Login or register. (You can now login/register with your social networks.)

Lifeforms
Constructed
City/ Ruin


Quest Winner - Second Place
4.5
10 Votes

115xp


Hits: 2196
Comments: 20
Ideas: 0
Rating: 4.5
Condition: Normal
ID: 5408

Submitted:

Updated:
November 7, 2008, 4:48 pm

Vote Hall of Honour
Cheka Man

You must be a member to use HoH votes.
Author Status

Options


Print Friendly and PDF

Steamwalkers

By:

In the deep of night, even the most jaded of criminals will look over their shoulders for the telltale scarlet glow of the steamwalkers.

"It was the night me and Jimmy Half-a-Hand was casin’ the old silversmith’s shop, up there on Brimming Way. We’d just decide to move in an’ crack the side window, which was Jimmy’s special, see. Then we hears this hissin’ sound, like a boilin’ pot or sumfin, an’ then there’s this uncanny red light shinin’ in some mist or steam that weren’t there before. The next thing I know, Jimmy’s screamin’ bloody murder, an’ missin’ the hand that was still there; it was floppin’ around an’ there’s this ragged old skeleton, right? Only it’s walking, an’ sparks are flashin’ up and down the bones, an’ the eyes, there’re like lookin’ into the pit of the abyssal maw itself, I tells you. Now me, I was standin’ back, so’s maybe it didn’t think I was involved. Or maybe it thought I’d spread the story. I don’t rightly know. But it tore poor Jimmy apart with this wicked metal claws on the fingerbones, ain’t never seen nothin’ like it since. An’ then, when Jimmy stops screamin’, an’ I’m still standin’ frozen, I don’t mind tellin’ you mate, frozen with absolute panic, it just turns away an’ walks off in this cloud of steam, leaves me alive and Jimmy a bunch of parts for the homunculi vats. That’s when I swore off of ever thievin’ again, mate. Turned me as straight as a ruler. I still wake up some nights in a sweat, dreamin’ about that thing and Jimmy screamin’. Them steamwalkers is nasty business, and no one in his right mind would want to tangle with one."

-Jacob Snow-hair, regarding the Steamwalkers

Full Description

Steamwalkers, at first glance, appear to be little more than animate skeletons, shrouded in a cloak of steam and mist as they stride along, dull crimson light seeping from their eye sockets; indeed, this is the appearance they are designed to give, the better to terrorize those they are built to hunt.

A closer look reveals that the skeleton is articulated by fittings of brass and oiled leather, with thick bundles of copper wire running through the spine and along the limbs, feeding into small thaumatechnological devices that animate the entire construct; the wires, in turn, run both into the otherwise largely sealed skull cavity, and merge with the compact steam engine wedged into the torso amid the ribs, generating both the steam that shrouds the skeletal figure and the power that drives it. Small runes etched on the engine’s boiler ensure that it draws every last calorie of power from the alchemically augmented coal that fuels it.

The crimson light comes from a component that is, perhaps, even more important than the machinery that drives the ungainly-seeming beast: a large crystal resides in the skull cavity, with a fine mesh of copper wires that wraps around it and connects it to the thaumatechnological systems. It houses the captive spirit of a condemned criminal, bound in death to serve the society it was deemed a traitor to in life. Trapped in a torpid, largely unaware state, the spirit’s memories of life serve as an operating program for the construct, enabling it to move, and providing a certain level of awareness that lets it recognize when other, still-living mortals are engaged in criminal activity.

Lastly, often overlooked due to the bloodstains that make them blend into the often-dingy-looking skeleton, many steamwalkers have had their finger bones replaced with long, sharpened blades, making them vicious predators when they happen upon unlucky criminals. While not particularly cruel, as they lack the self-awareness to be capable of such a notion, the steamwalkers often fight in such a way that their victims bleed to death from dozens of small and horrifically painful lacerations long before the construct manages to strike a fatal blow.

Creation

"Prisoner #1705, known as Jameson Cooper, was sent to the Scholam Necrosis today to fulfill his sentence: death and recrafting as a steamwalker. His remains fetched six crowns three fangs, and his bones are expected to be walking in a week’s time."

-Justicar Kurun, logbook entry

There are, to be sure, much more durable and powerful ways to build guardian automata than the methods used to create a steamwalker. Few, however, are as effective at terrorizing the criminal element of the city. Stories of the shambling, mildewed skeletons with frightfully swift reactions and razor-sharp talons quickly circulate in cities which employ these strange thaumatech constructs, and soon only the desperate, the determined, and the deranged dare to ply the criminal trades.

A steamwalker is crafted chiefly from a condemned criminal. Psycho-thaumaturges attend the condemned in a special execution chamber, recording the patterns of his mind into a specially grown and shaped piece of crystal at the moment of his death. The spirit still flies free into whatever afterlife exists for it, but the mind is preserved, frozen at the moment of flashback when every memory is relived at once, every skill’s progression perfectly recalled. A successful capture leaves the crystal alight; most often the crystal matrix is designed specifically to shift the light to a hellish red to prey on the fears of the populace.

The criminal’s body is then carefully divested of soft tissue, which is sent off to be sold to some bio-thaumaturge or fleshcrafter or homunculus farmer, while the skeleton is carefully treated with preservatives and the bones are all reinforced with iron and bound together with leather straps and brass rivets. A compact, powerful steam engine is secured in the skeleton’s ribcage, a complex glyph etched on it to ensure function and efficiency; from this, a complex elyctrical system is run out through the spine and along the major bones, along with pistons to give the construct a full range of motion. The fingertips are filed down, and alchymically augmented mortar used to bond razor-sharp claws of sturdy iron to them. Finally, a complicated network of metal threads are woven through the skull, securing and interfacing with the frozen image of the condemned individual’s mind. The top of the skull is replaced and mortared down, and all the skull’s opening save the eye sockets are sealed up, letting the inferno light glow through.

It is this crystalline snapshot that allows the construct to walk in a bipedal fashion, and gives it the rude awareness that lets it identify those using the skill set it once had in life; in addition, the nature of the crystal is designed, during formation, to encode the laws of the city or nation into it, further letting it recognize that a crime is being committed.

From there, the construct becomes judge, jury, and executioner; anyone it catches in the act of committing a crime is, in most cases, summarily executed, the carcass left for the city residents to find. Some few are more finely tuned, acting to capture the criminals they find and drag them to the jails in an implacable grip of metal-reinforced bone for sentencing.

One unfortunate peculiarity of the crystalline ‘brain’ is that the constructs function most effectively in their old haunts from life, and inevitably wind up drifting there. To have steamwalkers present in one’s neighborhood is a sign of criminal activity at some time in the past, and often those neighborhoods which have none, or at least very few, on their streets pride themselves, snobbishly, as upstanding citizens, looking down on anyone who lives in more infested locales as potential scum.

Additional Information
-Steamwalkers are not undead; they are constructs, built with bone to maximize the amount of terror they can generate when they appear.
-The steam engines wedged into the ribcage are compact and efficient, but most steamwalkers have routines coded into them to let them keep functioning by refueling the furnace with alchymically doped coal kept on their belt, as well as topping the boiler off with water from rain barrels and similar sources.
-Steamwalkers, despite having open eye sockets, do not see in the normal sense; they possess thaumaturgic senses that let them perceive the material world, psychosphere, and aetheric overlay in a sphere of awareness that extends out to roughly 150 feet. The sockets are open solely to enhance the terrorizing effects of the construct.
-They have no minds to speak of; the mental snapshot in the crystal is frozen in time, a still life of the now-dead mind that serves as a template for the construct’s behavior and awareness. Their awareness is on the same level as a complex plant.
-In an emergency, the steamwalker can dramatically increase the amount of power it has available, at the cost of shortening operating time; in this mode of operation, visible arcs of lightning sizzling along the wiring wrapping the bones, and the construct moves with greatly increased speed and strength.
-As a last resort, the construct can overload the furnace, superheating the boiler within a minute; the resulting detonation is extremely deadly, as it sends searing-hot metallic shrapnel flying, often cutting down anyone trying to close in on the construct, and even those who try to flee before it explodes, as it can operate right up until the last second.

Plot Hooks
-A criminal who has been caught and condemned has information the PCs need; they must either rescue him from the prison before his execution, or find a way to extract the knowledge they seek from the crystal in the resulting steamwalker’s skull. The construct, of course, will regard any attempts to retrieve the crystal as an assault, and react in self-defense.
-An undetected flaw in a crystal has resulted in a steamwalker behaving in a deranged way, misunderstanding normal behavior as criminal activity. Can the PCs track it down and deal with it before it becomes the deadliest serial killer the city has ever known?
-One of the psycho-thaumaturges has a long-harbored grudge against certain public figures; she introduces specific flaws into the crystal’s growth, creating an assassin construct that will always see anything these figures do as criminal activity. Can the PCs track down and stop the construct before tragedy results? What if the figures are actually guilty of some horrific crime, and the PCs discover this just before finding the construct?

This sub was largely inspired by Ouroborus and his work on Locastus, specifically the Deaders. That, and the notion of a steam-shrouded skeleton lurching out of a bank of fog, with a mantle of steam, struck me as an interesting one. And what better way to catch thieves than to set a former one on them?



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 20 )
Commenters gain extra XP from Author votes.

Voted Ouroboros
November 7, 2008, 6:18
0xp
An excellent piece (and I dont say that just because you credit me...). In a steamfantasy setting, it is also quite logical. Why construct a golem or automaton from scratch when you already have ready-made frames, with all the necessary hinges and articulation - and in great abundance to boot? And I do love the idea of this being a worse-than-death sentence. Not only are you executed, but your remains will be desecrated and forced to serve the very society that killed you.... Mmm, delicious irony..:)

/David
Kassil
November 7, 2008, 6:30
0xp
It's definitely a worse-than-death sentence; not only what you mention, but rumors likely exist about how the poor sod's mind sin't really frozen, but trapped, forced to watch the world constantly but totally unable to do anything. It's like the stories of immortality gone awry, in that respect.

And you have part of the idea down pat; the skeleton makes for an excellent framework. Skeletons also tend to creep out people, particularly ones walking around, if the world's undead are proscribed (Kuramen only having the Hollow Ones as true undead, for example). And hey, they can be enhanced if you really want... Thaumatechnology is prone to cramming extra runes, glyphs, and scripts into too small a space, after all.

I'm glad you like it!
Voted Chaosmark
November 7, 2008, 14:20
0xp
I like it. The creep factor could probably be turned up a bit more for extra effect when actually used. I also like the explicit inclusion of, "These are not undead, they merely have similarities."
Kassil
November 7, 2008, 16:49
0xp
Indeed, the creep factor could be quite seriously augmented in use, to suit the game.

Yes. I wanted to make it absolutely clear on that point; they're automata with a disturbing figure, not undead.
Kassil
November 7, 2008, 16:48
0xp
Updated: Fixed some grammatical issues that were pointed out.
Voted Cheka Man
November 8, 2008, 16:54
0xp
We should do that in real life to our murderers and sex criminals. And maybe turn captured Iraqi resistence fighters into these things too *evil grin*
Kassil
November 8, 2008, 19:33
0xp
...Even if you solved the problems of bipedal balance for the thing, which would likely require slightly different programming on each skeleton-construct, it's a bit too disturbing a concept for the real world. People would be up in arms over the desecration of the dead, regardless of their origins. As for the resistance fighters - the main thing that'd do would be give them more targets to blow up and likely turn the Iraqi people who are ambivalent about the USA solidly against them. It'd be solidly living up to the label you occasionally hear about the States being devils, Shaitan's minions, and so on.

That's assuming you could get a computer brain for them capable of handling everything necessary, or convince someone to teleoperate what amounts to some guy's corpse.

I'm happy leaving them in the steampunk realms, honestly.
Voted Scrasamax
November 9, 2008, 17:08
0xp
Lets keep the undead, and things that look like them, in the realm of fantasy. Is there even one movie where at the end of the story, the protagonist says Thank Goodness we had these Robot-Zombies?
Kassil
November 10, 2008, 6:13
0xp
Not really, but then movies tend to be pared down and simplified for mass consumption anyhow.

I'm all for leaving the monstrous constructs to fiction, though.
Voted valadaar
November 9, 2008, 19:02
0xp
Excellent imagery Kassil!

I guess it depends if you consider Steampunk fantasy or not. This sub is consistent within Kassil's and Oroboros's flavor of steampunk.

Cheka - as I mentioned before - you have too much confidence in the authorities :P
Kassil
November 10, 2008, 6:15
0xp
Glad you appreciate it.

Kuramen, which these things belong in, used to be a high-fantasy world. Then I had a conversation with siren and it turned steampunk. Now it gets better described as a world of heroic fantasy where all the heroes have already gone off into legend, and only the normal people are left to try and deal with it.

I can help counterbalance that. I don't trust any authority at all.
Voted Siren no Orakio
November 9, 2008, 19:30
0xp
Well executed, a hideous tool of terror in the night.

Randym replacemynt of vowyls with ys is kind of irritating, though.
Kassil
November 10, 2008, 6:16
0xp
I blame China Miéville. And I'm pretty sure I only replaced the e in 'chemical' with the y, unless I'm forgetting something.
Voted Netlander
November 15, 2008, 14:10
0xp
Excellent! Well-thought, and well-explained. I shall be using steamwalkers in my game (and that, I believe, is the highest compliment one can receive on a sub). I have a thief PC who's been getting a little too cocky lately, and the next strange city he visits...
Chaosmark
November 15, 2008, 16:24
0xp
Make sure to have a wonderfully spooky buildup with it. This thing is custom-built for freaking your PCs out. :D
Kassil
December 7, 2008, 20:00
0xp
They work best, naturally, on foggy nights, or other misty locations; your first clue there is of a faint red glow in the vapor, which abruptly resolves into the Steamwalker itself, eyes blazing like windows into the fiery pits of damnation.
Voted freebooter
May 23, 2009, 6:30
0xp
I just stumbled upon this entry and it alone did two things for me...
1. Cause me to sign up so I could get active in this community.
2. Mothball the current d20 modern campaign and kick start that steampunk campaign I first started working on back when I first got into Hordes/Warmachine.

Very nicely written. The small piece at the start sets the mood perfectly and shows just how creepy these things are. The other great thing about them is that my PC's will assume they're undead and waste turnings and other holy items on them. Can't wait to get started with these :)
Kassil
June 8, 2009, 9:49
0xp
Glad to have been of inspiration to you. The world needs more steampunk, in my opinion.

Yes; the storytelling bit at the beginning is meant entirely to show how these things behave in practice. When they first show up... Players will expect them to behave like the undead in some fashion. When it suddenly moves in and tears into the guy holding a stolen item, or who was picking a lock, it'll undoubtedly startle them, even more so when it just shrugs off any holy effects. Of course, if the party hasn't actively attacked it by the time it finishes off the criminal, it just turns and walks off... It can be really compelling if it they catch it tearing into a NPC criminal in the middle of the night, outside their bedroom window.
Voted Michael Jotne Slayer
October 16, 2010, 8:46
0xp

Still remember this for the vivid visuals. Ouroboros Deaders are also an excellent take on the subject.
 

Voted Ramhir
October 16, 2010, 18:12
0xp

Very well done! I don't GM steampunk, but I like it a lot. Wondering how I can make something similar for my fantasy campaign.

Link Backs

Quest

Freetext



Random Idea Seed View All Idea Seeds

       By: CaptainPenguin

Elves are not actually aloof. They are actually extremely family-based and insular, and often intermarry inside their families, making them uncomfortable around those not of their family. Therefore, they shield themselves behind pretended aloofness and coldness until they are comfortable in others' company.

Ideas  ( Lifeforms ) | June 16, 2004 | View | UpVote 0xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0237