Unaligned Makers

Those who make things with unaligned magic.


Ossuctor

Type: Sculptor

An osscutor is someone who makes magical statues out of bones.

To draw from the magic of bones (without engaging in necromancy), one must study the functions of the different bones in a body. Every bone has both anatomical and magical significance. Most wielders of bone magic cast them for oratorical purposes, but an osscutor uses them to produce the functions of their grim statues.

To learn how to wield the magic within bones, an osscutor must attune to their own. They do this via a special diet, exercise regimen, and physical massage techniques. They learn how their bones feel beneath their own flesh, keep them strong, and, eventually, undergo ritual surgery to pierce their sternum, skull, and patellas with needles and drills. This act, a mixture of trepaning and acupuncture, unlocks the energies in their body they have built up over the years, making it so that other bones resonate with theirs. It is painful, difficult, and requires decades of study. Once they do this, however, they can sense the magic in any bone they acquire (as their own bones literally rattle in response).

From there, they can collect bones - from animals, from graveyards, from anywhere they can get them, but preferably not through acts of murder - and use various adhesives and techniques to seal them together into non-hominid statues, creepy figures that gain the ability to act on their own.

There is always a bone that is the central part of the statue that gives it its base function. Depending on what species they are, there might be some variations, but this assumes the body is human or hominid:
  • Skull: intimidating
  • Ossicles: hearing
  • Maxilla or mandible: chewing
  • Tooth: tearing
  • Clavicle or sternal manubrium: bearing
  • Scapula: cutting
  • Spine: supporting
  • Ribs: encasing
  • Sternum: defending
  • Humerus: mocking
  • Ulna or radius: carrying
  • Carpals and metacarpals: holding
  • Phalanges: grasping
  • Ilium or sacrum: rotating
  • Coccyx: balance
  • Ischium or pubis: weighting
  • Femur: leveraging
  • Patella: swinging
  • Tibia or fibula: walking
  • Calcaneus: shifting
  • Tarsals and metatarsals: running
Some common non-human bones:
  • Horn or tusk: attacking
  • Baculum: fertility
  • Wing: movement
  • Turtle shell: defending
  • Bone plate: defending
  • Bone spike: attacking
Non-bone equivalents:
  • Cartillage: tight spaces
  • Bark: defending
  • Exoskeleton: defending
An osscultor can combine these to make their statues have multiple functions. The statues have limited mobility, but they can usually act without command, though they do not have a mind to act with thought or planning. They simply perform their action on repeat based on a trigger or switch.

PRO +1 ATH / STR +1 AWA +1 WIL -1 PRS -2 STH / ESS /

Oxoduum

Type: Nailsmith

An ovoduum is a nailsmith who creates nails filled with the power of void. The nails they craft can be used to nail into nothingness, nullify certain properties or energies, or fasten disparate materials.

The use of void is a science. It is a clear energy that negates most other energies when it interacts with them. It is the power of negation.

To wield it, one must study it, its interactions, and the manner in which it is generated. Generation requires special materials. To work those materials, one must sacrifice part of themselves to the power of nullification, choosing to nullify part of their body, their mind (forgetting something or becoming unable to understand something), their heart (giving up an emotion or relationship), or soul (giving up some innate magical power). Most choose the latter, as it gives the most control over void. The more magic other than void they have, the more risks they take in using it.

The methods of nullification vary by individual, but they usually involve inserting void-infused materials into themselves experimentally until they find the right target.

Once they have done this, they are able to work materials with void in them to make special nails, altering the nails in different ways to target specific energies or aspects of a target. Materials include the metal zantastanax, the stone nozuktun, and vewelian wood.

Every nail is designed with a specific target in mind. Some common targets include the following. The nails are used to construct something or seal something. As they do, they make whatever they have built or sealed resistant to what the nails nullify. So if they nullify souls, magical powers wielded by a person are weakened. If they nullify hearts, then emotions are weakened. If they nullify a specific alignment, that alignment’s magic is weakened. If they nullify something more specific, that specific target is weakened.

Consult the GM for a list of potential targets.

PRO / ATH / STR / AWA +3 WIL +2 PRS -1 STH +1 ESS -1

Prstenar

Type: Ringsmith

Prstenari are ringsmiths who infuse their work with their own mortality.

To become a prstenar, one must have a near-death experience and accept their mortality. This often happens accidentally, leaving someone with the right temperament before being recruited to become a prstenar, but some apprentice first and are placed into risky situations to trigger the magic. The latter is often traumatizing for the apprentice, who may or may not have been properly trained for it.

However it happens, it is always some dangerous and painful experience involving injury, illness, or bodily damage equal to a mortal wound. In the moment of it, they come to terms with their inevitable death, come to understand morality, and accept it. Not just that they can die, or that they are mortal, but the impact of mortality. The importance of it. The fact that this makes what time they have brief compared to the universe. The fact that what comes next is unknown and unknowable. The fact that what came before is only know via imperfect means. The fact that they can die means they can fail. They are imperfect, limited, fragile. And that makes them… special, wonderful, magical. It means they, in their insignificance, have still made an impact.

In understanding this, they understand mortality and death. And in this moment, they find their mortal will, and they are able to recover when others would not, and they know they have been given another chance at a life most barely get one chance at. And they know they did it from the power of their acceptance, their nearness to death, and that henceforth they can tap into that feeling and infuse it into the rings they make.

It is specifically rings, for rings represent eternity, something inherently antithetical to mortality, and thus empowered by the contradiction. They learn to smith and forge, to shape and bend, to cut and clip, to make rings of special designs, but regardless of the form, the ring is infused with the power of mortal will. They can make rings that have the following properties:
  • Memento mori: the ring reminds the wearer of their own mortality by giving them glimpses of various ways they could die, giving them bonuses to avoiding such dangers.
  • In defiance of inmortality: they can resist the power of inmortal beings, gaining bonuses from the ring against any magic or energy wielded by something or someone inmortal.
  • Power of the brink: if the wearer of the ring is on the brink of death, they gain temporary bonuses to a specified skill, ability, power, substat, or stat, so long as that bonus does not negate their dying.
  • Complete acceptance: the ring removes any fear of death the wearer might have, but also gives the wearer immunity to one cause of death specified in the making of the ring.
  • Onyx will: the ring (with an onyx setting) allows the wearer to improve their temporarily will power in exchange for weeks of time off their life.
Prstenari are more likely to be found in Ottavia or Affaria.

PRO ATH STR AWA WIL PRS STH ESS

Szucs

Type: Furrier

A szucs is a furrier who draws power from survivalism.

Szmormek (the plural of szucs) know how to hunt and trap, but their magical focus is on skinning their prey and making things out of their fur. They are able to infuse the magic of their survivalism into what they make.

To do this, they must spend years in the wilderness, living off the land, being hunters and trappers, living outside of communal life or settlements, living amongst animals and wilderness, usually in the steppes or taiga. They do not, however, bond to the animals or connect elementally with the wilds, but instead focus on their own will to survive and the actions they must undertake to do so.

Eventually, they push themselves so far into it that they lose connection to anything but their will to survive, and in this state, they will have a vision. In their vision, they will see the basics they need to live - shelter, food, water - and know they must create each and mark them with their blood. The shelter must be made from the fur and hide of an animal they have hunted or trapped. The food must be from the meat of that animal. And the water must be from the animal’s body, sterilized in fire made from the animal’s fat. After this ritual, they will become a vessel of survival for seven days and nights, hunting and skinning seven animals, and making seven special objects from their skin and fur.

Six of these objects they can do as they will with, for they are mundane, but one of them - a cap, cloak, shirt, tent, or some other important piece for surviving in the wilds - will be their main focus and something they will always keep as a vessel of their magic. From this, they will gain the following abilities to make special things from hide and fur:
  • Survivalist’s cut: they can make something from the fur and hide of an animal they have caught themselves that will make the wearer unable to be instakilled.
  • Camouflaging: they can make something from the fur and hide of an animal they have caught themselves that will increase the STH of anyone wearing it in the wilds.
  • Temperature control: they can make something from the fur and hide of an animal they have caught themselves that will keep the wearer cool or warm as needed.
  • Heightened senses: they can make something from the fur and hide of an animal they have caught themselves that make the eyes, ears, nose, tongue, or touch of the wearer more keen.
  • Favored prey: they can make something from the fur and hide of an animal they have caught themselves that attunes the wearer to a specific prey animal.
They can wear their creations themselves, but most make their money selling them to others.

PRO +2 ATH +2 STR +2 AWA +2 WIL +2 PRS -2 STH +2 ESS -1
Topic revision: r1 - 28 Aug 2026, SallyJaneBlack
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