D&D 3E/3.5 (3.5e/OGL/PF) Clockwork Automata In A Fantasy Setting

_Michael_

Explorer
I am attempting to cobble together a system for using clockwork automata in a fantasy world I am designing that is low-magic/high damage where there was a previous Age of Dreams thousands of years before that had high technology and magic woven together before it was lost in a cataclysm called the Schism.

I would like to introduce some anachronistic technologies without it overpowering the game while simultaneously keeping it at the very fringes of player experience. No idea quite how to do it, yet, so I'm looking for any help in setting up the system I can get. Some of the ideas I have are separating the types of clockwork mechanisms into four or five basic categories that would determine what can still be created and what cannot, for instance, as well as determine power levels for the various categories. So far, I have:

1. clockspring/wind-up machines, most common among humans and gnomes
2. steam-powered, very rare relics of the Age of Dreams and remnants used without much understanding by Motokor gnomes in the steam tunnels in the Evergloom--my version of the Underdark, and others
3. chemical-powered, also very rare relics of the Age of Dreams that are being researched by a few scattered alchemists here and there
4. crystal-powered, using quartz for piezo-electrically powered machines, or powered by lithosynes, sentient crystals that are poorly understood, only seen in extremely rare artifacts from the Age of Dreams and the Protea, sentient automatons from the sister planet Aeos who try periodically to invade Erdeyn to create cysts and attempt to exterminate organic life. Protea caused the Schism when the archwizards of the Age of Dreams on Aeos attempted to build an automaton to house the soul of an evil god, but the god was obliterated in the process that went awry and contaminated the lithosynes with his essence, which caused the machines to turn on organic life.

The players would likely be limited in only being able to reproduce/invent stuff from category one and two, and in rare cases, maybe category three. I was going to adapt a couple of prestige classes from the book Steam and Steel: A Guide To Fantasy Steamworks to use, but wanted to know what else I could do to make this work. I originally got the idea of the game world from the old Dragon magazine where they discussed 'sheen mages and went from there, expanding it to create an entire world based on the idea of ancient machines that still pose a danger thousands of years later. I'd like to keep the machines as minimal as possible, but I'm open to any ideas or reference material that I might be able to crib off of.

Again, this is a low-magic world where wizards are rare and the High Council (a wizard's guild dedicated to recovering lost lore and technology) is far-off and more of a background detail. Hedgewizards are probably a bit more common, but there are no mage shops, and I was planning on using power components as the main spell components to further restrict magic and keep it in the background so it's more in the vein of the Lord of the Rings and Wheel of Time than the high-magic, monty-haul campaigns of Forgotten Realms and Dragonlance.
 

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Alzrius

The EN World kitten
Well, Pathfinder has its own category of clockwork monsters, plus a clockwork construct template. It also has a steam-powered template. Likewise, Drop Dead Studios' Ultimate Engineering has an alchemical construct template.

The crystal one is a bit harder, as most of the crystal templates I've seen are for crystallized lifeforms (e.g. the crystal creature template in Green Ronin's Advanced Bestiary, or the carbuncle template in Rogue Genius Games' The Genius Guide to Crystal Magic).
 



_Michael_

Explorer
Sorry. That might have been someone else. Coffee hasn't kicked in yet. lol Still a great title, though. Is it worth getting the Ultimate Spheres of Power book, too?
 

Alzrius

The EN World kitten
Sorry. That might have been someone else. Coffee hasn't kicked in yet. lol Still a great title, though. Is it worth getting the Ultimate Spheres of Power book, too?
I couldn't say, as I only have the original SoP book (which lives up to the hype, so the Ultimate version is probably worth picking up).
 

_Michael_

Explorer
The crystal one is a bit harder, as most of the crystal templates I've seen are for crystallized lifeforms (e.g. the crystal creature template in Green Ronin's Advanced Bestiary, or the carbuncle template in Rogue Genius Games' The Genius Guide to Crystal Magic).
I really want to expand upon this as I feel like the concept I have embodied in my "lithosynes" is ripe for development and gives a solid reason for why the Protea turned on their creators after the obliteration and scattering of the evil god's soul. I could even see this as a continuing potential for danger as perhaps creating more advanced machines would still cause them to be tainted by that essence unless precautions are taken, which naturally means characters would have to do more research and go on further adventures to prevent such a thing from happening if they want to pursue such a path.

This was an image I used AI to generate for the idea of a lithosyne. I thought it was kind of cool, so I decided to keep it and include it, and now, I'm glad I did because I can integrate it into the background of the game world.
X81PbelqiChLHxQKYxTu--1--o65gu-2.jpg
 

Alzrius

The EN World kitten
I really want to expand upon this as I feel like the concept I have embodied in my "lithosynes" is ripe for development and gives a solid reason for why the Protea turned on their creators after the obliteration and scattering of the evil god's soul. I could even see this as a continuing potential for danger as perhaps creating more advanced machines would still cause them to be tainted by that essence unless precautions are taken, which naturally means characters would have to do more research and go on further adventures to prevent such a thing from happening if they want to pursue such a path.

This was an image I used AI to generate for the idea of a lithosyne. I thought it was kind of cool, so I decided to keep it and include it, and now, I'm glad I did because I can integrate it into the background of the game world.
View attachment 387618
Well, I'm not sure how you'd represent that mechanically, but if what you have are essentially evil, uncontrollable constructs, maybe something like the haunted construct or fiend-infused templates?
 

_Michael_

Explorer
That might work, with the corrupted lithosyne acting as the sentience. The Protea completely subjugated Aeos, and the humans on the planet were rounded up to use as slave labor and breeding stock to allow the Protea to turn their attention to Erdeyn. The two planets cross through the Veil once a year, which is an asteroid belt, and the Protea will hide seed ships in the Veil to attempt to crash-land them on Erdeyn to form cysts similar to issues 258 and 270 of Dragon magazine, which is where I got the idea. It is only because of the efforts of the High Council and their Red Legion that such cysts do not succeed and are stamped out. Most times, the Protea are so damaged from the landing that they can do little damage before being destroyed by locals who superstitiously think they're demons or some other fell creature.

Lithosynes by themselves, however, are probably of a neutral alignment, but being subjected to imprisonment in a Protean machine against their will probably opens them up to anger and evil, which would be a soft explanation of why the contamination of the evil god obliterated during the Schism is able to poison them. That could be a whole campaign in itself, to purge the essence of the evil god once and for all (and deal a major blow to the Protea).
 


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