Champions: Sample Reliquaries Part 1

And here is a trio of sample reliquaries as part of a request from the probable GM for the campaign this material is likely to be used in. As with all things like this, these require GM approval before inclusion and it is probable that someone could do a better job of representing a magical device that requires power from the user to function than these show (particularly the vehicle).  Basic idea is that these are all available via the reliquary equipment allowance the Average Citizen Build allocates. Although why the average citizen might need an industrial smelter is beyond me since usually only the guilds would have access to those.

Initially called reliquaries due to their origins as containers of divine spell formulas, the advances in reliquary design and construction over time have resulted in the more modern variants taking on a role similar to machinery on Earth. Still reliant on magical energies from their users, reliquaries are not completely independent but can readily be expected to perform their designed functions with only a minimal amount of supervision. While by no means an exhaustive listing of the variety of reliquaries available, the following should provide a sampling of how some are built.

The Stone Stream

As a general purpose industrial smelter, the Stone Stream is able to process a wide variety of ores into purified metals in bulk. As such it is designed to process nearly sixty four thousand cubic meters of material at once on a near continuous basis. The Stone Stream takes in molten ore and separates out the oxides and other dross from the metal for further processing. Care must be taken by the operators to either not mix reactive materials together or to actively suppress unwanted chemical reactions from occurring. Upgraded versions may include additional safety warding, faster material processing times, internal heating capability, or even the ability to make specific alloys on demand given the proper raw materials.

Generally, a Stone Stream is constructed as a giant pot or bowl like structure with an overhead material feed and several different outlets at the bottom for different end products. Teams of medjai operators will watch over and supply magical power to entire facilities of such Stone Streams. Other teams will supervise and operate other reliquaries both upstream to provide the molten raw materials and downstream to turn the processed liquid metal into various standardized casts. Given the exceedingly deadly operating temperatures such operations run at, the workers are typically provided some form of protection either via wearable reliquaries designed to protect the wearer, or locating the workers in specially warded rooms.

Stone Stream Modifiers Base Cost Total Cost
3d6 Minor Transform: Ore to Processed Metal 30 20
Area of Effect (Radius 19 Hexes) 1
Continuous 1
Cumulative 0.5
Uncontrolled 0.5
Extra Time (1 Minute) -1.5
Independent -2
User must be familiar with relevant magic system -0.5
Requires a skill roll (Systems Operation:Reliquary) -0.5
Ore must be molten before processing -0.5

General Purpose Reliquary

The general purpose reliquaries are a relatively new and still rapidly maturing development. While most reliquaries contain only a few specifically designed spells to be used over and over again, the general purpose ones are able to connect to a central spell repository and retrieve spells on demand. Additional functionality including communications, information downloads, and data display are now becoming common. Advanced versions will even incorporate a functional computer with various spell programs and personal assistant capabilities. Most take the form of a pendant or other piece of jewelry although other forms (such as cards) are quite common.

Following a pattern of development not unlike computers and information technology on Earth, the general purpose reliquary has been getting continually more powerful and compact with time. Many anticipate that all but the more highly specialized and powerful reliquaries are likely to be replaced by general purpose designs in the not too distant future. Militarized versions are now able to generate weapons and armor out of thin air, channel substantial amounts of magical energy using the cartridge system, and frequently possess functional magical intelligences capable of substantial independent action.  The fact that these reliquaries are able to draw upon the magical energies of their owner to perform healing spells and call for help has already saved countless lives.

General Purpose Reliquary Modifiers Base Cost Power Cost Total Cost
Elemental Control 2 1
Independent -2
User must be familiar with relevant magic system -0.5
1d6 Aid Spell Download (Max 6 Point Slot) 5 5 3
Autofire (5 Shots) 0.5
Fade/5 minutes 0.5
Incantation -0.25
Gestures -0.25
Concentrate (0 DCV) -0.5
Images (Sight and Sound) 15 6 4
Reduced Endurance (0 END) 0.5
Obvious Projection -2
No Range -0.5
1d6 Aid Knowledge Download 12/- (Max 6 Points) 5 5 3
Autofire (5 Shots) 0.5
Fade/5 minutes 0.5
Incantation -0.25
Gestures -0.25
Concentrate (0 DCV) -0.5
Enhanced Sense Magical Communication 10 4 2
Indefinite Range (Still needs Repeaters) 5
Reduced Endurance (0 END) 0.5
Does not use conventional signals -1
Only links to other reliquaries and relevant spells -2
Navigational Computer Initial Value Bonus Modified Values Cost
Intelligence 10 -2 8 -2
Dexterity 10 0 10 0
SPD 2 -1 1 -10
Skill: Personal Assistant 11/- 3
Skill: Trading 11/- 3
Skill: Magic Theory 11/- 3
KS: Paramedic 11/- 2
Skill: Popular Movies 8/- 1
Skill: Popular Music 8/- 1
Skill: Games 8/- 1
Language: Zanti 1
Program: Personal Assistance 1
Program: Show Entertainment 1
Total Cost 5
Elemental Control Discount 2
Final Cost 3
Final Reliquary Cost 16

The Windcatcher

There are an enormous variety of land travel reliquaries available depending on cargo capacity, speed, number of passengers, and styling.  Originally modeled after the first mass transport reliquaries, mass production and refinements in design have made them affordable to most of the population.  While safety concerns have kept the flying models out of private ownership for much of the population, the ground varieties have a proven track record of safety and reliability.  The mandated integration of piloting spells has drastically reduced the accident rates considerably as well.  Recent proposals now center on the inclusion of the cartridge system for use in emergencies where the passengers are no longer able to supply energy are now being considered.

Windcatcher Modifiers Base Cost Power Cost Total Cost
Elemental Control 4 1
Independent -2
User must be familiar with relevant magic system -0.5
Vehicle Starting Value Bonus Modified Values Cost
Strength 10 0 30 0
Body 10 0 14 0
Size 1 4 5 20
Length 1 hexes 2.5 hexes
Width 2.5 hexes 1.25 hexes
Mass 100 kg 1600 kg
DCV 0 0 -2
KB 0 0 -4
DEF 2 0 2 0
Dexterity 10 0 10 0
SPD 2 1 3 10
Movement (Ground) 6 6 12 3
Movement Noncombat 12 2 48 5
Total Points 38
Total Cost 8
Navigational Computer Initial Value Bonus Modified Values Cost
Intelligence 10 1 11 1
Dexterity 10 0 10 0
SPD 2 -1 1 -10
Skill: Navigation 11/- 3
Skill: Sensors Operation 11/- 3
Skill: Combat Piloting 11/- 3
KS: Traffic Laws 11/- 2
Skill: Popular Movies 8/- 1
Skill: Popular Music 8/- 1
Skill: Games 8/- 1
Language: Zanti 1
Program: Drive vehicle from A to B 1
Program: Show Entertainment 1
Total Cost 8
Final Reliquary Cost 8

Champions: Average Zanti Citizen Build

And in response to a request from the probable Game Master for setting, here is an interpretation of how a typical Zanti citizen is built along with additional background information to give context to some of the disadvantages listed.  This build is obviously using the relevant Zanti racial template.  I am still working on the sample listing of reliquaries but hopefully will get that finished soon as well.  If anyone wishes to have the spreadsheet I used to make this in an effort to double check my math, please feel free to ask.  Sadly, again it looks like some of the table formatting is not translating well from editor to finished product.

Guilds

While modern publicly traded corporations and other businesses on Earth are outgrowths from the era when investors purchased shares in the returns of a shipping voyage, the equivalent social structures on Zantu trace their heritage from guilds.  This has had a number of historical benefits such as promoting worker rights and making education widely available.  However, the high emphasis on protectionism and hoarding intellectual property also stifled development for a significant period of time until the Saint King elected to break apart the guild cartels and enforce open standards upon them.

Still, guilds have survived and thrived into the modern era as primary employers and sources of production on Zantu.  Guilds compete with one another for contracts, recruit and train new members, and participate in various regulatory organizations.  Members are expected to follow specific codes of conduct both at work and at home and can face penalties or even expulsion for violations of these codes.  In exchange, the guild strives to equably distribute earnings and work amongst members and other privileges.

Orders

While Zantu does not have anything resembling a standing military force, it does boast a significant force of highly trained knights, priests, and mages dedicated to preserving law and order across the world.  Organized into various Orders each centered around a different saint, they each compete for the right to police territory via accomplishments and feats of heroism.  The larger orders can be counted on to win the contracts to guard critical locations like the entrances to the Elemental Planes or even police entire continents with large resource and manpower reserves in case of real emergencies.  Smaller orders will specialize into more niche tasks like search and rescue, guild infractions, or even scouting work.  Some guilds even receive special sanction from the Saint King to investigate and police the other orders for signs of corruption.

Each order has a patron saint and an associated code of honor to go with it that is heavily enforced.  With their reputations and contract renewals on the line, the orders cannot tolerate loose cannons running amuck and ruining their image.  Still, they would rather deal with such discipline issues internally and will resist efforts at external authorities to try and punish members of their order.  More than one cocky knight with poor judgement has realized being rescued by the guild was not all they had hoped it to be.

While the average Zanti has significant magical talent and training at their disposal and can even get access to combat spells in an emergency, it is the various orders that form the backbone of Zanti’s defense against threats both internal and external.  It is also the various orders that typically have access to combat rated reliquaries, enhanced clones, golem enhancement modifications, and the most potent tattoos.  However, it is the rare few medjai that manage to break through the nigh impenetrable wall that separates the talented from those with true Talent that are highly coveted.  The major orders will trade considerable resources and assistance in exchange for these medjai should a minor order pick them up first.

Average Citizen Build

The typical Zanti has had substantial magical education and training and can probably be expected to design fairly simple and straightforward spells using raw theory given sufficient time.  Most will definitely be working for a guild of some sort or possibly one of the various orders unless they are involved in actual governance.  While not likely to possess the most powerful or advanced reliquaries available, they can be expected to have a substantial number of reliquaries at home, at work, or even available to rent or borrow.

 Point Allocations Points
Base Points: 0
Disadvantages Points: 25
Total Points: 25
Remaining Points: 0
Disadvantages Modifiers Base Points Total Points
Watched: Guild (8/-) 20 10
More Powerful 15
Has extensive non-combat influence 5
Psychological Limitation (Guild Code of Conduct) 15 15
Situation: Common 10
Intensity: Strong 5
Primary Characteristics Bonus Attribute Cost
Strength 0 7 0
Dexterity -2 8 -6
Constitution -2 8 -4
Body 0 8 0
Intelligence -2 8 -2
Ego -2 8 -4
Presence -2 8 -2
Comeliness -2 8 -1
Figured Characteristics Bonus Attribute Cost
Physical Defense 0 1 0
Energy Defense 0 2 0
Speed 0 1 0
Recovery 0 3 0
Endurance 0 16 0
Stun 0 16 0
Movement Bonus Attribute Cost
Movement: Running 0 6 0
Movement: Swimming 0 2 0
Combat Stats Bonus Attribute Cost
OCV 0 3 0
DCV 0 3 0
Skills Roll/- Points Cost
Knowledge 12 4 3
Profession 12 4 3
Magic Theory 11 3 3
Systems Operation (Reliquaries) 11 3 3
Perks Modifiers Base Cost Cost
License: Guild Membership 0 0 1
Money: Middle Class 0 0 0
Powers Modifiers Base Cost Total Cost
Multipower (20* Point Reserve) 20 10
*Note: 30 Point Reserve with Zanti Racial
Gestures -0.5
Incantations -0.5
Slot (30 Active Points) 6 2
Concentrate (0 DCV) -0.5
Extra Time (1 Turn) -1
Slot (30 Active Points) 6 2
Concentrate (0 DCV) -0.5
Extra Time (1 Turn) -1
Slot (30 Active Points) 6 2
Concentrate (0 DCV) -0.5
Extra Time (1 Turn) -1
Slot (30 Active Points) 6 2
Concentrate (0 DCV) -0.5
Extra Time (1 Turn) -1
Slot (30 Active Points) 6 2
Concentrate (0 DCV) -0.5
Extra Time (1 Turn) -1
1d6 Aid Design Spell (Max 6 Point Slot) 5 2
Autofire (5 Shots) 0.5
Incantation -0.25
Gestures -0.5
Extra Time (5 Minutes) -2
Concentrate (0 DCV) -0.5
Requires a Skill Roll (Magic Theory) -0.5
2d6 Aid Reliquary Equipment Allowance (Max 60) 34 9
Fade/Day 1.25
Extra Time (5 Minutes) -2
Only activates at home, at the market, or between outings -1
Personal Only -1
Increased END: X10 -4

Champions: Homo Zanti

And here is a racial template for building a baseline member of the native species of Zantu:  Homo Zanti.  Built as a zero point template, they have significant advantages and disadvantages compared to baseline Homo Sapiens found on Earth.  I’ve worked to try to make sure everything fits a reasonable background and evolutionary history given the setting.  As with all such things, this is subject to Game Master approval.  Annoyingly enough, the complete formatting of the tables is not rendering and I have yet to figure out why.  It does show up in the editor but not the finished render for whatever reason.  Hopefully I will get this fixed soon.

After twenty six millennia, the people of Zantu have diverged significantly from humanity on Earth. Whether or not the two populations are now separate species or merely different subspecies is not yet known at this point, although considering the immense variety of humanity on Earth alone this may well be academic. Still, the variations are significant enough to warrant cataloguing for those interested in such matters.

Variothermic

Unlike ectotherms like reptiles which depend on external heat sources for sustaining metabolic activity or endotherms such as mammals which strive to maintain a specific body temperature, the Zanti can maintain a near constant level of metabolic activity independent of body temperature. Due to a combination of metabolic enzymes that refold depending on temperature and antifreeze compounds in their cellular structure, the Zanti can maintain mammallian levels of metabolic activty without the need to maintain a constant body temperature. This can even allow them to readily survive direct exposure to freezing conditions for significant periods of time. Because of this, most of the time the Zanti do not show an appreciable temperature difference from ambient.

Still, this adaptation has come with costs and limitations. Firstly, Zanti body temperatures need to return to human levels to handle some metabolic processes. This can include growth, healing major injuries, disease response, and various aspects of reproduction. During such times Zanti will require significant protections from the cold similar to a human like heavy clothing, shelter, and external sources of heat depending on the weather.

An additional cost of this adaptation has been the loss of many of the cooling mechanisms to deal with heat such as sweating. While not exactly a major issue on the cold world of Zantu, on Earth this can prove debilitating with any situation that raises their body temperature above about 37 degrees C. So summer conditions in many latitudes, deserts, and tropical environments can all prove quite deadly for Zanti while being only uncomfortable for humans. Active external cooling can mitigate this of course.

Lastly, the numerous metabolic changes that this adaptation introduces also has impacted their ability to metabolize alcohol. Ethyl alcohol is inherently toxic to Zanti in a manner similar to how methyl alcohol is toxic for humans. While historically access to magic kept many of the ancient historical issues with finding safe drinking water moot and this did eliminate a drain on precious grain resources, this also meant that fermented or rotting food could not be readily salvaged into various beers and such.

Variothermic Modifiers Base Cost Total Cost
Invisibility: Infrared 5 2
No Conscious Control -2
Life Support: Intense Heat/Cold 3 1
Only works for intense cold -0.5
Can be overwhelmed (-40 degrees C/F) -0.5
Susceptibility: Heat (Uncommon/Turn) -10 -10
Susceptibility: Alcohol (Uncommon/Turn) -10 -10

Low-Light Adaptation

While Zantu’s sun (HD197027) is quite similar to the Earth’s sun in both size and temperature, the planet Zantu orbits in a significantly larger orbit than Earth does. This, coupled with Zantu’s near 90 degree tilt, means that most of the habitable regions receive much less light for much of the year compared to similar regions on Earth. For this reason, the ability to see at night came under immense selective pressure.

Zanti eyes tend to be larger than normal human eyes although not disconcertingly so. This allowed their eyes to capture light more effectively. The corneas also saw changes that effectively made them transparent to near ultraviolet light. These adaptations effectively give Zanti the ability to see normally in low light and night time conditions. The ability to discern color may be impaired if conditions are dark enough though and this does not compensate for the lack of any light whatsoever. Unfortunately, the greater light gathering abilities of Zanti eyes also makes them vulnerable to intense light. Earth level sunlight is blinding to Zanti and intense flashes can easily blind them.

Low-Light Adaptation Modifiers Base Cost Total Cost
Enhanced Sense: Ultraviolet (No night penalties for vision) 5 5
Sun Blindness/Flash Vulnerability (Infrequent, Greatly) -10 -10

Intuitive Magic Talent

Millennia of divination guided selective breeding and experiments in enhanced cloning have given the Zanti a significant talent for magick above that of normal human baseline. Given the harsh climate of Zantu and the need for maintaining costly and mana intensive wards, this ensured that any traits favoring magical talent had immense survival benefits. As a side effect of this, Zanti have gained the ability to sense magical energies around themselves as a sort of sixth sense. In many ways similar to both hearing and vision, most Zanti still require concentration to effectively focus on the energies around them. Zanti children also tend to intuitively learn to make a gesture (the form varies) to help them focus their attention on their magical sense. With practice and training though, the need for gestures and to concentrate can be lessened or even eliminated allowing one to use this sense as readily as sight or hearing.

This adaptation also inadvertently reawakened the latent human talent for telepathy on a partial level. While not nearly as robust as the talent of old, Zanti can communicate mentally with each other over a limited range. They can readily form connections with individuals with whom they are familiar with without line of sight, but strangers will require line of sight in order for a connection to form. Considering how vulnerable this can make the user, this is commonly seen as a more earnest and trusting form of communication compared to regular speech. As such, it is mostly used with trusted friends and relatives although dramatic overtures to reconcile with enemies are not uncommon. Attacking someone attempting to engage in telepathic conversation is seen as being particularly barbaric and is frowned upon mightily.

Innate Magical Talent Modifiers Base Cost Total Cost
1d6 Aid Multipower Reserve 5 7
Max Limit Increase to 10 4
Autofire (5 shots) 0.5
Reduced Endurance (0 END) 0.5
Linked (To Multipower) -0.5
Self Only -0.5
Always On -0.5
Enhanced Sense: Magic, Discriminatory, Range 15 9
Concentration ½ DCV -0.5
Gestures: Constant -0.25
Mind Link with any willing 8 targets 30 13
Reduced Endurance (0 END) 0.5
Only usable with other Zanti -1
Concentration 0 DCV -0.5
Only works over shouting distance -0.5
Must have line of sight or know target -0.5

Phyletic Dwarfism

While modern food production methods have relieved the old restrictions on the food supply, millennia of tight supplies and shortages still have had their effects. Zanti are on average shorter and less massive than the average human. With an average height of about 1.5 meters (5 feet) and a weight of around 48 kilograms (105 pounds), Zanti are at the bottom of the normal range variation for humans. Due to limitations imposed by the hominina reproduction process though, gender differences in height and weight are largely nonexistent.

Phyletic Dwarfism Modifiers Base Cost Total Cost
Reduced Characteristic: Strength (-3) -3 -3
Reduced Characteristic: Body (-2) -4 -4

Champions: Zanti Magitech

While much of the so-called Magitech of the Zanti revolves around the use of mass produced reliquaries, other applications of engineered magic exist. Some have been abandoned in favor of other improved methods, while others are much more situational, dangerous, or cost prohibitive to really catch on.

Cartridges

While the Zanti have developed a significant innate magical talent and research into the Illiriat Erdagone has improved spell efficiency immensely, there are still threats that require significantly more power to handle. While many techniques have been discovered for boosting one’s own power, the Cartridge System has proven to be the most reliable method by far. Working in a manner similar to autologus blood doping, the user stores magical energy in cartridges for later use. Reliquaries can then infuse the stored magical energy in cartridges back into the wielder to provide a significant boost to spellcasting ability. This system has proven itself many times by providing the much needed boost in power that has turned the tide in battle on more than one occasion.

Still, the system is not without it’s problems. Firstly, overuse of too many cartridges in a short period of time puts a lot of stress on the wielder’s spirit. While many gain a limited tolerance and even increase the duration of the effects with repeated use, this doesn’t remove the fact that the system is pushing a person’s mana levels to dangerously high levels in intense bursts. Secondly, the spiritual nature of magic tends to limit the compatibility of cartridges significantly. Obviously one’s own mana works best, but family members can share cartridges amongst themselves (oddly, relation by marriage counts for this). Cartridges made by distant relations, friends, or complete strangers tend to do far more harm than good though.

Cartridges can be charged simply by holding the cartridge in one’s hand and channeling magical energies into them. The cartridges are then stored in a clip that can then be inserted into an appropriately constructed and configured reliquary. The reliquary can then be mentally commanded to expend a number of cartridges in boosting the next spell to be cast. Some spells may even be preprogrammed by the user to automatically expend a predefined number of cartridges. Once expended, the cartridges become inert and must be recharged or replaced before used again. Given the dangers from misuse and abuse, availability of cartridges is officially restricted to licensed government personnel, although this has not prevented the illegal manufacture and distribution of cartridge systems.

Familiars

Familiars are at once one of the oldest techniques known and still one of the most ubiquitous. Created by fusing an animal spirit into an artificial body with one’s personal magic, the resulting creature possesses spellcasting ability, enhanced intelligence, speech, telepathy, and limited shapeshifting powers. The resulting creature then looks like a juvenile member of the animal spirit’s original species although many are “stylized” by their creator. Familiar personalities tend to be a mix of the original animal spirit’s species and the creator’s own personality. While nothing compels the resulting familiar to obey it’s creator, usually the familiar is friendly enough to begin with and can develop a close bond to it’s creator and his/her family. Unless mistreated, a familiar can become a close and reliable friend and companion. And such is the link between master and familiar that should the master be killed, the familiar will fade away as well.

While the first initial familiars created long ago only had access to a few limited spell abilities, more modern designs can access the full spellcasting ability of their master at will. Modern designs also are capable of shapeshifting into both a larger adult animal form or a more humanoid form depending on the needs of the situation, but maintaining either form proves taxing since they are ultimately dependent on their master’s power to maintain these forms and spellcasting ability. Still, familiars have proven themselves countless times as a reliable support in combat, protectors for the home, guardians of the children, and assistants at work. These days familiars enjoy many legal rights and protections under law and can even be granted the power to act on their master’s behalf, although the master is still legally responsible for the behavior of the familiar. Familiars are incapable of using reliquaries and fusion elementals however given the feedback issues either would present to their master.

Fusion Elementals

Similar to the invocation magicks of Earth, it is possible to utilize the difference in mana potential between the various elemental planes and Zantu to greatly empower magical effects. Given the lack of (confirmed) native sapient life in the elemental planes though, direct invocations are impossible. While it wasn’t uncommon in ancient times for a medjai to bind themselves with a non sapient creature from the elemental planes and use the resulting link to boost their magical power, the often alien and instinctual minds of such creatures would quickly drive such medjai mad in short order. A few mages found it possible though to find and harvest inanimate concentrations of elemental energy (the form varies) that can then be used as a battery of sorts while on Zantu, although these tend to permanently lose their charge quickly with use and typically required the user to have a compatible personality for the elemental energy type in question. Still, this was far safer than binding a non-sapient elemental creature to one’s own spirit or even attempting to bind an energy core directly.

The major development came when someone (whose name is lost to history) discovered that it was possible to construct an artificial sapient creature using these energy cores and a variation of the familiar construction techniques. The resulting creature could then tap into it’s own elemental power at will without losing charge permanently. It even proved possible to “fuse” with the elemental temporarily whereupon the user would gain access to the elemental’s mana potential in addition to his/her own as well as most spells gaining an elemental power infusion. The user’s body would frequently become more stronger, faster, and more durable as well. Medjai enhanced as such can prove to be a force to be reckoned with on the battlefield although few can maintain the fused state for very long for variety of mental and magical reasons.

Still, even this had it’s downsides as the resulting elemental is a fully independent creature unlike a familiar and is prone to having extremely willful personalities. Forcibly attempting to fuse with an unwilling elemental will result in a battle of wills for control of the resulting form and even if the battle of wills is won, full control can prove elusive as the elemental will resist at every opportunity. Cooperative elementals do much better, especially when the personality types of the elemental and the medjai are compatible with each other. Particularly loyal elementals will even take control of a fused host’s unconscious body in an emergency in an attempt to rescue the host.

Unfortunately, after a number of very high profile incidents where fused medjai have gone insane and out of control, fusion elementals have (not entirely fairly) gained a bad reputation in many circles. For this reason more and more medjai have switched to using the recently developed cartridge system when more power is required. The fact that criminal medjai have begun to forcibly use fusion elementals in order to effectively compete with cartridge system using medjai has only further tarnished the reputation of fusion elementals. While not illegal to create, most in recent use are in the hands of criminals or have been liberated from criminal possession.

Legally, elementals are considered free and independent entities under Zanti law. Fusion elementals tend to look like very small (less than six inches tall) adult humans although other forms are not uncommon. Most possess some form of flight and can cast a variety of spells related to their elemental nature. When fused with a medjai, the medjai’s hair, eyes, and clothing change color to more closely resemble that of the elemental’s and may even gain spontaneous manifestations of elemental energy such as flaming shoulderpads, an icy sheen on their clothing, or a luminous glow from their skin. The fused medjai’s speed, strength, and durability are usually enhanced significantly above normal. Most of the medjai’s spells will gain elemental effects in addition to the basic spell effects which can greatly improve the spell’s power. Such spells do tend to gain vulnerabilities to opposing elemental energies however.

Golems

Completely independent automatons have been an elusive goal for some time on Zantu. While familiars can act independently of their masters, they are still ultimately tied to their master’s life and power in ways that make them far from enduring. Such is the way of ultimately any living creature. So ways were sought to give animation to inanimate metal and stone. Two issues were ultimately found with such ambitions though: a need for a power source, and a need for motive force.

Motive force to be appeared straightforward enough from a theoretical standpoint as the capabilities of decision-making wards seemed like an ideal starting point. However it was quickly learned that the more independent the resulting golem, the more literal and unbending the interpretation of any instructions. Attempts to address this with additional programming quickly became unsustainable for anything beyond the most basic of tasks. The development of reliquaries with their much more reliable performance and ability to act as force multipliers for medjai in a variety of tasks meant that what few niche applications golems had were quickly being replaced.

Power was the other problem discovered and proved to be in many ways a simpler (if not straightforward) nut to crack. Being unliving constructs, golems are incapable of producing their own magical energies and so are utterly dependent on external power. While experiments had produced some successful (or disastrous) results for golems that utilized ambient mana, most efforts ended up focusing on mundane sources of energy and storage. Sadly, such systems tended to be fairly weak or short lasting which only made them suitable for smaller creations. It was only with the advent of steam power that fully independent and dense power systems for golems truly became possible.

For these reasons, golems tend to be considered incredibly limited, noisy, dirty, and idiotic. As a result, golems tend to be used mainly for highly simplistic and repetitive tasks that are too dangerous or difficult for Zanti to handle well. A few rare and more powerful variants can still be found abandoned or otherwise forgotten deep in catacombs or tombs acting as guardians and caretakers following ancient and arcane programs. These constucts can be dangerous to stumble upon unawares as one can never be sure what literal interpretation of irrelevant orders may entail.

Golem construction tends to vary significantly depending on the designed task. While many are designed with a humanoid form made of metal or stone, other more animal or even esoteric forms and materials are possible. The use of dead remains as raw materials is however tightly restricted given the overlap with the blacker aspects of necromancy.

Golem Enhancements

While the magic needed for regenerating lost limbs and even organs has been firmly understood for quite some time, there have always been those annoyed with the inherent limitations of flesh and blood. With that in mind, many throughout the centuries have attempted to graft unliving metal and stone to flesh and blood with limited success.

It was recognized early on that the critical issue was not attaching the grafts onto the body but actually binding the spirit to the new body part. Elements such as iron and carbon could be bonded readily, but suffered from limitations in terms of weight, durability, and overall functionality. More exotic materials could be made into new parts with superior performance characteristics, but tend to be rejected by the spirit over time and become nonfunctional. Frequent reapplication of the appropriate binding spells and attempting to force integration of the rejected golem parts can counter this at the cost of one’s lifespan and mental stability.

For these reasons, golem enhancements have historically been relegated to a few niche applications and the occassional madman. It has only been recently discovered from advanced in cloning and controlled genetic augmentations that it was possible to engineer humans able to accept the more exotic golem enhancements almost as readily as a classically regenerated body part. The resulting individuals do still require a great deal of maintenance and support while growing up or after receiving injuries as the new parts will not grow or heal naturally. And such genome changes need to occur at the embryonic stage or earlier to truly be stable and effective.

Medjai Cloning

While evolution and divination guided selective breeding have been modifying Zanti from “human” baseline for millennia, there have always been those wishing to augment or even leapfrog the whole process to various ends. Although experiments determined that direct modification of an adult Zanti was found prone to inducing a number of various instabilities, modifications during the embryonic stage or even earlier proved to be far more reliable. As such the same cloning techniques initially applied to the creation of new flora and fauna for repairing Zantu’s ecology were further adapted to the new experiments.

Most efforts focused on improving the resulting medjai’s magical abilities or even cultivating specific talents. These have only had moderate success at raising the resulting medjai’s abilities to superior levels, but the anticipated truly superhuman talents proved elusive with only rare and unrepeatable successes. And while many of those major successes have ultimately proven themselves good for Zanti society as a whole, the even more rare spectacular failures (such as the purported clone of the Saint King himself) have often proven nearly disastrous. Still, the introduction of these individuals into the Zanti breeding population has served to help increase the general level of magical talent over time.

Efforts to clone medjai with more exotic abilities have also been pursued over time. Most recently is the sudden appearance of medjai enchanced with golem implants and the revenants, but others have been attempted in the past and even today. Given the unreliable and often self-serving nature of those desiring to create such clones, such experiments are typically banned without intense oversight from the government. This has not deterred everyone though and the criminal element unfortunately has a disturbingly high number of “prototypes” making trouble on their creators’ behalf. And after the False Saint King incident all attempts to clone the Saint King are strictly forbidden and perpetrators hunted with extreme prejudice. Illegally made clones are not held accountable for their creation, but are liable for any crimes they commit themselves except in cases of forced coersion.

Revenants

Resurrection of the dead has long been a highly sought after but unattainable goal despite millennia of research. While necromancy can provide some semblance of “life after death” through unlife, returning the departed spirit to a living body has thus far proven impossible. Still, many have tried a number of ways to cheat death. One such method has been the creation of revenants: clones with the implanted memories and personalities of the original medjai. Since they are a new spirit or soul being forced to conform to an existing mind, the revenants are highly unstable mentally as the new soul and the imprinted personality battle for control.

The creation of revenants is completely forbidden given their violent behavior and frequently deteriorating sanity. Revenants are also one of the few situations that will result in the authorities actively attempt to terminate them when one is discovered. However, given that revenants tend to be created by medjai seeking both power and immortality, revenants unfortunately tend to be modified heavily with golem enhancements, tattoos, and other modifications to increase their effective combat power making it difficult to terminate them outright.

Tattoos

Tattoos and other related techniques deal with the magical enchantment of the flesh of an existing creature. As one of the oldest techniques, the sheer number of variations and styles this covers easily eludes easy cataloguing. While tattooing is the most common variation, other means such as ritual scarring, infusion of exotic magical materials, binding a spirit (usually animal) to oneself, and even absorbing a magical artifact into oneself. Still, for all the different variations and methods involved, the end results remarkably are similar: the user receives a number of specific supernatural abilities in exchange for a few related disadvantages.

Tattoos in particular have been on of the most common and versatile variations to date. By inscribing specific spell formulas into the flesh using special inks the user can then simply project magical energy into through the formula to cast the inscribed effect. While this lacks the flexibility of reliquaries, it is much harder to remove and does not require near the amount of time or effort to use that reliquaries can need to function correctly. More complex tattoos can even provide a number of abilities that can be activated as a set.

Still, the greater ease of use that comes with tattoos also means that they can readily be pushed past safe limits if one is not careful. This can then result in damage to one’s ability to channel magic or even begin undermining one’s life if pushed too far. Nor has it been found to be prudent to inscribe powerful “always on” spells since this has also been known to accelerate the progression of any negative side effects.

While reliquaries are the goto solution for most spellcasting needs, tattoos still see quite a bit of use in some circles. The ability to have a quick heal or call for help spell available that doesn’t even need conscious effort to utilize has saved the lives of many medjai throughout history.

White Necromancy

While black (or true) necromancy and blood magic is banned and grounds for termination on sight, the so-called white necromantic arts are tolerated and even sanctioned by the government to an extent. Utilizing links to the high entropy “negative energy” plane, they can animate dead remains into constructs to fight for them. These constructs tend to be exceedingly crude, but in turn can be versatile and are much less prone to typical golem idiotic interpretation of orders. And given the limited resistance to magic the links to the negative energy plane bestows upon them, these constructs can prove to be quite dangerous in great numbers. It is claimed that all remains used in this fashion are from volunteers, but many doubt this rightly or wrongly.

White necromancers can also utilize these links to the negative energy plane to disrupt true undead. By grounding out the ambient magic and life that undead feed upon, the white necromancers can considerably weaken or even destroy them. These same techniques also allow the necromancers to render themselves quite resistant to magical attacks from other medjai and even readily counter many spells directly. Most white necromancers then utilize a number of physical combat techniques or constructs to then engage a weakened and defenseless opponent directly.

In general, white necromancers are barely tolerated by the authorities who regard them as only marginally better than the black necromancers. Indeed, many black necromancers have come from the ranks of the the white necromancers that delved too deeply into forbidden and dark knowledge. Still, the ones that have the proper discipline have proven invaluable in the past when dealing with extremely powerful medjai that the authorities have otherwise have trouble handling. As such, these rare few are called forth during particularly troublesome ordeals and major threats. Meanwhile the general public on Zantu tends to regard the white necromancers with a combination of suspicion and fear. The drain on ambient magic that surrounds them is considered deeply unnerving to those in their presence.

Gate Network

While the majority of travel done on Zantu is accomplished via the various vehicular reliquaries, at times it has proven necessary to move people and resources near instantaneously across the planet and even the Zantos system (HD 197027). For this purpose the gate network was constructed by the government to link various strategic locations. Preprogrammed destinations with the appropriate equipment and support on both ends are simpler to operate, while targetting an arbitrary destination safely can require significant manpower, magick, and divinations to accomplish. While not usually suitable for transporting anything in bulk, these gates compensate with speed.

Most of the major cities of Zantu host a gate network hub, as do several other locations based on strategic and economic importance such as the entrances to many of the elemental planes. Particularly wealthy or powerful private individuals will often have some installed as part of their residence even. A few locations have been set up around the Zantos system for various research and surveying purposes as well, although these have typically significant support costs associated with them that only the government sees fit to fund. The recent discovery of the approach of the Rho Field though has resulted in a significant expansion of the network to help survey nearby systems as possible evacuation destinations. In particular the gate for Earth is taking priority since Earth was known to be habitable millennia ago and to have recently exited the Rho Field.