Art by Heinrich Kley
1. Initial Innovation
Designer transmogrification spells have been present amongst
the city’s decadent dandy crowd for some time. Inefficient and expensive spells
that lasted a few hours and amounted to little more than beautification or
novelty - A change of eye colour, a thinner waistline – an expensive and
decadent form of fancy dress. Nothing practical by any means. That is until hardnosed
and workmanlike sorcerer-magnate, Henril Fwerd came across this fanciful
practice at a local fop’s opulent party. While wastrels cavorted about with
glowing skin and stilt legs, he sat dreaming. Fwerd, a wizard with a specific
and unsavoury view of the class system, had seen an untapped industrial
potential in this form of magic and a means to reshape the city in line with
his worldview. Leaving with haste to his smoggy wizard’s tower to review the
magical logic of these petty transmogrification spells, to rewrite the archaic,
amateurish prose and streamline the arcane symbology – to make these
transmogrification spells purposeful, practical and cost-effective (even if it
meant making the transformations permanent).
2. Public Introduction
Word around town is that something strange has happened to
some of the workers in Fwerd’s main factory. They look strange… their arms and
chests all ropey and knotted with muscles, it’s not so pretty but I’ve seen one
of them carry a load an entire team of labourers would struggle with. Fwerd
himself has begun to experiment on his own workforce, paying them substantial
sums to be his test subjects. Henril began with the manual labourers, offering
to make their jobs easier by increasing their muscle mass and density. The
stronger they are the more raw materials they can carry, the more material they
carry the more the factory can produce. The success of the experiment draws the
eye of the city’s industrial class who begin covet this new form of magic. At
the moment only Henril knows the methods by which to shape and repurpose flesh
and he has far bolder intentions than simply making men stronger. There are so
many ways in which man may be better adapted to suit his industrial and social
condition.
3. Widespread Adoption
Henril, ever eager to acquire capital has taught his
veritable army of apprentice-clerks the specific and secret arcane formulas of
his new transfiguration magic. These apprentices, hired out by rich
industrialists are to continue Fwerd’s work, administering prescribed
transfigurations to workers throughout the city. Workers everywhere are
financially incentivised to get transfigured and many in their thousands do, they
are poor and could do with the money. For now, the transformations inflicted on
the working classes are still comparatively mundane. Reducing the need for
sleep means you can work longer hours and few would refuse enhancements made to
the lungs so that caustic factory fumes are less damaging. The increased output
of the working classes is profitable but wealth flows upwards. The rich begin
purchase their own bespoke transfigurations. New vogues emerge, flawless skin,
svelte frames.
4. Scope Alteration
The benefit of transfiguring one’s peons is too profitable
to pass up. The rich and poor alike clamour with increasing lust and
desperation for more transfiguration than Henril’s mages can provide. Fwerd’s
main factory-complex is being repurposed; conveyor belts of magic wands. Each
shipment contains wands loaded with uniform body-altering spells, guaranteed to
completely transfigure the inefficient human frame into something wholly more
suited to industrial society. These wands are (under threat of unemployment)
being administered as mandatory to all workers and new hires. Ten of thousands
are given new inhuman forms. These final transfigurations take on many forms,
ever more drastic. Workers are given mottled grey asbestos skin resistant to
molten metal. The stiffening of men’s hides and the hardening their bones will
protect against biting needles and whirring gears of industrial machinery.
Luminous saucer-wide eyes improve vision in the factory gloom.
Meanwhile the city’s ruling classes descend into a twilight
world of strictly enforced fashion trends and elitism. They prance about in shivering, waifish golden-skinned
bodies. Shimmering and delicate, their features are sharp and precise, a perfectly
symmetrical androgyny.
5. Height of Ambition
The lingering human population find themselves obsolete and
unemployable, they slowly succumb to stress and deprivation and are forced to
leave the city or are transfigured themselves. With humanities departure the
nascent post-human ecology is complete. A new industrial ecosystem broadly divided
into two post-human species. The golden-skinned ruling-caste flock to skyline
gardens above the smog that irritates their fragile lungs and the grey skinned labour-caste,
maladapted to the light of the sun, congregate beneath the earth in
subterranean tenements and warehouse-cities. The production of goods and the
upwards flow of wealth continues for now, after all is it not what the
labour-caste were made for?
6. Terminal Events
No, it isn’t. And it is not long till the labour-caste,
bristling with muscles and stab-proof skin, begin to remember this. There are
strikes, riots. The military-caste are brought in to corral the labour-caste like
the cattle they’ve become but find their social positions and species are not
dissimilar and join what is quickly becoming an open revolution. The city descends
into bloody interspecies warfare but the ruling caste are far too few and
physically ornate to compete. Some in the labour-caste begin to question; ‘why
not eat the rich?’. Fwerd’s industrial citadel is stormed by the lower-castes.
In the ensuing carnage, most, if not all, practitioners of Fwerd’s
transfiguration magic are slain and the wands broken. Fwerd, who remained
human, dies laughing. The now ruling labour-caste look out from their city and
see a species to be utilized – humans.
The Labour-Caste
Armour class: As chain
Hit dice: 2 HD +6
Move: as man (climb at equal speed)
Attacks: d8 iron bars or sledgehammers
No. Appearing: 1 or workforce, 2d20
Special: Asbestos hide. Mundane and heat damage received reduced by 1 die size
Strength of 16+
Lowlight vision and stunned by bright light
Alignment: Neutral
The Ruling-Caste
Armour class: Unarmoured
Hit dice: 1 HD +1
Move: as man x2
Attacks: d2 ineffectual slapping
No. Appearing: couple, 2 or party, 2d4
Special: Frail. Bludgeoning damage received increased by 1 die size
Strength and Constitution of 7-
Alignment: Neutral
Ooh yeah this is the stuff!
ReplyDeleteThanks Spwack
DeleteSo THAT'S where Elves and Orcs come frome!
ReplyDelete(sorry to necropost, I just stumbled upon this)
Haha, I don't think necroposting in a blog's comment section is a thing and even if it is, these innovations for MIR get steady views from Skerples' megapost. So your comments will get views also.
DeleteElves as Eloi and Orcs as Morlocks is always a fun idea but could it take away from the magic? Perhaps these new human species could start to compete with Elves and Orcs and maybe in time completely replace them. You could have a whole campaign theme on that conflict, with bioengineered creatures competing with and replacing more standard fantasy creatures.