CONSTRUCTS

Since the dawn of time--or at least, as far back as we can reckon--man has created constructs to aid him in his toil. Cave paintings from the Second Astral Era reflect maroliths, those crude soulkin sometimes mistaken for elementals, tilling fields. (1) And in every era since, great civilizations have turned to vivimancy to craft tools and even companions for our lives and livelihoods.

Misfortunately, as the cycle of the death and birth of nations spins on, their works linger on, ruins and tools alike. A blessing or a curse upon the hapless, ignorant of history, who come after! For those who come upon such things, this work will hopefully shed light on the means to eliminate their threat.

(1) Encyclopaedia Eorzea Vol. 1, p. 293

INTRODUCTION

CONTENTS

1) CONSTRUCTS IN GENERAL
2) THE LEGACY OF ALLAG
3) VIVIMANCY: LIFE TO THE UNLIVING
4) COBLYNS

This paper is meant to treat with the sort of construct the expedition faces--one born of alchemy--but all constructs have a few things in common: They were shaped by the hand of man, they were shaped to a purpose, and their form and function answer to the laws of magic and corporeal physics. Understanding the essential nature of the construct sheds light even on the most outlandish, radical varieties.

1: CONSTRUCTS IN GENERAL

Constructs vary wildly in their self-will, awareness, and ability to function. For ensample, both the egi of Allag summoning and the faerie of Nym are beings of pure aether, but while the egi is an empty vessel of its master's will (2), the faerie makes her own decisions and even shows preference for some over others (3). Golems such as the Living Rock go on carrying out the commands given them, even centuries later (4), but witnesses tell that the Mother Porxie awoke with her own mind made up, invented an entire range of spells in that moment of first life, and had to be subdued to her purpose by force (5). In short, one can only guess at the properties and abilities of a construct until they have seen with their own eyes.

(2) Mechanics
(3) Quest: The Consequences of Anger
(4) FATE: Sisyphus Cooling
(5) Dungeon Boss: Mother Porxie (Matoya's Relict)

2: THE LEGACY OF ALLAG

As mentioned before, constructs have been in use by man since at least the Second Astral Era. However, it was in the Third Era that vivimancy was vastly expanded, advancing from mere ambulatory rockpiles to the reshaping of flesh itself

Rotten Wood

Under the earth, wood rots faster than it does in the open air; this is true even of wood that has no contact with water. The rot festers from within, so that even timbers that look stable and reliable may give way at a mere touch. Ladders, plank walkways and platforms, and even the bracings of walls are subject to this. These are oft replaced regularly in active mines, but in sites abandoned or idled, the threat is quite present.

Winzes in particular may cause problems. These are shafts sunk into the floors of tunnels, to allow further exploration for minerals. Those winzes that prove unproductive are boarded over; and thus, they can prove a pitfall trap for the unwitting.

Cave-ins and Collapses

Walls supported by timbers are obvious sources of danger--else why would they need support?--but in older mines and shafts, even unsupported walls and ceilings may give way, thanks to our ever-changing star.

Bad Air

One of the most pressing threats to life underground is bad air. Pockets of deadly gas, such as brimstone, can plume out when breached by mining; the goodness of the air can be depleted by too much breathing and not enough air circulation; even substances that, by themselves, are harmless can combine and create terrible new dangers to the lungs. And more than that, bad air might be of the sort that can explode at the least spark.

Gas plumes can be stoppered with clear earth crystals. A candleflame judiciously shielded, and deployed with great caution, can alert one to danger should it expire or flare. (Living beasts are sometimes sent ahead to see if they smother to death, but some miners have a tendency to adopt those beasts as pets, causing unnecessary trauma. Less risk of flame, but more risk of hard feelings.)

Fire

Even good air can betray the unwary miner. Many things that lie under the ground can take fire, and once exposed to air and the least spark, will burn utterly away. The smoke this releases will choke the life from anyone who survives the initial burst of flame. And campfires and torches themselves can burn up all the breathable air.

The best practice to avoid setting fire to the air and oneself is to use flameless sources of light in one's journey, to avoid casting fire spells, and do one's best to avert striking sparks with metal weapons and tools.

Creatures

Caves are shelter, and artificial caves even more so. Mines both active and abandoned attract living creatures of all sorts, from vilekin and bats to serpents and great beasts. The elements can manifest themselves, and rocks may take on a rudimentary will of their own. And, as the workers of the Copperbell Mine can attest, delving deep can reveal all manner of unexpected creatures already dwelling therein, those buried and forgotten, and those native and unknown.

The individual handling of such creatures depends upon their kind, and shall be addressed in another writing, but it is vital to remember that you are not the only living thing that has taken an interest in what lies below.

Coblyns, one of many sorts of creatures that dwell in caves and mines

Aether Crystals and Ambient Aether

Aether is a two-edged sword, answering the wishes of the living and yet working upon them in turn. A surfeit of ambient aether can cause what we know as "aether sickness", and if allowed to continue, it can even twist and alter the very body of the victim.

Aether crystals, being concentrated aether, can be at least as dangerous. Not only do they work more rapidly upon those near them, but they also can discharge their excess aether explosively. Special methods of handling and shielding may be necessary to those seeking to take samples.

Magical Wards and Sigils

In places where great civilizations once stood, ruins of all sorts can be found. Deep within some of them linger also the remnants of their magicks--on the isle of Vylbrand, those of Nym in particular. During the Fifth Astral Era, when Mhach moved against them with voidsent servants, the Nymian scholars and phrontists labored with difficulty to slay those fiends could, and seal away those they could not. An example of such beings is Chernobog, a terrible voidsent that haunts the southern slopes of O'Ghomoro and is drawn to death. Older civilizations by far have also had this knowledge, and so it is beyond knowing what evils lurk in the dark, held back only by a prayer or a spell.

As such, while one investigates any La Noscean ruin or excavation, it is of vital importance that one keep close watch for ancient sigils or glowing scripts or icons that might be carved or emblazoned on walls or ceilings or floors...lest they sever the delicate weave of magic and unleash ancient terror.

Exploding aether crystals in the Dzemael Darkhold.

3: STANDARD SAFETY GEAR

Ages of man's quest for mineral wealth has resulted in ever greater understanding of the threats he faces away from the sun's light, and his tools have become ever more refined to the purpose of shielding himself from death. Between human and kobold advances, mining can be a far less deadly experience, if one uses the proper equipment and follows the right protocols.

The standard gear used by the Miners' Guild of Ul'dah is fine-tuned to the needs of the professional. Made mostly of hippogryph leather and felt, it provides protection against sharp tools and rocks (and sometimes, sharp fangs). The boots are plated with darksteel, the better to shield the toes and feet from piercing or crushing injuries. Gloves padded with felt and made of sturdy leather ward against blisters and cold.

Mining gear used by the Miners' Guild in Ul'dah. Guildmaster Adalberta Sterne and writer Ceredan Brooks model one version with its attendant equipment, and the gentleman to the rear wears a full-length Toadskin Jerkin.

A miner should be aware of the risks of temperature exposure, for under the earth can be cold or hot--and sometimes in rapid succession. Thus, the sleeveless vest paired with a loose outer shirt, that one can don or doff as needed. Alternatively, one might wear a leather jerkin in areas where temperature does not oft change, and where injury by burn, cut, or bite is more probable.

Face protection is essential, for dust flies thick where men use picks. The equipment shown here includes a bandana to draw up over mouth and nose, which can screen out dust, and grant (very) temporary protection against deadly gases and smoke. Goggles as well, to protect the eyes.

At the top, a helmet with a flameless headlamp, the better to see in the dark recesses. Note the projecting brim on the back, to guard the skull and neck from falling debris.

((Mining helmets' headlamps can be turned on with the raise-visor setting.))

4: GLOSSARY OF TERMS

Abandoned mine: A mine that has been closed, with no intent to reopen it

Active mine: A mine that is currently operating

Adit: A horizontal passage from the surface into a mine

Bad air: Air that cannot sustain life

Cave-in: Collapse of ground in a mine, resulting in complete or partial blockage of the mine opening or passage. Sometimes results in a hole in the surface or passages above.

Idled mine: A mine that is currently not in operation, but may reopen in the future

Shaft: Vertical access into a mine's interior

Winze: A vertical or inclined shaft between two levels of a mine

5: ACKNOWLEDGMENTS ((OOC))

Chimera, mist dragon

Kuribu and Amdapori constructs

Carbuncles, faeries, egi

Mother Porxie

Atomos, Gargoyles

Golems, living rock, snowmen, mammets, coblyns