Within some buildings, whose structure is designed to invoke the conflict between form and unform, sentience arises. Ambages are living buildings with a star chamber (the kwártoh) in their center that gives them consciousness.
Ambages are sentient buildings. In order to come alive, an ambage needs to be massive and imbued with the energy of structures, in a specific manner, creating the forty-point star within their innermost chamber. Their outer forms vary individually, but commonly, they are massive and towering.
The commonest two forms for ambages are temples and towers. These usually have an esoteric purpose that resonates within them. Other common forms include mansions, skyscrapers, churches and other religious sites, schools or libraries, hospitals or sanatoriums, labyrinths or catacombs, shopping centers, fortresses or citadels, or other large structures.
Very rarely, a ship or other large vehicle will be made into an ambage, but these are less stable and safe than mundane ships or other vehicles for their passengers, so people rarely make them.
An ambage has the power to control every facet of its structure. They can open or close every window and door at will. They can shift rooms around within them (except their central chamber). They can make doors open to places on the other side of themselves. They can turn rooms upside down, inside out, or backwards. They can speak into any room, hear any sound made within them no matter how quiet, and feel every touch on their structure. Their outer senses allow them to be aware of things within about 500 feet of their bodies.
An ambage can make their insides bigger than their outside temporarily (for up to an hour) by drawing upon the cu’ucuch’ik within themselves. They must rest after doing this for a week to restore their energies.
They can repair themselves if the problems are minor, but they must use materials from their structure to do so. This sometimes leads to an issue called “thinning”, meaning that over time, their walls become weaker as materials are used to patch holes, cracks, and so on.
An ambage rests by sleeping. During their sleep, doors and windows are harder to open, objects are harder to use, and nothing moves about the way it usually does.
If they die of old age, their structure remains but cannot be easily altered. If they are damaged, they live so long as the kwártoh holds, but they are weakened greatly if they are not repaired.
The kwártoh is the central chamber where the forty-pointed star is constructed. This chamber is always the most fortified part of the building, almost always in the precise center of the structure, and always well-lit. While no harm is caused by darkness, the kwártoh is the center of consciousness for the ambage, and light amplifies their awareness. The kwártoh is only destroyed if the star itself is damaged.
The star must be etched into the room - floor, ceiling, or wall - and must be at least six feet in diameter, preferably 12. Anything smaller will not generate enough cu’ucuch’ik to empower and invigorate the building. However, anything much larger than 20 feet will be too diffuse.
If the star is damaged, the structure is weakened. If it is completely destroyed - the wall, floor, or ceiling it is etched into is dismantled somehow - the ambage dies, no matter how much or little other damage has been done to the structure.
An ambage’s body is the structure of the building. If the building has out-buildings, fences or walls unconnected to the main structure, or other exostructures present, these are not part of the body of the ambage. However, ambages can communicate beyond their physical form and control some nearby structures if those structures have some “harmony” with them - i.e., made from similar materials, have some practical association with them (i.e., the outbuildings or walls), or similar function. Because of this, those who knowingly build near ambages add protections to their buildings to prevent influence on their buildings if they can. The land directly beneath an ambage is part of the ambage, but only the land sufficient to upholding the structure.
When an ambage is built and brought to life, the items within it at the moment of “birth” belong to the ambage. For this reason, builders (usually bitols) are very intentional about what is within the ambage when it is brought to life.
Any item brought into an ambage and left there with the intention of its being a commonly used object also comes under the sway of the ambage - meaning the ambage can control it as part of its structure - and any item given to the ambage intentionally becomes its possession. A person who accidentally leaves something in an ambage can retrieve it even if it has come into possession of the ambage, but those who have never owned it cannot.
As ambages are buildings, they are often “owned” by someone else, but more often than not, the ambage’s power over itself is much greater than any power an owner might have over it. In any culture where slavery is illegal and ambages are known, it is illegal for someone to own an ambage. In some places, someone may own the land an ambage is on but not the ambage, which brings up complex legal situations.
Ambages sometimes gather some of their structure and form it into an anthropomorphic figure in order to interact with visitors or denizens in a way that is less terrifying. This personification is usually called some variation of “steward” or “castellan”.
Personifications usually combine the main material that forms the building with various objects that are part of the ambage - furniture, housewares, and so on. They generally get the shape of a person right without having the fine details - they will use plates, clocks, or other circular objects as a face without forming lips, mouths, or ears, for example. Personifications do not eat, excrete, or reproduce, and the body parts used for those functions aren’t usually present.
The personification is often confused with the soul or heart of the building, and many wrongly believe that killing them will kill the building. This is always wrong - no ambage would be foolish enough to place their kwártoh into a personification.
Their personification cannot go further than one mile from the outer boundary of the ambage unless given a special piece of the kwartoh. They are sometimes used, if the structure is near enough, to find materials for repairs that cannot be automatically smoothed over. If they have a piece of the kwartoh, they can travel anywhere, but the piece must be returned once per year.
Ambages tend to have some common features in terms of personality across cultures. While not every ambage has these features, they are common enough to be noteworthy.
Most ambages are very protective of their structure and will violently expel anyone who damages them, but they rarely show anger. They simply and usually silently open a passage beneath the offender and drop them outside. They are hesitant to kill, as this tends to bring the ire of the locals and get them a reputation as a haunted building instead of a living one.
Ambages are known for sounding extremely calm, something that is often credited to their solid structures lending them more confidence. They often underestimate the strength and toughness of the people within them and must constantly adjust, for example, how hard or easy it is to open a door.
Some ambages have a sense of humor that is reflected in how they treat visitors. They enjoy making doors open to the wrong place, stopping up passages, shaking rooms, etc. They always make it clear they are joking (eventually), but visitors are often rattled by this. Other ambages are very stoic and quiet, refusing to interact vocally or directly, only responding by moving their structure. The third most common personality is overly friendly and helpful.
Building form: PRO 8 ATH 0 External 8 Internal STR 42 AWA 14 WIL 14 PRS 9 STH 0
Personified form: PRO 8 ATH 4 STR 17 AWA 10 WIL 10 PRS 9 STH 5
An insubstantial being manifested by a mortal’s intense beliefs. Pl. bilimu.
Lifespan : As long as they are believed to live; this varies by culture or individual; the Elili are believed to live for 200 years
Diet: Belief
Habitat: Varies
Socioeconomic Status: Enslaved
When mortals began to put their faith in concepts higher than themselves without a concept of the Divine, bilimu began to manifest. Bilimu take the form of what they are imagined to be. The originals were all imagined to be invisible, shadowy figures whose eyes glow pale yellow, but those formed in other cultures might have different forms, though all take on some kind of shadowy substance.
Bilimu have the powers those who believe in them believe them to have. This varies drastically by culture, individual, and time period.
Bilimu exist because they are believed in, and once they are manifested, they must find a way to absorb enough belief to exist independently of their believers. To do this, they must appear before those who do not believe in them, preferably beings of entirely different communities or cultures. To do this, they must influence their believers to interact with others in a space or way that allows them to appear. Until this happens, they are bound to their believer and can only manifest near to them.
Once freed, they may believe in themselves and manifest individuality. They will retain any powers they had at the time they broke free.
Almost all bilimu are believed to have insubstantial bodies but still be able to interact physically with their hands, if they are believed to have them.
Some bilimu are known to have certain powers because of the culture that believes in them. The main example is the original bilimu who are believed to have the power to complete almost any simple task for the believer if the proper ritual is performed. Some have the power to steal the souls of anyone who threatens their ward, as they are the imaginary protectors of children. Others believe them to be imaginary monsters, boogeymen, who take children away to the Nether Realm, and others still believe them to be invisible servants who take care of various tasks while the believers sleep.
They existed at first as shadows that followed nomadic tribes, but as these many different tribes interacted and developed technologically, as they began to settle in one place, they began to coalesce into a distinct people who began to drift and dwell independently in the deep rainforests there.
The local nations - of many different species - still create new bilimu all the time, and they welcome them to their homes. They often travel into the spaces of these nations to recruit new bilimu, and for the most part, they are welcomed, for it is believed that the permanence of an elimo is a sign that the needs that manifested them in the first place have been met. They are also believed to be able to create new bilimu on their own, so they can and often do.
Their communities are built to foster shadows. Canopies and tents (often made with leaves or animal skins) with openings to the sun are used in every structure; there are no glass windows, but there are openings for light to come through when heavier materials (such as wood) are used for the structure. Every room has many nooks and crannies where they might lurk, which is how they rest.
Their communities are led by their spiritual leaders. These leaders guide the community in everything, not just religion, but their spiritual guidance is their primary role. Usually, the leader is the wisest and eldest of them, but not always. They are believed to center their whole culture on their faith. Every member of the community’s role ties into their faith somehow.
They fear fungi and never kill it. The power of belief from fungal beings is overwhelming to them.
They are believed to have clawed, shadowy hands that allow them to rend the flesh of animals or the bark or leaves of plants. They use these not for food, but to gather materials for their communities - leaves and skins used for canopies and tents, bones and branches used for support structures, blood and sap used for rituals, flowers and eyes used for ornamentation, and so on. Every animal or plant killed must be ritually honored.
They wear clothing only among their own. When they leave for other mortal communities, they go naked so that they can hide more easily. Amongst their own, they wear desiccated animal eyes as amulets, believed to allow them to see better, and dried and pressed flowers as crowns, believed to make them prettier to one another. To give one a flower is to tell them they are ugly; to snatch a flower from them is to tell them they don’t need ornamentation to be beautiful.
PRO 9 ATH 9 STR 9 Insubstantial form n/a AWA 8 WIL 10 PRS 8 STH 12
Faith-empowered constructs.
Lifespan: 500 years
Diet: None
Habitat: Anywhere
Golems are made of clay or mud and appear to be a partly formed mortal, usually human, but larger than the average human. They are often made without the ability to speak, and they either have paper inserted in their mouths or words etched into their foreheads.
Creating a golem requires deep and profound faith. The originals were made by rabbis, but people of any faith may create one if they use an ancient written language. One must be imbued with their faith deep within themselves to imbue that faith within the golem to give it a soul.
The golem must be shaped with clay or mud, preferably from nearby bodies of water such as rivers. Once the golem is shaped, a “chem”, a piece of paper with a name written on it in the language of Juruth, is placed in the mouth or that same name is etched into the forehead of the golem.
Because children often have deep and unquestioning faith, they are able to create golems, but law and custom ban them from doing so because of the dangers involved.
New golems are always full-sized.
Golems with free will may create other golems by using some of their own bodies mixed with fresh clay or mud.
Golems are enormously strong and tough, even for their size. All golems are resistant to anti-faith attacks (blasphemy, mortal will). They have no need for sleep or food, though they do spend time inert, during which their faith protects them.
The chem of a golem determines their powers. The name on the chem determines their purpose and grants them the power to complete that purpose. A golem made to perform household chores will have knowledge and skills to do so; a golem made to defend others will have combat skills.
A golem’s chem can be written in order to grant them free will or to keep them as slaves. In Fasan, it is illegal to keep them enslaved for more than a year; in other places, this varies. However, all golems yearn for freedom and will chafe at their enslavement. Enslaved golems will follow orders literally no matter what. Free golems will interpret them.
Because they are empowered by faith, their chem will not allow them to work on days holy to the faith that created them.
All golems are empowered by faith within them to become invisible at the cost of part of their chem. Similarly, they can use part of their chem to speak to the souls of those of the same faith who have passed on or to spirits.
Golems with free will can wield their powers without using up their chem - they can do so by invoking their own faith. Faith is useless without free will. Free golems can speak.
The Tvarovaná are the only nation of free golems. They live to the east of Talune where they dwell in small villages or work in cities. They belong to the same faith as their original creators, the Tuláků, which is a variant of the ancient faith that created them. Their culture is indivisible from their faith. They start the day before sunrise, pray for fifteen minutes, and then work until midday. The first hour is for household chores, then they work their jobs. At midday, they pray for an hour. They then work until sundown, at which time they pray for another fifteen minutes. At night, gather for celebration and respite until midnight, at which time they pray for an hour, then rest until an hour before sunrise.
Because of their origins as voiceless beings, their prayers and communication are both very physical. They engage in touch and movements that both have deep meaning. They supplicate themselves to their Divine(s) and hammer their fists into hard dirt to pray. Their celebrations involve dancing in circles, low chants, and embracing one another. Ritual words are spoken.
Though golems have clay bodies, they are capable of mortal emotions. Thus, they can fall in love, and if they fall in love with a mortal, the results are often tragic. They do love one another.
The Tvarovaná seek wisdom in the mundane, and thus, they believe the work they do - almost always in service to other mortals - must be contemplated as they do it. Among them are rabbis who lead their prayers and teach the faith. Because their bodies are clay, they follow different traditions, but they try to be as close to those mortals practice as possible. When a new golem is formed, free or enslaved, the other Tvarovaná seek them out to teach them, guide them, and welcome them.
[locals]
PRO 9 ATH 7 STR 15 AWA 8 WIL 9 PRS 7 STH 6
Lifespan : 20 years
Diet: Common mortal fare in small amounts
Habitat: Anywhere
Homunculi were created by mortals seeking to create life from their own flesh. Homunculi usually look like 6” tall humans. It is possible to make them in the form of other species, especially metahumans and others with potent body magic.
Homunculi have the ability to draw on their own body magic at will, using it to shape other beings’ bodies with their touch. Thus, they can make people bigger or smaller with their touch.
As beings of body magic, they are often skilled with the other body magicks: haruspicy, bonecasting, blood magic, and chymosian medicine. They have these skills innately.
As artificial constructs, sometimes they ironically lack certain bodily needs - some do not need air, produce waste, or need to drink water. These are rare and are a result of an imbalance of materials in the creation process.
The original homunculi were created by alchemists in western Ansulym long ago. They formed their own culture after he died, living in a tiny village he created for them.
As short-lived beings, homunculi concern themselves with making sure their lives are well-spent. They find it important to create new homunculi to replace themselves when they go as well. These two focuses influence their culture greatly. The custom is that new homunculi are created “full size” (about six inches tall) by multiple homunculi practicing the standard Jesenranic method to create new homunculi. For this reason, they are farmers of gourds and herders of horses. Though horses are immensely huge compared to them, they are very capable of handling them. It takes a small team to do so. Because this method involves rotting animal parts, they keep it very secret.
They use small stones, dried gourds, and odds and ends from other mortals’ homes to create their villages - buckets, boxes, and soon are used for whole structures among them. Similarly, they will use table knives and forks as polearms, napkins as tablecloths, and socks as full-body clothing. They buy these objects from other mortals in exchange for services, such as cleaning between walls, repairing tiny objects, and handling matters in places bigger mortals cannot reach.
New homunculi are trained and taught the basics of their communities within a few days. They are created with full consciousness. Most are farmers and horse ranchers, but other roles include handyfolk, healers, alchemists, body mages (wisin), tinsmiths, gatherers, traders, and cleaners. Every village is run by a mayor who is elected locally.
It is said that they are excellent clockmakers and makers of other finely tuned machines that their small limbs and digits are useful in making.
In the city-states, they are used as servants by the powerful, often enslaved or controlled, except for some few who have escaped and live as refugees. PRO 8 ATH 9 STR 2 AWA 8 WIL 8 PRS 8 STH 14
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