Aedificarian
Aedificarium is the ability to craft, weave, shape, or otherwise manipulate the fabric of reality derived from the energy of the Foundation. In order to access the power of the genesis, one must use tools that are exclusively for creating. While there is a certain amount of destruction in creation (i.e., milling grain into flour), the end result must always be something new, useful, and not used for significant destruction - i.e., not a bomb.
Styles
The primary style of aedificarium is
aedificarium malleus, the way of the hammer.
Aedificarium Malleus
Aedificarium Malleus is the way of the hammer, manipulating genesis with a hammer.
Using a hammer of
genesian materials, one may invoke the genesis.
The first step is acquiring the hammer. The second is acquiring the materials. The third step is always the checking of the materials. A good craftsman always checks his tools and materials before beginning work. The fourth step is getting organized, as one would normally do for a project, and the fifth step is to imagine what one wishes to craft.
Then, one must begin work immediately. If the project is big, then resting is allowed, but other than stopping for natural breaks, any distraction will only flaw the process. One must work single-mindedly upon the project until completion, and then, if one has been true and used strong materials, the power of genesis will resonate with the results.
A hammer used in such a process will gain certain properties, giving bonuses to similar work in the future. A hammer used in carpentry will have +1 carpentry from then on, in smithing +1 to smithing, etc. All such tools will, if used against
morags or
hexars, have a further +3/+3 vs. those creatures (though without considerable strength beyond that it is rarely enough). The bonuses to crafting continue the more the hammer is used, maxing out at +9. The bonus against
destroyers will never go above +3/+3.
The more things made with the hammer after that, especially of genesian materials, the stronger the hammer will become. In game terms, every project will add points to the hammer. A complicated project seen through will max out at +6 on its own. If it is done entirely with genesian materials, a further +3 will be added. These are simply a way of keeping score, and not a reflection of the hammer's bonuses (which max out at +9). At 100 points, the hammer transforms.
However, because of the intensity of the practice, if one keeps working with the hammer over and over again, they risk burning out the hammer or themselves. Rest periods between projects depend upon the complexity of the previous project and the nature of the user, anywhere between a week to a century. Because of the power of the Foundation, those more attuned to it (
shemir) must rest longer between projects, because it affects them more strongly. Those more opposed to it (
trolls) must also rest longer between projects, because it harms them. Those with a moderate distance from it (
chthonians, for instance) are best suited to recovery.
A transformed hammer, called
Aedificarium Malleus, becomes made of raw genesis aether. It will be useful for one more project, for which it will, in game terms, simply be narrated by the user (within reason). After this final project, the Aedificarium Malleus will be merge with the user, giving them a permanent skill boost.
Other Styles
These other styles exist. Simply replace "hammer" above with the relevant tool:
- Aedificarium Extorqueo, the way of the machine, manipulating genesis with a machine and wrenches and screws, with metal tools
- Aedificarium Tornus, the way of the lathe, manipulating genesis with a lathe and carving tools
- Aedificarium Lateres, the way of the mason, manipulating genesis with masonry tools
- Aedificarium Texo, the way of the weaver, manipulating genesis with a loom and thread or other textile tools
And so on. Styles must be work of crafting, artisanry, rather than artistry. Some things have much overlap, such as cooking, paper-making, and architecture, but ultimately the idea is that an aedificarian creates products for practical, often common, use while a
visionary is more focused on works of art, inspiring, emotionally resonant, and unifying, but not common household usage. These are determined with discussion between GM and player.
Accidental Generation
Many times when someone works on something - anything from a toy to a house, from a hobbyist train to a real one - if there are not too many interfering energies,
Genesis energy will be generated naturally by the act of creation. If one is aware of it, one may find a way to tap into it, though without the intention desribed above, it is much more difficult.
Genesian Materials
Materials that have
Genesis in them simply means anything not purely celestial, infernal, paradoxical, shebvic, or poioumenonic. Nommic materials are inherently inclusive of other properties; everything is both purely nommic (as all things have a
True Name) and impurely nommic (as all Names contain every aspect of a thing). Shebvic and poioumenonic objects are rarely pure, either, but some do exist. Objects that are even a little infernal will not work. Celestial objects tend to vary, but as a general rule, something with celestial energies is not preferrred. Ultimately, aetherial objects are preferred, with ones being raw
Genesis being the most preferred (and
lahab al'qalb being least preferred, as fire is the most destructive element). Mundane objects, having been created, do have a tiny spark of
Genesis, and therefore can be used, but it takes more work with them than it would with a purely genesian object.
Genesian materials include but are not limited to
Crafting
Most
artisans begin learning from a young age. In ancient societies, there is usually a system of patronage, apprenticeship, or family tradition. In feudal societies, guilds and apprenticeships are often the norm (though not always). In more modern societies, training programs, unions, trade schools, etc. are used. Regardless of the circumstance, the crafts of an artisan usually required intensive training or yearslong practice. To become an aedificarian in any craft, one must take on special forms of practice.
Practice
Practicing to become an aedificarian requires training not just as a skilled artisan, but one with special endurance and focus. It requires an understanding of
esoterica to be able to recognize appropriate materials. It requires training in knowing what forms of rest, refreshment, and what projects work best to develop the genesis energy needed. Usually, an aedificarian-in-training will practice for years before making their first fully aedificarian work. Once they begin the process, however, they can usually ride the momentum of it to completing a masterpiece within five years. And once a masterpiece is completed, getting back to having a genesian tool is easier.
Masterpieces
The masterpiece is the first piece made with a tool made of raw genesis. It is often something made for the newly forged aedificarian's family heirloom or symbol, or something to repay a master or patron. It will be something intended for long-term use.
Variants
Every aedificarian is technically specialized in a type of artisanry, but most are still called aedificarians or simply referred to by their artisan's title (smith, carpenter, etc.), maybe with a "great" or "master" qualifier. But a few specializations have specific names:
- Aedificarotechnician: robotics aedificarians in futuristic settings.
- Aedifiliber: bookbinders who use aedificairum.
- Aedificmenser: an aedificarian architect or draftsman.
- Ancient Shipwright: one of the very earliet aedificarian traditions, hence its name.
- Duplicator: an aedificarian of any artisanry who uses their skills to make copies of other objects as an act of counterfeiting. Usually a part of wider criminal enterprises.
- Phonoaedificer: one who specializes in making musical instruments.
Skills
Skills vary greatly by specific type of artisan, but these skills are generally found in any kind of aedificarian:
- Esoteric Analysis
- Materials Science
- Logsitcs
- Planning
- Haggling
Stats
Modifiers to base of species/nation. Can vary by artisan-type, but typically:
PRO /
ATH /
STR +3
AWA +1
WIL +1
STH -2
PRS -1