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Immortal Constructs

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HollowWorld

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[Art Credit: Donavonn Wynkoop]

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The Immortal Constructs

“In the time before the defeat of Queen Grief, before even the birth of the Gods and their cousins, there existed ancient rulers of all. Lords of the very fabric of reality itself and all its inner workings that weave together existence. Immortal Kings that could create anything from nothing and populate entire worlds with life fantastical and familiar both, true Gods beyond the pantheon that remains in their stead eons later. Yet they could not destroy. For all their cosmic strength, there remained secrets of the great beyond locked behind chains these Immortals found unwilling to bend to their creation - and so they turned towards destruction. Towards the lingering forces of Corruption that tainted their great works. So would begin the primordial war to last eons and slaughter a number of souls uncountable.

In their arrogance they shattered these chains for nothing in existence would be hidden to them, no secret unknown to the all knowing. With it they released true destruction beyond lingering forces: the source of Corruption itself unleashed. One of their own became an Immortal no more but a Queen of Grief, corrupted and without sanity. By this one choice they damned creation itself and could only watch as Queen Grief swept throughout the Infinity spreading her Corruption. World after world became little more than sickly breeding grounds for further spread, their inhabitants corrupted into tortured shadows of what once was. The Immortal Kings were losing this war. With their combined strength they could protect only a single world, a single Altera, and the sieges against it grew more and more impossible to ward off. Yet all was not lost.

It was a simple matter to make constructs both great and humble. The Immortal Kings had done it before to aid in the eradication of Corruption - had created beings without souls to serve. Now they would be created for a greater purpose at the end of it all: to survive. Imbued with the rationality, and creativity of their precious Alterans in order to preserve their memory as heirs incorruptible by Grief. Within the Planar they hid these Immortal Constructs in odd ships beyond the imagination, without life and in wait for the end of the war. Their divine servants, the Alteran pantheon, would first overthrow them. The Immortal Kings were slain before they could ever see their creations removed from the heavens and put upon an earth. The Alterans threw back Queen Grief in turn, destroying her, and so the constructs were forgotten.”


The Immortal Constructs are the Immortal Kings’ answer to Corruption, an ancient, deadly force of destruction. They are mechanical analogues of humankind, strange steel golems sculpted in the shape of man, blessed by their creators with tremendous resilience, and near-perfect longevity, made to weather the storm of a long forgotten war. Their millennia long slumber, a strange lucid dream cast upon them by their ancient makers, have kept them quiet and unknowing to their forgotten state. By a tremendous stroke of luck, or perhaps through a strange manipulation, their ships were pulled into the material realm. They plucked themselves from the wreckage of their ancient ships, the memory of their slumber soon fading, as they meet the faces of Alterans, unknowing how they will be greeted…


When they wake...
...They know very little of their cosmic origins. Though, after their millennia-long dream collapses, and is forgotten, they are met with a friendly face, with a voice like a beloved mother. One named Mijaylova appears before them, appearing like them, an Immortal Construct. She describes to them that they are a beloved creation of the Immortal Kings, benevolent rulers of a time long gone. She does not know where the Immortal Kings are, or even where to look for them. She explains plainly that the Immortal Constructs must live amidst humankind, and uphold their lives as a bastion against Corruption, at all costs. They were ushered from where they woke, a construction, submerged in the sands of the far South-West. The doors closed behind them, and the realm of Altera was theirs to explore. Their home from which they slumbered then was obliterated. Nothing remains of those left behind, but those who were taken before it was too late now may believe they are the last of their kind.


Physical Attributes
Composed of a steel with strange properties, these living constructs resemble the entire spectrum of the human body in terms of shape. Any way a human can appear, so can these constructs, with their steel made flesh. No two constructs are alike in exact body type, shape, height, weight, color, or personality. Their bodies are shaped of many articulate steel plates that shape and form the construct’s body height, with even smaller plates to shape their own unique facial features. Some constructs vary in complexity, but they always follow the same rules of their own body.
Their plate exoskeleton is mounted atop a latticework of thin, metal wires that resemble musculature, in both form and function. These wires surround a series of metal braces that act similarly to bones. Within their chest and thick steel cranium are soft organs that resemble delicate flesh, but do not seem to be organic. Their ‘brain’ acts in all ways the human brain does. Their ‘heart’ is their only other organ, acting as a source of heat, as well as providing the body with their ‘blood’, a thick, green luminescent oil that provides heat and lubrication to their metallic bodies. This ‘blood’ is a tremendous conductor of heat, provided by their ‘heart’, this oil acts in the same ways blood does within humans, except it remains at a much higher temperature. The homeostasis of the Constructs are well insulated, kept at a rather high, at 60 degrees Celsius. This impressively maintained homeostasis allows the Constructs to traverse climates that humans would normally have to prepare for, such as snowy tundras or arid deserts, but they have their limits. Due to the insulating nature of their steel, short exposure to intense heat is possible, but their oil is a conductor of heat, so internal damage is risked by extreme temperatures.
A construct is only fully dead if their “brain” has been destroyed, but will be disabled if they are disconnected from their “heart.” Prolonged separation (longer than an IC/OOC month) without a power supply will cause permanent mind wiping, resetting a construct to their default setting. They can also bleed, if their muscle-like metal flesh is damaged. To fully bleed out, however, is not to die, but to lose all control of the body. The mind stays intact, and they enter a coma-like state, until their bleeding stops, and the heart can produce more ‘blood’. Relative to humans, the Immortal Constructs have an exceptionally high pain tolerance. This is the case, as they feel their body like it is their own skin, but they feel pain based upon the integrity of their body. Thus, when they do feel pain, it is often felt two-fold.
The metallic body of the Immortal Constructs give them benefits in comparison to their flesh-made counterparts. They are extremely durable, able to endure three times the physical stress a human can. This means that they can run, lift a heavy object, or perform other labor-intensive tasks for three times longer before suffering exhaustion. They weigh just a few dozen pounds more than they would as humans however, and so their top speed is restricted to a jog.

Construct Blood
Each of the wires that make up the majority of a construct’s body have a certain amount of “blood” that flows through it, a liquid that is mostly unknown to Alterans. A neon green liquid that is thick and oil-like, almost as if it were a liquid metal. It’s warm to the touch and glows faintly, drying rather quickly when exposed to the air. While most of the wires only have enough blood to help the body run, certain wires are more like arteries; carrying more blood whilst being more vital to the body. These wires are thicker, and would be harder to break through, but with the right materials could have the blood drawn similar to a mortal’s.
Construct blood is created in the body of the Immortal Construct by breaking down the sodium intake, along with the water, similar to how humans make blood naturally, and they suffer in a similar manner to humans do when they lack blood in their body.
When construct blood dries up, it loses its luminescent properties, and will cool to room temperature, much the same way as human blood dries and cools when outside of the body.
Consumption of construct blood for both vyres and normal mortals will result in them emptying the entire contents of their stomach.
Fleshsteel
Fleshsteel is straightforward in its purpose, a ferrous alloy that makes up the body, flesh, of most Immortal Constructs. The metal consists of carbon, iron and a material only found inside an Immortal Construct’s blood, and is widely considered the most pure metal currently found on Altera. The original method of creating this alloy is long lost, but smiths have found a path to the creation of the metal once more. In a process similar to Steelmaking, a smith could create the alloy out of the smelted and purified blood of a construct, and the method needed to make refined steel.
The bonuses of Fleshsteel compared to a refined steel alloy are minimal at best, the added imprint of the blood making the metal very rust resistant and unlikely to tarnish in most ways. Although time will always have its effect, the metal stays pristine with minimal caretaking. The alloy is also noticeably not magnetic, for reasons unknown.
Immortal Constructs are protected in their prime areas with thicker plates of Fleshsteel; but lack it in exposed joints and weak points. The insides of elbows, knees, armpits and the like are less protected for more mobility. Alternatively their heads, chests, legs and backs are heavily armored, and would be protected by a thicker plate of Fleshsteel on par with that of steel armor, but can dent just the same in most situations. The coverage is comparable to a usual suit of steel armor. A construct cannot wear external armor on top of their natural Fleshsteel, as the metal-on-metal contact will cause them irritating pain and discomfort - leather armor is exempt, however. In terms of the internal body, their bones are made of a pure bone-sized Fleshsteel; whilst their muscles are much more like bundles of wiring (still considered Fleshsteel). It is unlikely for a bone to break, but their muscles could be cut through with a prime weapon.
Smiths who understand the material would be able to create and repair muscle wirings similarly to the time it’d take to make a wiring for chainmail. The material is rough to work with due to its higher melting point, but with a steady forge a smith could repair most of an immortal construct. Similarly, a Formist would be able to mend the material like a wound.
Due to their armor-like Fleshsteel plates, glancing blows, cuts, thrusts, and weaker attacks prove incapable of severely injuring these Constructs. Blunt force damages them more effectively, and is the more reliable option in fighting them.
Their personal identities vary wildly from one another, despite their usually monotone, grayish appearance. Some may embrace masculinity, femininity, both, or neither, in their shape and tone of voice. The limits of their shape follow that of humans. The steel they are shaped by varies slightly between shades of grey, some even taking dark blue, green, and brown tones, and are often dull, and matte. However, some Constructs can be seen with more intricate, shining detailing, resembling regality. Their eyes are glass structures that can glow faintly the colors natural to the human kind, with some even resembling more vibrant versions of those colors. For instance, a construct could have a bright teal, emerald green, or a bright, brownish amber. Constructs can have as many eyes that can fit on the upper half of their face, always on the front of their head. The number of eyes does not change their visual perception. Their voices range in pitch, but when they speak, there is an ever present, although incredibly subtle metallic ring to their tone.


Traits and Abilities
Immortality - The Immortal Constructs, as their name suggests, are functionally ageless. They do not need to eat or drink, though they are able to. To break down the food, however, is costly on the body, making them tired after a meal. Their bodies do not age, immune to rust, natural corrosion, and resistant to Corruption. They persist through the centuries, a living promise to uphold the mantle of humanity should those of flesh fail. The boon of immortality is, perhaps, unfit for such small beings. Their bodies, and their minds, are not indestructible. Should their heart and mind be permanently destroyed, they will not return. If they live to see centuries pass, they risk a subtle madness, at the monotony of living for hundreds and hundreds of years. However, this can be remedied.
Dreamers - The Constructs have a special relationship with sleep, and rest. They require sleep as humans do, though far less often, due to their endurance: they are naturally required to ‘recharge’ for 4-6 hours per 24-hour day cycle, and failure to recharge will cause their body to be forced into a recharge where they stand at the end of the 24 hour cycle, towards the end of which they will begin acting sluggish and “sleep-deprived”. Each night they sleep, they have a vivid, lucid, but otherwise normal, dream. This is not the only thing, however; as a measure against the mental impacts of immortality, some Constructs have devised a way to enter a sleep state similar to the one they had been in before they were awoken in Altera. Here, the Construct enters a deep slumber. They may sleep for days, weeks, months, or years at a time. To do so, however, the Construct must be extremely relaxed, undisturbed, focused, and without worldly obligation. They must remain in a quiet place, undisturbed, as their slumber is a light one. This practice is, however, taboo, as the risks are unknown to willing yourself in an unending slumber. When they awake, they do not remember their dreams, but always feel exhausted the day of their awakening.
Fuel
Humans or Elves require sustenance to survive and keep their natural functions in flux, and the same is true for Immortal Constructs. They consume in the same way as Mortals, their similar physiology making that possible. However, instead of Alteran foods and drinks, they require sodium and water as fuel. This mixture helps maintain their blood, as well as other natural functions, and a construct will be lethargic if not fueled.
Regard for Life
Constructs have a high regard for life in general, but specifically consider the life of a mortal to be higher than that of any other living thing. To harm a person maliciously (not in self-defense or in the protection of others) will cause severe mental implications for the construct. To harm other life, such as a gryphon that is not attacking a person or themselves, will cause the construct grief for the rest of the day. The only exception to this is when the being in question has become corrupted, in which case the only objective is to stop them from spreading harm to others.
Creation - The Immortal Kings were creators of the highest ability, and it is no surprise that their living creations share this same trait. The mind of a Construct takes highly to creative crafts and professions that rely on skill and knowledge. As a result, they are natural born smiths, woodworkers, and laborers. They have an inherent bonus to crafting.
Repair - Although a Immortal Construct’s brain and heart cannot be repaired by any known means, their Fleshsteel can be healed in numerous ways, such as through Korog’s Divine magic or a Formist’s Arcane spells. A construct can also replace their outer Fleshsteel plating with regular metals available to Alterans, however this comes with adverse side effects. They feel a strange sensation where a foreign metal plate has been fitted, the body unsure of its new addition. Note that this also means if the plate is made of something such as Izrys Fyre, it will also come with side effects, such as for this example, burning.


Psychology, Temperament, and Culture
All Constructs are aware of their purpose. Heirs to humanity, crafted by the hand of old, dead gods. They see themselves, generally, as worthy of the title of Alteran as any other. However, they are gifted free will, and the vast array of unique personalities provides a variety of ways to accept this truth. Identity is a strong part of each Construct. They may take to many cultures, customs, or other ways of life as a matter of their free will, and willingness to be true Alterans. Some express their individuality through painting of their steel flesh, or added ornamentation upon their body. Nudity is still taboo amidst Constructs, though partial nudity, for cultural reasons, is accepted. If a Construct has spent enough time with a certain type of people, they might even adopt their accents into their own way of speech. Once, all Constructs are able to speak a strange language known only to them, a strange series of metallic clicks to form sentences and communicate. The name of the language is Source. This language was lost on the destruction of their abode upon which they awoke.
The vastness of the human psyche is present even within the Immortal Constructs. They are imperfect thinkers, but they represent the human mind without flaw. They appear to feel with perfect imitation of human emotion. They build bonds with people, construct and mortal alike.


Interactions With The Arcane
Due to their physiological differences, inside and out, the Arcane schools have differing effects on Immortal Constructs. Sometimes, spells fine-tuned for mortal bodies and minds will fizzle and refuse to interact with constructs, while others are still capable of helping or harming them.
Animancy
Due to their lack of soul, Animancers’ spells that interact with the soul take no effect on constructs. Any other spells work as they would on a normal human.
Cogimency
Though Immortal Constructs do have mens functions like normal humans, a Cogimens will be able to detect that it feels distinctly off when compared to a mortal’s. All Cogimancy spells, except those dealing with the memory, will affect a construct like normal.
Evisicm
Eviscts will find little-to-no trouble when interacting with constructs in the Arcane sense. There are some limitations; constructs are not magnetic, and electricity has no additional conductive effect on them, but otherwise, an Evisct’s arsenal of spells is at full disposal to be used.
Formistry
Formists are likely the most able to interact with Immortal Constructs, due to their natural affinity for dealing with matter. They can heal and repair a construct’s Fleshsteel, for example, and any spells affecting glass, metal, or liquid are effective on constructs.


The Immortal Wardens
Heritage is important to many, though to the Immortal Wardens, it is their way of life, their purpose that drives them. Talented warriors and craftsmen Constructs, Wardens are groups of strongly bonded friend and ally Constructs, bonded over a strong idea or mutual motivation towards a certain goal. They bond over this goal, and their intent, determination, and diligence all play off one another to achieve their goal, bordering on zeal, and obsession. These goals can be anything of significance that can earn someone’s hope or motivation. The Orders these Wardens belong to are often small, close knit groups, almost never exceeding Existing Orders are known to take in new minds to their ideals. In the vain of Knighthood, Wardens are given their title and order when the trust of all the members is earned, and their combat and crafting proficiency is proven capable of furthering their goals through the centuries. It is rumored that these small groups resemble the way that the Immortal Kings conducted their work.


The Immortal Stewards
Just as mortals have physicians and healers to care for them, constructs have the Immortal Stewards. All constructs have a basic, innate understanding of their physiology from the moment they awaken, but Stewards are highly revered, respected constructs that spend time studying to further develop this understanding from a small spark to a roaring flame. For mortals, the meticulous craft of Stewardship is a cross between smithing and healing, simply due to the metallic nature of the Immortal Constructs: a Steward’s work is crafting and repairing Fleshsteel, everything from the armor-like outer plating to the complex, wiry bundles of muscles underneath them. Mastering the craft takes time and effort, but the recognition gained from fellow constructs is encouragement enough for any on the path of Stewardship.


Immortal Outcasts
The immortal outcasts are a rank of the immortal constructs, those who grow disillusioned with mortal life or elect to cause serious harm willingly to those living creatures they exist in aid of. The Immortal Outcasts hold no qualms with taking a life, believing that true life is the root cause of all corruption. Immortal constructs can be considered more unhinged and deranged outwardly being willing to go so against the way of the immortal constructs however they are not necessarily insane, holding just as much cognitive ability as any other construct with suppressed emotional mimicry meaning a mortal may never know the difference between an outcast and a regular construct, where the difference is clear however, is in the eyes of the constructs themselves. At a glance any immortal construct can know that something is wrong with an outcast and may elect to avoid them entirely, or risk becoming like them.

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Send applications to play the race to Jazzper . The application is just a character profile template, filled out for a construct. This race is legacy, and thus is limited. Applications may be closed at a moment's notice, and this post will be updated to reflect that.

Credit to Dusty, Joseph12Q, and JustTheEngineer for the lore rewrite.
Credit to Electric for the lore page rewrite and for proofreading.
Credit to blargtheawesome and Elz for the original lore page.
Credit to Rygan and Scardrac for the original lore.
Credit to Donavonn Wynkoop for the art.
 
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