Slavery and Constructs - 29/Oct/06


This whole section is a GM Option, and should not be used as a standard part of a campaign without careful thought. Another possibility is to use it for one, possibly isolated, land or culture.

If this is used on Maj then much of the slave trade which on Earth was done to provide a workforce has been replaced by some use of magic. GM options are included for the use of magic in work via Undead, Constructs, detailed below, and Utilergists. Constructs are tireless, need no food or drink, are immune to disease, and will never revolt.

Cultural Changes

There will likely still be a need for people to do the most dirty and dangerous manual labour, as constructs may be considered too valuable to risk. Middle ranking manual labour, or work which has to be done in a hurry, may well be done by constructs. It is possible that there may be status value in getting living workers to do some jobs, rather than constructs.

A support industry will spring up, starting with people who obtain the raw materials for constructs, such as wood, metal and white onyx, people who will build the construct bodies, the animators, people who supply the sacrificial animals if that option is allowed, those who control the constructs (Construct Masters), and those who repair them. Specialist thieves who 'relocate' constructs and their controlling talismans may well go into business. Constructs are quite valuable enough that there may be a good living to be made in restoring them to the proper owners.

Even though they are of limited use for manual labour, the rich may pay to have specialised Small or Tiny constructs made. It is possible thieves might find good uses for these, as well.

The Constructs

The only sort of constructs considered here are utilitarian ones, designed for work rather than combat, with a basically humanoid form, and no bigger than Large. This is so they can use tools designed for humanoids, and fit in places where Medium-sized creatures do. Individual designs may vary, but all may be assumed to be intended for hard, physical work. The standard design is a hardwood frame, as flexible as a human skeleton, with metal-reinforced joints, and the most hard-wearing parts, the hands and feet, either made of, or reinforced with, metal. Over this are softwood or leather panels, which protect the frame and make the construct look more humanoid.

While expensive, these constructs are untiring and will work without rest or sleep, needing no sustainance, and they are immune to disease (and even normal rusting or corrosion, or (natural) things like insects which attack wood). They do however need supervising, as they will keep on attempting to follow the last orders that they were given, indefinitely.

These constructs, even if they are given features, have blank and expressionless faces, and this if nothing else prevents them from being confused with living creatures. The faint red glow that is visible coming from their eyes in darkness is a give-away as well. It should be noted that they cannot speak. In most cases they are controlled by talismans, which are made as part of the process of their construction.

Constructs do not heal, and that is one reason for having them wear protective clothing. A 'Repair, Minor' spell can repair one hit point to a construct, and a 'Repair, Serious' spell acts as a sort of Cure Serious Wounds spell for a construct. A number of other repair spells are given, below. Alternatively, one hit point can be repaired at a cost of 100 gp and one day, by someone capable of creating the construct, in a workshop suitable to construct one. (D&D 3.5: In one day of work, a potential creator can repair up to 20 points of damage, by expending 50 gp per point of damage repaired.) When a construct reaches zero hit points it is destroyed and useless (bar to things like Wishes).

Medium-sized Construct
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 40 ft.
AC: 14 (+4 natural)
Attacks: Slam +2 melee
Damage: Slam 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Construct, Darkvision 60'
Saves: Fort +0, Ref +0, Will -5
Abilities: Str 12, Dex 10, Con -, Int -, Wis 1, Cha 1

Climate/Terrain: Any land and underground
Organisation: Solitary, or odd number (3, 5, or 7)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -

Large Construct
Hit Dice: 4d10 (22 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
Attacks: Slam +5 melee
Damage: Slam 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Construct, Darkvision 60'
Saves: Fort +1, Ref +1, Will -4
Abilities: Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1

Climate/Terrain: Any land and underground
Organisation: Solitary, or odd number (3)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -

(D&D 3.5: Medium-sized has +20 HP, Large has +30 HP, all have Low-light Vision.)

Assume that all constructs have a Hardness of 8, unless blows are specifically aimed to avoid the metal or metal-reinforced parts, when they are considered to have a Hardness of 5, i.e. just wood, or blows are specifically aimed at the metal or metal-reinforced parts, giving Hardness 10.

The price for single Medium-sized Constructs is 5,000 gp, and for Large Constructs 10,000 gp. If multiple constructs animated together and attached to a single talisman are allowed, then a set of three Medium-sized costs 7,500 gp, five 12,500 gp, and seven 17,500 gp; more would require an 18th+ level animator. A set of three Large would be 15,000 gp; more would require a 20th+ level animator. The price for repairing constructs at the 100 gp and one day per hit point rate is 220 gp per hit point (D&D 3.5: price at the 50 gp per hit point, and up to 20 points of damage per day, rate is 100 gp per hit point); spells tend to be used where possible.

It should be noted that anyone no matter whether they have a caster level can control a construct via a talisman, but they may only only make use of one talisman.

The People of Maj

Mak Dolsmakir

Alignment: Neutral
Class: Sorcerer 7
Race: Human
Str 8, Dex 13, Con 11, Int 14, Wis 10, Cha 16

The Dolsmakir family have been animating constructs for more than three generations, but Mak is the first one of them that has been a Sorcerer. His grandfather, now mostly retired, is a Wizard (10), and his grandmother, still quite active in the business, an Adept (15), while his other grandparents are (Expert) craftsmen. His father is a Wizard (9) specialising in Transmutation (his prohibited schools are Abduration and Illusion), and his mother is a Cleric (8) of Hephaestus, the smith god. Mak's three brothers are (Expert) craftsmen (1-3), his older sister is a Wizard (5), and his younger sister is a Bard (3). He has a number of cousins, and more distant relatives, who are also involved in the business (Commoner 1-4).

While Mak can do most of the ritual to make constructs (if the GM Option of Sacrificial Animation is allowed) he is not skillful enough to provide any of the alternate final animation spells, so one of his older relatives usually does this. He is also a skilled enough craftsman to make the construct bodies, though this work may well be done by one of the other members of his family.

Note that at 4th level Mak added 1 to his Cha.

Cov Tefan, Construct Master

Alignment: Neutral
Class: Warrior 1/Adept 4
Race: Human
Str 11, Dex 10, Con 14, Int 15, Wis 12, Cha 16

Cov was found by his desert tribe as a baby, clutching a Construct Control Talisman in his hand, and surrounded by three (Medium-sized) constructs, who had already driven off one attack on him by wild dogs. The goat herd that found him approached gingerly, the constructs ignored her, and they followed her when she picked up the baby and carried him back to her tribe, the Tefa.

The tribal elders decided that the boy child was intended to become a mighty magician, when he grew up, and apprenticed him to the wise woman of the area, who trained him to become an Adept. Cov has learned that only he can control his constructs, but they will not protect him from all possible harm, and are not invulnerable to injury themselves. One of the things that he has been taught is the magic to repair them, and he has learned how to use them most efficiently (Profession (construct master)).

While he is not the nicest of people, often seeming quite arrogant, no one could really call him evil. After careful listening to travellers Cov has learned that a city over the mountains has people who make and use constructs, such as his, so he is determined to travel there and see if he can find anything of his origins, along with his adopted brother, Keh (Warrior 4). He intents to use whatever knowledge he learns there to somehow help his tribe.

Note that at 4th level Cov added 1 to his Dex.

The Magic of Maj Space (addition)

Construct Control: The use of constructs instead of slaves needs some way to transfer the control of them from their creator. This is done by creating a Construct Control Talisman as part of the creation process, which does not increase the cost of creation. This talisman is made from the same piece of white onyx as is used for the heart of the construct.

Ownership, and hence the ability to control, is passed from one person to another by the new owner holding the talisman over their own heart and saying a short ritual phrase.

The talisman is always carved with a likeness of the construct on the front, a maker's mark on the back, and to this is added something like a name, the date or a numeric code, which provides unique identification. This identification will also be on the heart of the construct, and can be read by opening its chest panels, and for convenience it is often marked externally, for example at the base of the back of the neck.

Construct Creation: can be done by various means, the simplest of which involves the Animate Object spell, the feat Create Wonderous Item, white onyx at least 50 gp value (for the construct's heart), and the body of the inanimate construct, 100 gp materials cost for Medium-sized, 200 gp for Large. The cost to create a Medium-sized Construct is 2,500 gp, a Large Construct 5,000 gp, which includes the cost for the body and any onyx. Creating the body requires a successful 'Craft (blacksmith)' or 'Craft (carpenter)' check (DC 14).

Optionally there may be a control talisman, which requires no particular skill or extra time to make, and is cut from the same piece of onyx as the heart. Animating the construct requires five days ritual for a Medium-sized Construct, ten days for a Large Construct, and Create Wonderous Item, in a special workshop resembling a cross between an alchemist's laboratory and a smithy, which costs a 1,000 gp (D&D 3.5: 500 gp) to establish (the workshop is re-usable). The animator must dedicate themselves to the ritual throughout the period. See Shield Guardian for a similar process.

Completing the ritual drains 50 XP, 100 XP if Large, from the creator and requires Animate Object, or Limited Wish, or (GM Option) Sacrificial Animation. Understanding the ritual requires you to be 9th-level if Animate Object or Limited Wish is used, and 7th-level if Sacrificial Animation.

D&D 3.5: This requires the Item Creation feat 'Craft Construct' to be used, rather than just Create Wonderous Item, and this has the prerequisites of 'Craft Magic Arms and Armor' and Create Wonderous Item. GMs may choose to allow a feat 'Craft Lesser Construct', which just requires Create Wonderous Item, and cannot craft combat armed or armoured constructs (such as Golems or Shield Guardians), but is quite sufficient for utility ones. If 'Craft Magic Arms and Armor' is gained later then the feat Craft Lesser Construct is automatically upgraded to become Craft Construct.

GM Option: Multiple constructs can be animated at once, with one ritual, as long as they are identical, and if any are tied to a control talisman, then all must be tied to that same talisman. Bodies must be prepared together at the cost per extra body given, and the experience points must be paid for each body successfully animated. The number of constructs must be odd, and can be equal to at most the animator's level in HD of construct. For example, a 10th level animator can animate five Medium-sized constructs (2 x 5 = 10), or a single Large construct; a 12th level animator could still only animate five Medium-sized constructs (12 / 2 = 6; not an odd number), but three Large constructs (3 x 4 = 12) would be possible. If this is allowed then there is a limit on the number of constructs that you can control at once, either one, or several as long as the total HD of constructs does not exceed twice your caster level.

Destroying any of the constructs associated with a talisman does not affect any of the others. Once all the constructs associated with a talisman have been destroyed it is useless. Destroying the talisman does not harm the constructs, but there is now no one able to control them, bar possibly their original animator, so they will continue carrying out their last orders.

Construct Spells

The following spells are mostly to do with the repair of constructs (and objects), though Sacrificial Animation is a major spell for use in making them. In a setting where constructs are as common as this then Clerics (and Adepts) gain access to the repair spells needed to fix them.

Spells

Repair

Transmutation
Level: Clr 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

A repair spell which for objects and constructs corresponds to Heal for living things. Most of the healing effects only apply to constructs. It also 'cures' 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Note that each 10 hit points corresponds to one Spelljamming hull point.

Repair, Critical

Transmutation
Level: Clr 4, Sor/Wiz 4

As Repair, Light, except Repair, Critical 'cures' 4d8 points of damage, plus an additional +1 point per divine caster level (up to +20).

Repair, Light

Transmutation
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You touch an object and it is altered, so that it is 'cured' 1d8 points of damage, plus an additional +1 point per divine caster level (up to +5).

Repair, Light will also restore any rust, scratches, scuffing, or other forms of damage to the surface finish. If your construct is of some unusual variety which bleeds, this spell will stop any further bleeding.

Note that each 10 hit points corresponds to one Spelljamming hull point.

There is not normally anything that this spell would do damage to, but an 'anti-object' (or 'anti-construct'), which is a chaotic distortion in the nature of the world might be such, and this could attempt a Will save to take half damage.

Repair, Minor

Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0

As Repair, Light, except Repair, Minor 'cures' only 1 point of damage. (D&D 3.0: Mending may be substituted for this spell.)

Repair, Minor only works if the damage was not more than five hit points in a single blow, though it will still restore any rust, scratches, scuffing, or other forms of damage to the surface finish. If your construct is of some unusual variety which bleeds, this spell will stop any further bleeding.

Repair, Moderate

Transmutation
Level: Clr 2, Sor/Wiz 2

As Repair, Light, except Repair, Moderate 'cures' 2d8 points of damage, plus an additional +1 point per divine caster level (up to +10).

Repair, Serious

Transmutation
Level: Clr 3, Sor/Wiz 3

As Repair, Light, except Repair, Serious 'cures' 3d8 points of damage, plus an additional +1 point per divine caster level (up to +15). (D&D 3.0: Make Whole may be substituted for this spell.)

Make Whole

Transmutation
Level: Clr 2
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./level)
Target: One object of up to 10 cu. ft./level

As the standard spell (an improved Mending). (D&D 3.0: works on constructs.)

Mending

Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target: One object of up to 1 pound
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

As the standard spell. (D&D 3.0: works on constructs.)

Sacrificial Animation

Transmutation (Necromancy)
Level: Sor/Wiz 5, Clr 4
Components: V, S, M
Casting Time: 1 turn
Range: Touch
Target: One or more objects touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No

You make an inanimate object mobile, and with a semblance of life, but to do this you must sacrifice the mobility of something else. Otherwise as an Animate Object spell, but the mobility lasts as long as the mobility of the original would (assume this is indefinite if it is a living creature with a normal lifespan).

The thing which is mobile must be by some means destroyed if it is an object, for example a construct, or killed if it is living, and for each object animated there must be a mobile object destroyed or killed which is at least as large (or the total number of HD must be at least matched). If mobility is transfered from an object this is a Transmutation spell, if from a living creature Necromancy.

Living creatures which are intelligent (in general Int above 3) should not be used as, if they make a Will saving throw, their mind is in control of the animated object, for a short while after which they will almost invariably go insane, and destroy themselves (GMs may rule some very rare exceptions). This occurs even if they were a willing sacrifice, and if prevented from destroying themselves they go catatonic; curing insanity is ineffective (try Wishes).

Commonly a Medium-sized animal such as a large dog, or maybe a sheep, is used to animate a Medium-sized construct, a Large animal such as a pony, or maybe a cow, a Large construct. GMs are at liberty to say there may be control problems if non-domesticated animals are used; use the same rules as for Flesh Golems going berserk. A characteristic of using this spell necromantically, in the construct animation ritual, is that the white onyx of the 'heart' (and any talisman) goes a permanent deep, blood, red. It should be noted that meat of the dead animal is quite safe for consumption.

Material Component: something mobile which is at least as large as the thing animated (or has as many HD).

Note: GMs may wish to consider that the necromantic use of a Sacrificial Animation spell can be hidden, by in turn sacrificing a construct created using it to create a second construct, which may be claimed to be pure without directly lying, and which does not bear the traces of necromantic magic that a necromantic sacrifice always leaves on the construct.

Self Repair

Transmutation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: One day
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You touch an object or a construct and it heals as a living creature would from Natural Healing, i.e. one hit point per HD per day of rest. Rest for objects or constructs counts as only being used, or only working, 12 hours in any 24 hour day. Complete rest is not being used, or doing no work, which gives one and one half times HD in hit points.

This healing is from injuries sustained during that day. Healing from any injuries that it received while not under the influence of a Self Repair spell is at one tenth rate.

Spelljamming vessels are considered to have HD equal to double their hull points, and every hit point healed counts as a tenth of a hull point. Continuous sailing counts as them being continuously in use.

GMs may rule that repeated use of Self Repair on an object or a construct, typically on a strict daily basis for at least months, will slowly grant it a 'natural' healing ability. This will start at one hundreth normal rate, and will rise to at most one tenth normal rate (after tens of months), no matter how regular and frequent the use of Self Repair spells.

Self Repair, Fast

Transmutation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 action
Range: Touch
Target: One object or construct
Duration: One day
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You touch an object or a construct and it heals at 5 hit points damage per round. In addition it also gains the Natural Healing ability conferred by a Self Repair spell, though this will likely only become relevant if the fast healing is in some way prevented.

Spelljamming vessels fast heal at one hull point per two rounds.

Repeated daily use of Self Repair, Fast for two months (8 weeks) will cause an object or construct to acquire a 'natural' healing ability at one hundreth normal rate, even if as many as 10% of the days are missed. This will rise to one tenth normal rate if Self Repair, Fast is cast daily for twenty-six months (104 weeks), again missing no more than 10% of the days.

Construct Mastery

These are rules about using Constructs, typically controlled by a Construct Control Talisman. Constructs are assumed to be able to do continuous hard physical work without any need for maintenance than a weekly 'Repair, Minor' spell. Once per six or so months it is sensible to have someone capable of animating at least minimal constructs do a thorough one-day physical and magical inspection, in a workshop suitable to animate constructs. If there are multiple constructs tied to a single talisman then they should be inspected together. Assuming there are no accidents, or attacks on the constructs that damage them, then they should be able to go on working indefinitely.

GM Option: This is a new feat, Construct Talisman Master, which while only available to you if you have a class which could in theory to be developed to allow you to animate constructs, means that you can use a number of Construct Control Talismans equal to half your total number of levels of any variety, rounded up. If you are capable of animating constructs then the constructs that this allows you to animate and control counts as one of your possible talismans. The most common class found with this feat is Adept (see DMG). This allows a single individual to potentially control a large number of constructs, but not enough to form a (respectably sized) army. For example, if you are a 10th level maker of your own talismans you could control 20 HD (say 10 Medium-sized constructs) directly with your own abilities, and use four more talismans each of which gives you at most another 10 HD (say 4 x 5 = 20 Medium-sized constructs), for a total of 60 HD (say 30 Medium-sized constructs in total). Of course, given access to talismans made by very high level animators...

There is a 'Profession (construct master)' which deals with the use and maintenance of constructs for commercial purposes. Constructs made to work by someone with this skill are only damaged by hard work at half the rate they would with an unskilled user (need 'Repair, Minor' only once per two weeks). This is a profession where the pay is 50% higher than normal for a profession, there are generous working conditions, and the employers tend to be polite, as their employee is using what is potentially a very deadly weapon. If the constructs are owned by the employee, and they are responsible for maintaining them, then the pay can be considerably higher, typically adding the sum of the pay rate for half the number of unskilled labourers as the number of constructs provided.

Amulet of Construct Healing: is a white onyx amulet which contains a fingernail paring of one capable of casting spells which repair constructs. This acts to cause a construct to heal at the same rate that a living creature would from Natural Healing, i.e. one hit point per HD per day of rest. Rest for constructs counts as only working 12 hours in any 24 hour day. Complete rest is doing no work, which gives one and one half times HD in hit points. If you are a living creature and you wear this amulet then it will have absolutely no effect on you, even if you have damaged non-living parts such as hair or fingernails.
Caster Level: 5th; Prerequisites: Create Wonderous Item, (D&D 3.5: Craft (Lesser) Construct,) Repair, Serious; Market Price: 3,000 gp; Weight: -.


(c) Dreamer Publications, 1980 - October 2006
    Permission granted to use for non-profit making purposes