Mechanomancer

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Overview

Mechanomancers are the Artificers of Werlyth, masters of invention that combine ingenuity and magic to unlock extraordinary capabilities in the things around them. True Mechanomancers find their origins in the Elven lands of Sulawei, where the combination of natural artifice and magic allowed the civilisations there to flourish and expand their industrial might through advances in transportation and processing. Small inventions such as natural time pieces, season trackers, air quality checks and magical cleaners advanced the average Elven life and allowed them free time to explore other pursuits. In the Human lands of Lathlenn it took on a more practical approach, with tinkers and blacksmiths working to create purpose built gears, wheels and structures to add their Mechanomancers in their endeavours. The Gnomes of Khalanak worked with the rock and stone to create golems and tools that enhanced their ability to mine and process metals and gems.

Mechanomancers are both a blessing and a curse to society, able to greatly enhance a peoples ability to mould and shape the world around them while at the same time unleashing some of the most dangerous abominations of metal, nature and magic upon the people. The Collegiate of Elven Sulawei held many Mechanomagical secrets 10000 years ago, some of which are only just coming back into the light and not always for the better.

Class Stats and Adjustments

Please refer to Tasha's Cauldron of Everything, there are no specific adjustments for Mechanomancers (Artificers). For specific  spells, if the spell hasn't been discovered and shared yet, the Mechanomancer can spend 4-9 weeks (1d6+3 weeks) creating a mechanomagical facsimile of the spell, that works the same way but cannot be taught to spell casters, only other Mechanomancers.

Race Specific Interpretations

Elves - Mechanomagical objects are everywhere in High and Drow Elf societies, they form the backbone of the majority of the Elven cities infrastructure. In Elven Mechanomancy it is primarily a combination of nature and magic, where the trees and stone around them are magically transformed into useful tools to help them. Wooden golems act as protectors, Vine Trains are small couriers travelling between tree top homes to deliver goods and Mechanical Squirrels are the eyes and ears of the guard. Mechanomancers are well regarded in High Elf society, shunned entirely in Wood Elf society and treated like any other profession in Drow Elf society. Almost all Elven Mechanomancers are Naturalists with the occasional Alchemist.

Orckind - Mechanomancers tend to be Goblins in the Orcish races, their cities are a wonder of devices and objects that make no sense to anyone but the Mechanomancer themself. The few Orc Mechanomancers have always become siege masters of the various Orcish forts around, the most famous of which is Mahzeg Garhek, the fortress siege master of Garhek who became the Orcish God of Fortification. Hobgoblins have no true use for Mechanomancy though there is an exception to be made for the Hobgoblins of Morn, famous for their weapons and armour. A mixture of Blacksmiths and Mechanomancers exist in that volcano and they produce weapons and arms praised around the world, and some that shouldn't see the light of day. Orc Mechanomancers are almost always Artillerists, Goblins are Artillerists or Alchemists and Hobgoblins are Armourers or Battle Smiths

Dwarvenkind - Mechanomancy is incredibly rare amongst Dwarves and Halflings but something of a national and 'natural' pass time for Gnomes. Gnomes pride themselves on creating hundreds of 'useful' inventions in order to further their goal of digging deeper, further and faster. They also work hard on providing the Stone Golems that protect the mines and farms of Khalanak. Since the Return, the Gnomes have been hard at work attempting to figure out the mechanics of the Cleansing, just in case and they hope that further experimentation in Mechanomancy will allow them to harness or protect themselves from such power. Gnomish Mechanomancers usually fall into Alchemists or Battle Smiths

Mac'Tirnen - Mechanomagical objects are quite rare in the Cean Empire, while there have been some advancements made in terms of automated cranes and movers for building of their structures it is quite the rare profession and in more recent years, Mac'Tirnen of the Mechanomancy persuasion have taken advantage of the fall of the veils and the Return to learn among other races, typically Elven or Human. Mac'Tirnen Mechanomancers are usually Naturalists or Alchemists

Tabaxi - Nearly every Tabaxi ship worth any salt has at least one Mechanomancer on board, working in tandem with a Wizard. Good Mancers are highly prized for their improvements to cannon designs, auto loaders, rudder changes, sail improvements and all manner of shipboard changes. Though it is rare that any of these enhancements make their way to other ships or even into larger Tabaxi society, individual Mancers keep their secrets tight to their chests and many is the ship that has sunk or exploded because they lost their Mancer and had no clue as to how to operate or repair their creations and rare is the Mechanomancer who can find their way onto a Tabaxi ship and even begin to fathom the highly unique approach to Mechanomancy that another Tabaxi had. Tabaxi Mechanomancers are typically Artillerists.

Firbolg - The Firbolgs learnt of Mechanomancy through their slavery to the giants, working mostly as Armourers or Alchemists in the labs of the Storm and Cloud Giants. After breaking free of their slavery through their revolt, Firbolgs have eschewed the more destructive side of Mechanomancy and embraced the Naturalist art from the Elves.

Tiefling - Tieflings learnt of Mechanomancy upon arriving in Longwind's Folly by studying the ruins of Elven civilisation there and discovering some of the magical automatons that were present. Tiefling Mechanomancers are typically Battle Smiths, having only had the opportunity to study various golems and mechanical couriers left behind during the destruction of Ilphas.

Tortle - There are almost no Mechanomancers among the Tortle people, any that you find will be special unique individuals who learnt under the tutelage of another race.

Kobold - Kobolds are fervent experimenters, and Mechanomancy ties naturally into this. Being the product of careful genetic changes by the Genomics (A group of dragons seeking to create their own servitor races) they have inherited a love for invention and experiment. Kobold Mancers are typically Alchemists but have taken so well to the field that they've covered every type, including stealing the secrets of Naturalists from the Elves.

Dragonborn - Dragonborn Mechanomancers are part of the strong arm of their armies, being Armourers and Artillerists. It is seen as a profession and nothing more in Dragonborn society and they utilise Kobolds for the experimentation and invention side, preferring the more practical application of Mechanomancy.

Kenku - No Kenku Mechanomancers have been seen or heard of.

Eladrin - What few Eladrin Mechanomancers there could be, would all certainly be Naturalists. Though nobody has ever seen one, that isn't to say they don't exist.

New Sub-Classes

Naturalist