Athropomorphized Object Species in Tales of the Transmuter | World Anvil

Athropomorphized Object

An anthropomorphized object, also known as an 'animant' or as a member of the 'animated,' is a humanoid creature created as a result of a mundane object being exposed to The Transmuter's unique anthropomorphosis process. While they possess some connection to the objects which they once were, anthropomorphized objects are sentient beings which are initially indistinguishable from humans, with the full panoply of personality types inherent thereto.

Basic Information

Anatomy

An anthropomorphized object generally possess some minor physical features reminiscent of their magical origins. Such a being is, however, broadly human in morphology - to the extent that they may not be distinguishable from naturally-born human beings without close inspection.   For example, an anthropomorphized barrel might be stout, broad-chested, mahogany-haired and apt to carrying heavy loads when helping with chores in the Transmuter's Tower. The anthropomorphized object in this example would not be distinguishable from other patrons of a tavern or workers at a lumberyard without careful observation; the sent of fresh-cut pine lingering about him and the unusual durability of his flesh, however, might give away his identity.

Genetics and Reproduction

An anthropomorphized object is generally created when the Transmuter performs the experimental arcane anthropomorphosis procedure upon an otherwise inanimate object. The object appears to become 'vaporous' and grow during this process, gradually taking the form of a human being over the course around ten minutes.   As of yet, only the first generation of anthropomorphized objects have matured and learned enough about the world to seek out romantic partners outside of the Tower. None of these amorous connections have thus far resulted in families, though this is more a matter of time than physiology.

Growth Rate & Stages

Thus far, all anthropomorphized objects come into being as fully-formed human adults between the apparent ages of 18 and 24 years of age. The cause of the variation in apparent age at the time of creation has yet to be discovered, though the Transmuter suspects that it might have something to do with the age or level of craftsmanship of the object used in anthropomorphosis. These beings come into being with a basic set of living skills (i.e. speech, reading, writing, walking, and comprehension) commensurate with their apparent age. Though they seem not to know much about the broader world beyond topics related to their item of origin (i.e. simple construction, use, and maintenance), they often demonstrate an uncanny thirst for knowledge, rapidly matching or even exceeding the intellectual development expected of their apparent age.   The upper age limit of an animant is, thus far, unknown.

Biological Cycle

If 'slain,' an anthropomorphized object leaves behind no body. Instead, the individual immediately turns to vapor which, subsequently, coalesces back into the form of the object used in their creation via anthropomorphosis. While it has only been attempted once, it has been noted that a previously anthropomorphized object which undergoes the procedure a second time reforms into the same 'person' that it was before its 'death.' Whether anthropomorphized objects age or die due to old age has not yet been observed.

by Hero Forge
Mira, an anthropomorphized hand mirror and support spellcaster, uses the Reinforce skill to erect a personal barrier against an oncoming stampede.
Genetic Ancestor(s)
Scientific Name
Homo Sapiens Paphus
Geographic Distribution
Discovered by

Relations with Gulderry

Generation I and II anthropomorphized objects have long been fixtures at the many seasonal open houses hosted by The Transmuter at his tower's estate, wherein the wizard and his family entertain the townsfolk with well-rehearsed song, dance, and acts of legerdemain. This has endeared the otherwise skeptical townsfolk to The Transmuter's unusual offspring, though some lingering concerns about the ethics of the wizard's experiments are sometimes brought up in hushed tones during townhall meetings. As such, while the animated are not fully trusted, they aren't discriminated against either, as the general concensus in Gulderry is that they didn't chose their unnatural state and are, accordingly, innocent until proven otherwise.

In BCGR

Anthropomorphized objects, also known as animants, are statistically similar to humans with the following exceptions:  
  • Upon character creation, the player must choose a single mundane object (i.e. a bell) appropriate to the setting (i.e. early renaissance/clockpunk/fantasy) to be the original form of the animant to be created. Character theming should relate somehow to the object chosen (i.e. an anthropomorphized rapier might be a melee combatant), though this theming may be broad (i.e. an anthropomorphized grandfather clock might simply be concerned with punctuality).
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  • A slain animant reverts to its original object form upon death. This object may later be subjected to the anthropomorphosis process to restore the slain animant to life with no loss of experience, though the object must be unbroken or, if damaged, made whole again for this to occur.
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  • An animant may, at the Game Master's discretion, gain a small (generally +1) bonus on rolls in circumstances relating to the object from which they were created (i.e. an anthropomorphized key might gain a +1 bonus on Manipulate Mechanism rolls to open locks).


Cover image: by Artbreeder

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