to animated brooms that sweep the floor without aid. It should be noted that all animated tools need additional appendages in order to function independently, which can be installed with the Socket Binder.

Golem Crafting: One of the most common applications of Contrivance. Golems of a variety of shapes and sizes can be crafted and Scripted to function however the Artificer sees fit. Golems can be made to complete common household chores, work as laborers, and higher-end products can even act as defenders and war machines. Golems can take almost any shape and size, but it should be noted that the longer the pathway of the mapped systems and nerves, the more unstable and erratic the connected script can reflect. Golems that are taller or longer than twelve feet typically malfunction, even for Masters of the craft. Journeyman Artificers might see no activation or life at all in their constructed Golems should their ambition build higher than the specified parameters.

Gunsmithing: The creation of one of the three components of Gunsmithing is available to the Artificer. The main body of the firearm is, technically speaking, a Golem, while the bolt that combusts the explosive payload in the shell of the Alchemical Bullet is an Etherforged Bolt. However, excessive use of the cataclysmic reaction that launches the bullet can damage and destroy the Golem, causing the weapon to explode in the user’s hands and seriously wound them with the high-speed shrapnel propelled as a result. In less extreme cases, the Mapped Lines for the mechanisms are destroyed and the weapon no longer functions. For that reason, Artificers build a fail-safe that prevents the weapons from firing until the structural integrity of the weapon returns to stability: this is known as the ‘Cool-Down’ period. A Tier 3 Golem’s Cool-Down period is thirteen seconds while a Tier 4’s is ten. A Tier 5 Golem can safely fire again after seven seconds of Cool-Down.

Artificing’s firearms are bolt action. They feed Alchemical shells into the main chamber of the gun and push the shell into the ‘Loaded’ position. Once Loaded, the Golem presses the Etherforged bolt into the butt of the shell to ignite and explode the payload of alchemical substances hidden within. The explosive force propels the bullet out of the shell and barrel at lethal speeds. The user then needs to lift the lever on the side of the firearm and pull back the Etherforged Bolt to eject the used shell before a new one can be loaded. Golems can hold a total of five to six shells depending on the size of the round. Once the new round is in the loaded chamber, the trigger will not pull or activate until the bolt clicks into place, which times automatically per the Golem’s script. Once safe to fire, the process is repeated.

Etherforged Bolts are normally designed per the Golem’s specifications and can be commissioned from Etherforgers.


Bionics: A more advanced application of Contrivance is the alteration, some would even say misuse, of the Receiver. With some degree of skill, the receiver can be taught to read other forms of stimulation and translate them into actions depending on their scripts. A receiver may be installed to an amputated limb while programmed to read the various muscles and nerves that move in the area, then translate the signals into movement upon an attached Golem limb. Of course, the process is delicate and requires a lot of patience, knowledge, and skill, but perfect prosthetics are achievable. Sensory replacements are possible in theory, but such methods imply the application of various apparatus to the brain. Artificers bold enough to try usually leave lasting, permanent damage on their clients, and sometimes kill them.

Bionics become available at Journeyman, but the Artificer is only able to replace limbs at that level of skill. Extremities like hands and feet are too complex to replicate, so most bionic limbs will have simple, non-functional ends. The Expert Artificer is able to replicate extremities and can create nigh-perfect hands and feet that operate with as much dexterity as regular organics. Upon achieving Mastery in the craft, the Artificer is even able to replicate organs and can possibly even replicate senses in the form of receivers. Of course, it’s difficult to make such things look natural.

Artificers with some degree of knowledge in medicine and biology have greater success in this field than those without.


Factories: Complete automation of crafting processes is entirely possible through Artificing. These massive machines and structures normally take an abundance of resources and plenty of time to create, depending on the stages of production and the complexity of each step, but they pay for themselves in time. For this reason, they only appear in the most developed parts of Atharen. It’s also possible to completely automate the process of Golem crafting and animating with the application of The Maker's Mold.

Typically, a production line is made up of several stations that apply certain touches to a product. For example, one station might heat an ingot of steel until it's glowing, and the next might hammer it into shape on a mobile anvil carried by another Golem. The product is carried between stations by a Tier 3 Golem, but they can be substituted for Tier Two Golems if no advanced handling is necessary.

Progression

Novice

Just starting out in the craft, the novice Artificer typically spends their time studying Runic Script, as well as the application of basic tools like the Socket Binder. It's typical to find additional animated limbs attached to various tools that can be found around their home, many of which aren't functional or at all productive. There are two reasons for this behavior: The novice understands the need to experiment with the animation of limbs, and resources are scarce.

Tier one Golems are available to the novice. Welding and Animation are available to them as products right off the bat, though these are usually very amateur in quality. They are able to make use of the Author's Crucible, the Writer's Quill, and The Socket Binder with Tier 1 Golem proficiency.

Apprentice

At this stage, The Artificer has more than likely developed their first working, productive Golem (even if it's just a walking broom). Some go on to study biology and other sciences, depending on the application of their craft. They learn the flow of force in anatomy, the way muscles pull to move limbs in all manners of directions, and learn to apply these extensions to their craft through Runic Script. Especially talented apprentices can begin to hypothesize and plan anthropomorphic Golems, but the theory is leaps and bounds from the application and practical work.

Tier two Golems are available at this stage, the journeyman gains access to Golem Crafting. They become vastly more skilled in the creation of Golems with the aid of the Borer and the Mapper. The Golems they create are usually just animated tools that have additional limbs and joints welded to them, but they serve their purpose at maybe half the speed of a mortal with slightly sub-par results.

Journeyman

Journeyman Artificers are normally quite adept and confident in their ability to create. Many Artificers, at this point in their journey, may start to see commissions for low-tier Golems depending on the publicity of their work, but not enough to make a full living from it. Additionally, the Journeyman can review and edit the Golems of other Artificers with their own physical and systematic additions. Those with higher Aspirations might invest in purchasing Golems from Artificers of greater skill just to disassemble them and learn how they work to further their own craft.

Tier three Golems are available to the journeyman Artificer, and they are proficient in Golem Crafting, Welding, Animating, and Bionics. Furthermore, the Journeyman Artificer has access to the Lapidarist and the Coater.

Expert

True experts in the craft hold vast knowledge on the application of nearly all the tools and most of the processes associated with the trade. Most successful Artificers retire their progression at this stage and take on apprentices of their own to guide, for a fee. Some Artificers build vast workforces and squadrons of war machines by the time they reach this stage in their craft, and the profits for their labor are certainly enough to make any world mage complacent.

Tier four Golems and below can be crafted by experts. Animating, Welding, Golem Crafting, Bionics, and Gunsmithing as products are available to them and can be applied at the proficiency and fluidity of a tier four Golem. They are able to use all the associated tools of Artificing, bar the Maker's Mold and The Gauntlet, and have extensive knowledge on their applications.

Master

Artificers at the Apex of their craft are revolutionaries. World mages of this caliber can elevate societies with industrialization and endless free labor. The Golems they can produce are sought after by nobility and royalty across all of Atharen. With Bionics, the master is able to replace vital organs in addition to extremities and limbs. Sensory replication is within reach but requires additional medical and biological knowledge to do so safely. A true master is capable of developing new and powerful technologies, which they can share with the rest of Atharen if they so please.

The final tier of Golem is available to the Master Artificer, along with the Maker's Mold and The Gauntlet, which in turn, grants the Master the ability to completely automate the production of Golems with Factories, which they unlock among all other processes at this stage.


Notes

  1. Players are allowed to create mechanical versions of things that already exist in Atharen using Artificing, but these should not be used to further the technology of the world by any means. For that reason, any new creations not listed in the Products section should be applied for in the Magical Resources Forum.
  2. The creation of Factories and Tier Five Golems alike requires prior Mod approval. These creations should be applied for in the Magical Resources Subforum.
  3. Players can request an exception to the maximum cap of Golems they can own via the Support Forum. PCs like Kings and Argent Knights are likely to have far more Golems in their possession than the cap allows. These requests are handled on a case by case basis and should be presented with adequate reasoning for such a request.
  4. If a player wishes to substitute one of the Crafting Skills with something not listed in the Associated Skills section, they can make such a request via the Support Forum.