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[✗] Feat - Golemancy


McDaedra
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Feat - Golemancy

 

 

Background/Origin

 

Before the Braveaxe, Firemane and Irongut’s first rediscovered the ancient art of soulbound golemancy, it was first practiced and used by the Scriberfolk, an ancient civilization that existed in Kal’Karik. The Scriberfolk had a much greater understanding of golemancy than those of the present-day Golemancers, knowing golemancy beyond a fundamental level. This knowledge was then lost to the Scriberfolk when the Ironborn took power, as they then caused the blood age and the purging of a great many dwarven secrets, most damaging to past and present Golemancers; how golem cores function.

 

Hope, however, was not lost entirely, with the aforementioned family of Braveaxe spending generations to rediscover some of the secrets of the Anvil of Urguan, leading to the cooperation of Thorik Braveaxe (then to become Thorik Grandaxe), Gotrek Firemane and Hiebe Irongut through experimentation and failure eventually leading to the creation of Grey Vigil, the first soulbound golem of King of Urguan.

 

Following the destruction of Aegis, the descendants arrived in Asulon, it would be in this land that one of the Scriberfolks many secrets would be rediscovered as golemancers learned of lightning-bound golemancy from ancient texts, tablets and more importantly, a functioning lightning-bound golem to whom greeted the dwarves on the discovery of Karik.

 

Over time, Golemancers began to experiment with the idea of applying golems limbs to descendants. While this sort of work did lean more to the macabre, it worked. Those unlucky few that had lost their limbs in battle or otherwise were gifted with one more chance to live a normal life. As with most things, this did come at a cost. Those with golem limbs began to die sooner than expected, or rather before the lifespan of their race suggested. Puzzled, golemancers of the time began to study this, though it may seem morally wrong to use descendants like guinea pigs, it did lead to a better understanding of golem limbs in the future. The golem limbs draw from the soul blueprint of the user, thusly shortening their lifespan.

 

In the realms that followed, Golemancers would slowly begin to get a firmer grasp of the art form, learning many long lost secrets such as the creation of the first thanhic golem; a golem similar to the lightning-bound would make use of a power source that wasn’t a descendants soul, revolutionizing the way golems were made. The thanhic golem was essential as the past repeated itself, Golemancers following in the steps of the Scriberfolk as many of those who knew how to create lightning-bound would pass, their secrets lost to all but a rare few, becoming a lost creation process with thanhic replacing it. 

 

Further experimentation led to the development of the first multi-core golems to which were superior to the ones that had come before them. Also came the swift & brawn golems; the swift golem matching the size and stature of a dwarf and able to perform tasks more suited to something of a less cumbersome size, whereas with the brawn golem this led to a creature of massive size, slow and lacking in finesse but able to perform feats of strength akin to Ologs. 

 

Later discoveries included the development of anti golem technologies to which would be used by Golemancers to finally have a way to combat their creations should they turn red, or have one of their own go rogue. These technologies were developed from the study and research into the Hammer of Ardol, leading to the creation of poor replicas that would become known as disruption cores that could disable the control of various parts of a Golem. Another revolutionary piece of dwarven ingenuity would be the creation of disrupter spikes, designed to target Golemancers to which could sever their ability to create Golems. 

 

 

Magic Explanation

 

 Golemancy is the art of turning inanimate stone into a sentient construct capable of performing tasks commanded by the golem’s Impera. The constant pursuit of the perfect golem, one that will not and cannot disobey its master. While not easy, to learn Golemancy one must seek out an advanced and learned Golemancer, with the ability to teach. To learn the full extent of the art, one may need to learn from different teachers, as not every Golemancer knows every possibility available. The only requirement to begin learning Golemancy is that the prospective student has an undamaged soul and is physically capable of crafting golems.

  • Golemancy is a tedious feat, requiring many hours of practice, pursuing unattainable perfection.

  • Golemancy is not powered by any diety or specific place, but rather by the craft. The runes are powered by the core, which is powered by the soul or thanhium within the core. 

  • Golemancy can be learned from anyone with a valid TA, though, if a teacher has not learnt something in the advanced section, they may not teach it.

  • Golemancy users must have a valid MA.

  • While the creation of the mundane, materialistic parts of a golem may be done using magic, such as transfiguration or runesmithing, the golem itself may not be charged or have any magic other than Golemancy bound to it.



 

Abilities/Spells

 

  • Name: The Body

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  • Description: The body of a golem, while not perhaps the most interesting part, nor is it the most difficult part, it is, however, the first part. It is futile to begin working on anything else before one has completed the torso of the golem. As sturdy as it is large, the body must be strong to protect the core and serve the golem well. The body is typically made of stone, this coming from the fact that most golemancers, to begin with, were dwarven, and thus the abundance of stone became a key material in their creation. Though in later realms they have been known to be made of many different materials, such as wood. One material that continues to be ineffective and unusable being metal, the material too heavy a drain on a golem core to function. The body itself physically could be made to wear armor, but the drain on the core as mentioned before becomes too great, with golems losing power and collapsing due to the drain. Golems find clothing to be restrictive and unnecessary, as they do not have the same concept of flesh that descendants have. There is also the possibility that the clothing may pass over any of the golems runes, due to the material causing interference with the runes.

 

  • Mechanics: The body of a golem is quite self-explanatory, as the body itself does not inherently have any mechanics. It serves to hold the core and protect it. The golem body functions like any humanoid able to walk and run, for example, golems often find themselves separated by the type they are, with swift core functioning far better as worker roles such as miners, builders due to their smaller size and less cumbersome build. Standard and brawn sized golems often struggle with anything mundane, often being commanded to complete laborious tasks, such as lifting and hauling materials. The Brawn golem is physically superior to both standard and swift golems, though due to their slow nature and size cannot fight.

 

  • Red lines: As with many things in golems, the body must remain humanoid, this means it must be identical to the descendant's body with things such as two legs, two arms, two eyes, two feet, etc. Along with this, a golem is unable to wear armor or be made from metal. A golem cannot wield or use magic, this includes the use of magic weapons or runic weapons. With the golem needing to be humanoid this also restricts it from having additions added to its form, unable to carry the extra weight of additional material such as with excessively large limbs or extra material on its body such as large stone horns or stone spikes, this weight becomes a great constraint on the form.

 

 

  • Name: Golemancy Runes

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  • Description: The runes necessary for the creating of Golems are essential to the magic as a whole. They provide specificity to the magic and the creation of golems that was lacking in the past. While the mechanics for the runes are lengthy, it is quite necessary.

 

  • Mechanics:  

 

Preface 

  • The runes utilized in Rune-smithing are more akin to words, while the runes used in Golemancy are like pictures. The power or speed of a rune is defined, not by the rune, but by the core. Naturally, a brawn core can provide much more power for a motor rune to utilize, while a Swift Golem will provide more speed. The runes are universal between types of golems. Runes that are placed abnormally or in positions that might invite non-humanoid actions will not work, because it is not on the soul blueprint and the golem is unable to use it.

 

Optical Runes

  • The optical runes are those responsible for providing a Golem with sight. This sight is not the same sight that many descendants are used to. The optical runes can be whatever color, (eye color) except red. The rune may not alternate colors.

 

Touch Runes 

  • The touch runes are responsible for providing a Golem with sensitivity and allow them to pick up things without breaking them. It is not the same sort of touch that a descendant is used to, as it is pressure, rather than hardness or softness. When touching something, the golem knows no more than it is there.

 

Hearing Runes

  • The hearing runes are responsible for providing the Golem with the ability to hear sounds and interpret them as language or fighting, etc, etc. Just because the Golem can hear, that does not mean they understand what is going on. When a Golem is created it does not understand language as much as it understands it’s Impera’s intentions and commands.

 

Motor Runes

  • The motor runes are responsible for moving the Golem’s limbs. It is one of the few runes on a golem that does not gather or provide any information for the core to use, as it only takes commands. The rune must be carved on the same axis as the intended direction of movement. The upper arm or shoulder requires two motor runes, as the arm should be able to move forward and backward, as well as away from the golem and back towards the body. One rune would be placed directly on top of the shoulder and one on the side.

 

Speech Runes

  • The speech runes are responsible for allowing the Golem to speak, much like the motor rune, it is one of the few runes on a golem that does not gather any information for the core to use. When a golem is created it is much like a child and is without knowledge. They can speak, but do not necessarily know anything resembling language.

Joint Runes

  • The joint runes are responsible for joining some of the more articulate limbs, those that cannot be attached in any practical fashion, such as the fingers. To adjoin the limbs, they simply require a joint rune on each surface and once the runes are activated, the limbs will be connected via the runes,

 

  • Red Lines: While the addition of the runes adds a certain specificity to the creation of golems, it does not allow for unusual creations. Golems must be humanoid. When a golem is created it takes a snapshot of the soul blueprint of the golemancer that created it and using it for its basic functions. Golemancers may attach extra limbs to the body of a golem but the golem will not have any concept or ability to use it. Such limbs will often put an extra strain upon the core, increasing the chance that the core could go red.

 

 

  • Name: Golem Anvils

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  • Description: The dwed of old were capable of astounding feats. Caverns hollowed out in minutes, runes that could conjure mighty spells, forges hot enough to melt the very earth we stand on. None of this compared to the prized creation of the dwarves: Golems. In modern times the descendants know only of one kind of Golem, but in times past there were many. How did they accomplish such a feat? With one brilliant creation: The Golem Anvils.

 

  • Mechanics: In older Golem lore Golem anvils were a means to restrict the creation of Golems. This is not so now. That is not to say that this is rewriting the old lore, no, but rather that these are a separate kind of anvil altogether. The purpose of these anvils is quite simple: to prepare golem cores for use in other types of golems. There is no other function to the anvils.

 

  • Red lines: You must be taught how to use a Golem Anvil, a mere amateur may end up hurting themselves or others if improperly using one. One must also be taught how to create the Golem Anvil.

 

 

  • Name: Golem Core

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  • Description: Golem cores are made of perfect arcaurum, heated to molten and then cooled through a very precise process involving runic magics such as to create a solid cube of pure arcaurum without defects. Basic alchemy is often involved in the process. Damage to cores introduces defects to the golem core, impeding its function irreversibly, and severe damage can drive a golem berserk or cause it to creatively misinterpret instructions to destructive effect. The core of a golem is a complex runic artifact made of inscribed arcaurum. Five of the six faces are inscribed with the intricate runes and symbols that that power the golem, the sixth is always completely blank. It is believed that the golem's memories are written upon the sixth face, in words invisible to mortals. Golem size is limited by the strength of the core. While a golem is very strong, golem cores cannot effectively animate a golem larger than a common Uruk orc (7 to 7.5ft). 9-foot tall golems are possible but suffer from defects such as arms dropping off without warning. 

 

  • Mechanics: The golem core acts as the mind and heart of the golem. Two of the six runes, as mentioned above, have always been carved in a specific order, else the golem is ruined, but for the longest time, the reason was unclear. The rune that is created first acts as a sort of “storage” for the information that the second provides. The duo has been dubbed the transcribing rune and the transcribed rune. The reason for needing to create these runes in a particular order is because the transcribing rune only works once. Upon the completion of the transcribing rune, it activates instantly, gathers the necessary information, and then burns out in a manner of milliseconds. The information gathered is then stored via the transcribed rune and utilized in the golems overall function. In those milliseconds, the transcribing rune takes in nearly everything before it, including its creator’s ‘soul blueprint’

 

  • Red lines: As with many things in Golemancy, failure is always an option. Golems are incredibly hard to create flawlessly and because of this, it is more common for golemancers to make mistakes than succeed. Golemancy favors the patient descendant, one with the will to try again and again. Basic Golem Cores require thanhium and arcaurum in the crafting process.

 

 

  • Name: Golem Limbs

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  • Description: First and foremost, golem limbs draw from the user’s soul blueprint for information like how to move and primarily for power. While most anything can be replaced, there are dire consequences to having some golem limbs and there are limitations to what a golemancer can fix. Golem limbs are almost always made to fit the person in need. The limb must resemble what they once had. ((This is to say that a human cannot have a big arm twice the size of the one they lost. A halfling cannot have larger legs to make them the size of an orc.)) If they still have their upper arm, then they only need the forearm and hand. While it requires no core, the Golem limbs tap into the user’s soul blueprint to power them and due to proximity or the size of the golem limb they can affect the user’s lifespan.

 

  • Mechanics:  

 

Golem Arms

  • Most likely the most common golem limb, an arm consists of the upper arm, forearm, wrist, and lastly the hand. The upper arm requires little more than two motor runes and a mundane joint. The forearm and upper arm are connected at the elbow. One motor rune should be carved on the outward side of the forearm near the elbow to provide movement on that axis. Another motor rune should be placed on the wrist to allow for movement. The fingers on the hand are possibly the most intricate part of the golem. Each joint must have a motor rune on the side to allow for complete motion in the fingers. Typically, a touch rune is carved on the tip of each finger to allow for a sense of feeling.

 

Golem Legs

  • While the golem legs are not necessarily the most common, they are however the most straightforward piece to make, save perhaps the torso of the golem itself. The hip itself requires a mundane joint to attach it to the descendant’s body and a motor rune to allow for movement. The lower leg and hip are connected via the knee, which consists of a mundane joint and a motor rune to allow for movement. The last bit of a golem leg consists of the ankle and foot. The ankle requires a mundane joint to hold it to the leg and a motor rune to allow for the movement of the foot.

 

Golem Eyes

  • Golem eyes are some of the more uncommon prosthetics that are made by golemancers, for a multitude of reasons. Installing them is not easy, and the proximity to the descendant's brain makes for a heavy debt that will be paid later in life. The eye itself requires only Sight rune. The sight that is provided for the user is by no means equal or better than a descendant's normal sight. They may have trouble discerning some finer details, such as the direction of the grain in a piece of wood. 

 

Golem Limb

Life lost in Percentage

Golem Eye

5%

Golem Full Arm & Hand

6%

Golem Forearm & Hand

3%

Golem Hand

1%

Golem Full Leg & Foot

17%

Golem Lower Leg & Foot

7%

Golem Foot

1%

 

  • Red lines: The golem limbs may be stronger than what the descendant had previously, but the user sacrifices speed and dexterity. The user must take time and roleplay becoming used to the new sense of touch and the lack of feeling in their arm. Acclimation is necessary. Depending on the proximity to the user’s vital organs and the size of the golem limb, the user will lose a certain amount of their life span. The amounts stack, so if you have two golem arms the effect will be double.

 

 

  • Name: The Soulbound Golem

 

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  • Description: The progenitor of all modern golems came from Aegis, with the innovation and development of the first soulbound golem, Grey Vigil. A soulbound core lacks thanhium within the golem core, instead binding the soul of a descendant race to it to give it power. A normal golem core appears as a brilliant translucent golden cube with intricate runic carvings both on the sides of and somehow within the material when filled the core is filled with a murky red mist, like blood suspended in water.

 

  • Mechanics: The soulbound golem is much like the Thanhic Golem, but rather than using thanhium as it's power source, it makes use of a descendant's soul. This creation method is inherently violent, requiring the killing or murder of someone to bring life to the golem, snaring their soul to its core and acting then as the cores power source, denying the soul its right to ascend or descend into the afterlife. The Soulbound Golem adheres to the size stated in the golem core section, 7-7.5 feet. The lifespan of such a golem is tied to the soul trapped within it, with a soul at the end of its days giving very little time to the golem, whereas someone with hundreds of years left of life granting the ability to outlast generations of humans. Once the soul has been drained of its power, the core becomes non-functioning and simply deactivates. Once a core runs out of power it is unusable and cannot be refilled. If the golem core is removed from the golem, it is no longer being drawn upon and thusly will last until it is used again. Also, if the soulbound core’s case is destroyed, the soul of the core will seep out and maintain its way to wherever afterlife it belongs to.  

 

  • Red lines: Races that lack a soul cannot be used for a Soulbound Golem. The lingering memories of a Soulbound Golem are considered a curse, a reminder of the unliving hell that is their existence. Due to the unliving hell, a soulbound core is far more prone to going red than its counterparts. Soulbound cores are now limited by the lifespan of the soul within. A human’s soul that is employed inside a golem’s core can only be expected to work sufficiently for 100 years, assuming the soul within was young. As the golem becomes older, and the soul is used longer, the core becomes more susceptible to becoming red.

 

  • Name: The Thanhic Golem

 

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  • Description: The forging process of making a golem core changes the nature of arcaurum: it ceases to behave as metal and becomes much more glasslike. A normal golem core appears as a brilliant translucent golden cube with intricate runic carvings both on the sides of and somehow within the material, with a crystal of thanhium elegantly fused into its center. Thanhic Golems are the basic, or rather, the easiest kind of golem to make.

 

  • Mechanics: Much like any golem, the Thanhic golem is powered and controlled by the core. While thanhic golems are not necessarily better than their soulbound counterparts, they do provide a non-lethal and somewhat more popular option for golemancers. The thanhium used in the core is not exactly a stable substance and thusly is susceptible to going red. The slightest bit of damage to the core must be attended to in short order.

 

  • Red lines: Damage to the core of a thanhic golem acts very much different to its soulbound counterpart, the thanhium no longer contained by the core will leak power out of the damaged section, rapidly draining the crystal used within to fuel it. As well as this, thanhium is an incredibly cold substance, when put into a golem core this becomes pressurized, making repair attempts difficult as well as deadly for the golemancer, risking frostbite and worst, should the golem itself venture into place with high humidity or worst still a river, the incredibly freezing temperatures of the core will cause ice to form in the damaged section of the core as well as the region surrounding it, risking shattering the core from the ice expansion as well as breaking of the stone torso if the ice expands further from the core, either instance likely being the end of the golem.

 

 

  • Name: The Swift Golem

 

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  • Description: Swift Golems, as directly translated from the ancient dwarven “Vlokon Khoren”, is a fascinating evolution in the line of Golemancy. While many of the original golemancers were concerned with creating the strongest, sturdiest, and biggest golems, one dwarf, in particular, took Golemancy in an entirely different direction. Believed to have initially ridiculed for his fascination with grace and fluidity achieved by elves, he instead translated this fascination from a point of mockery to that of triumph. This meant that a Swift Golem could be rendered incapacitated by a few quick blows to key locations on the body, thus dislocating its limbs entirely. In the end, Swift Golems became a popular alternative to regular ones due to a much lower manufacturing cost, and they were much better suited for daily tasks required of a common dwarf.

 

  • Mechanics: While not particularly smarter, they were capable of reacting to scenarios and making decisions far faster than a normal Golem. There were, of course, some drawbacks. Due to the increased focus on the speed and agility of the golem, the cores “sphere of influence” was greatly reduced. A Swift Golem core could only support a Golem with a maximum height of around 5 feet. Not only was the height of Swift Golems reduced, but so was the overall strength of them, and in more ways than one. A Swift Golem was physically weaker, being about as strong as an average dwarf. However, they were also far more delicate due to the focus on agility. 

 

  • Red lines: While Swift Golems are faster, they are not smarter nor are the stronger. The core gives up some focus on strength in exchange for speed. This speed pertains only to its movement, not it’s intelligence. Swift Golems are smaller than normal golems, tending to be smaller than 5ft in most applications. As with everything else in Golemancy, this must be taught or experimented to learn. While the Brawn core was altered to create a bigger sphere of influence


 

  • Name: The Brawn Golem

 

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  • Description: As the dwarven population turned towards better ambitions, the ancient golemancers created a new core in the hopes that they would become the builders the dwarves needed. The Brawn core was later created and in doing so allowed the creation of Brawn golems which are known as the biggest and strongest of all golemantic automatons and trade swiftness for strength. 

 

  • Mechanics: While often seen as slow and dim-witted even amongst their fellow golems, Brawn cores are capable of carrying much more than thanhic or soulbound golems can and have the capacity to destroy much more with a single blow. Making them ideal builders and deconstruction workers, some of them being used to hold bridges while others sculpted large hallways which would’ve taken dwarves months or perhaps years to create, Despite this power, the brawn cores sphere of influence is limited due to the immense pressure put onto the golems body and the way in which the golem anvil manipulates the core. Because of how heavy the golem is, the body itself is morphed to allow for better movement

 

  • Red lines: While Brawn Golems are incredibly strong, there are obvious trade-offs. In exchange for this strength, the Brawn core gives up speed and most certainly intelligence. Brawn Golems are capable of only the most menial of tasks, such as heavy labour or destruction. Brawn Golems are incapable of directly harming any descendants or other creatures. This is not to say that someone could step in the way of a Brawn Golem and it would stop instantly, no, they would be crushed. The Brawn Golem cannot harm anyone on purpose. When most Golems are created, there are like a child and are without any knowledge or experience. Brawn Golems are much like this, but constantly. There is little to no possibility that a Brawn Golem could ever learn anything more complicated than how to move things or destroy. Brawn Golems are somewhat clumsy and lack dexterity. Brawn struggles mobilize within dwarven structures due to size.

 

 

  • Name: The Multi-Core Golem

 

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  • Description: Multi-core golems make use of the unique properties of the Command and Slave Cores. Through these two core types, Multi-core golems gain much higher cognitive skills, as well as additional motor skills. Multi-cored golems have little to no advantaged physical features. Most of the work is kept inside of the golem, to assure that no damage is done to the extra cores. A multi-cored golem can go red if it loses one of its 6 cores (excluding the main one). To make a multi-cored golem, you need the proper tools and knowledge to do so. A multi-cored golem must be soulbound, as a thanhic golem would absorb too much heat. A multi-cored golem requires the use of two soulbound cores. The primary core is called the Command Core. The Command Core acts as the decision-making center for the rest of the golem. It requires the cognitive abilities provided by the Slave Core to function properly. The secondary core is called the Slave Core. The Slave Core acts as the cognitive center for the golem, as it provides all the information that is gathered by the cognitive and optical runes to the Command Core. It cannot act on its own and requires a Command Core to command it. The golem will need a total of 5 Slave Cores and a singular Command Core. Each limb needs a slave core and one in the torso. The obvious drawback to the multi-cored golem is that it will cost two souls (Two PK’ed characters). Golem Cores must be aligned properly to communicate their messages easily with each other. If not, they tend to argue and if the misalignment is bad enough the limb may be unusable. Even when aligned correctly, the cores within the multi-cored golem tend to argue quite a bit. The Impera may give them an order to cooperate and they will do so.

 

  • Mechanics: The Slave Core is what takes in all the information from the cognitive runes upon the surface of the golem. It then gives all of that information to the Command Core. The Command Core uses the acquired information to form an action based upon the protocols outlined at its creation and complete the action. If the slightest mistake were to occur when the golemancer is aligning the golem cores, every step outlined above takes longer for the golem to enact. The more out of line, the worse the effect. To clarify, there are drawbacks to a multi-cored golem. It can only be soulbound. Soulbound cores are very costly, as finding a soul willing to be trapped inside of a core isn’t common. A soul can retain it’s memory and can cause the core to be miserable. Soulbound cores have a higher chance of becoming red, unlike thanhic golems. If one core becomes red, it will create a bad influence on the rest of the cores. Slowly, the cores will become red. You then have a multi-cored golem with high motor skills rampaging in the world. This means multi-cored are a high maintenance ordeal. A golemancer needs to watch for red cores commonly, and replace them when needed.

 

  • Red lines: As with most things in Golemancy, even the most skilled golemancers may not have experimented or been taught to create the multi-cored golems. Multi-Core Golems are faster, smarter. and are capable of more articulate movement than a normal golem, but it somewhat less dependable. Slave cores are vulnerable, as there are less protected and further from the center of the golem. If an outer core becomes damaged or red, it can quickly spread to the command core, infecting the entire golem. When an outer core becomes red, the golem loses control of that limb. 

 

 

  • Name: The Disrupter Spike

 

 
 
 
 
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  • Description: With the revelation concerning the transcribing and transcribed runes, ancient golemancers began to hypothesize whether or not they could take things a step further. The Disrupter Spike somewhat resembles a railroad spike, as it is sharp on one end for piercing and flat on the other so that it may rest atop the wound.

 

  • Mechanics: To create a golem, the golemancer must have complete ‘soul blueprint’ as it is what the golem draws on in its early hours. It is known that soulless beings are unable to practice golemancy and there is some kind of middle ground there. The Disrupter Spike creates a sort of hole, or leak in the soul blueprint, making it incomplete. When a golem is created, it uses the golemancer's soul blueprint to teach it the most basic things and also makes them the Impera. If the soul blueprint is incomplete or damaged, the transcribing rune will burn out prematurely because it is unable to read a damaged soul. The effects of this are two-fold, it prevents the golemancer from creating golems and also prevents them from teaching, as they cannot properly show their students how to create the transcribing rune. To employ the spike properly, it must be stuck into the golemancer’s chest, while they are tied down, and within a short distance to the heart, but not too close, as obviously, death is not necessarily the intent. 

 

  • Red lines: Requires the knowledge of how to create it. The spike cannot be removed by conventional means, though an event/ritual will be provided in which the golemancer is given a chance to remove it and repair their soul. Failing in the event/ritual may lead to a PK. 

 

 

  • Name: The Disrupter Core

 

 
 
 
 
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  • Description: Since the realization that golems could go into the Red-state, there was a necessity for something to dispose of them. The disruption core is one such thing. Preceded and designed after the Hammer of Ardol, they are intended for one purpose only; to destroy golems. The Hammer of Ardol was the original ‘disruption core’, but they never shared the full extent of their research and other dwarven golemancers sought to create a weapon of the same effect. Unfortunately, the only thing that the golemancers could produce were cheap copies of the hammer. 

 

  • Mechanics: The golemancers were odd in making their golem-destroying arsenal, believing the core of the golem would be its own folly, and using the anvil-- they forged the “Disruption core” which oddly did not have a spherical or cubic shape. In fact, this core frame was more like a shard, a larger one. Using the Golem Anvil, golemancers can manipulate the core in such a way that it destroys, rather than creates, golems. The core was too large to safely install itself in a weapon like a sword, thus the golemancers inserted these cores within blunt force weapons, like hammers and maces. While these weapons would temporarily disable the runes on areas where the weaponry struck, they could endure no more than taking down one golem. After dismantling the golem, the disrupter core would become useless and unfixable.

 

  • Red lines: The disruption core can only be put in larger weaponry that deals blunt damage. The weapon disrupts the runes on the stricken area, and only that area-- this means you can’t hit a golem on the arm and say “Sorry, you shut down entirely.” The disruption only works for one to two emotes on the given area before the golem recovers. The only exception is being struck on the core area, where the Golem will be immobilized for longer (3-4 emotes, if not longer [depends on the Golem’s preference, or gives consent to being permanently immobilized.]) These weapons will break max after taking down one golem.

 

 

Red Lines

 

  • While golemancers may be perfectionists, they are not perfect. Golemancy is not only a feat but a pursuit after the perfect servant, the perfect golem. Golemancers will make mistakes and golems will become red. Golemancers ought to roleplay failing more often than succeeding. This concept should be applied to everything in Golemancy, from the sculpting of the torso to the carving of the runes on the core, to the creation of the disrupter spike.
  • Golemancy itself has no restrictions regarding other magics the users have or can have.

 

 

Teaching

It must be understood that everything in Golemancy is taught or experimented. One cannot simply role-play for a bit and say they figured out, on their own, how to craft a Disrupter Spike. Such things must either be taught or sufficiently experimented to learn.  

 

Golemancy is the sort of feat where one may learn things out of turn, it is truly up to the teacher and as such there are no tiers, but rather a suggested ‘curriculum’ if you will. 

 

  • Carving and the construction of the mundane parts of the golem. The body and limbs.

  • The runes of the golem, the way that the golem functions and how to apply the runes correctly onto the golem’s surface. Teaching protocols for future use for golemantic constructs.

  • Learning how to make the core, carve the runes, and install the thanhic core into a golem followed by the activation of the golem. Proper installations of a command followed by piloting said golem. 

  • How to carve a golem limb for a descendant, lessons on various tools, limb/eye surgery, and measurements.

  • How to then install the small core and various runes onto the limb

  • The attachment of a golemantic limb/optic to a person. 

  • Advanced Lessons - This part of golemancy needs to be taught by someone who knows it or experimented to find it.

    • Proper usage of a golem anvil, how it functions.

    • Lessons on manipulating the cores. After several IRL years of practice (2 weeks), they may begin implementing the cores into golem bodies.

    • Understanding the fundamentals of disruptor runes. 

    • Learning to carve disruptor runes and craft disruptor cores

    • Imbuing items with disruptor cores before finally capable of crafting disruptor spike

 

 

Purpose (OOC)

This section is where you describe what purpose your lore is serving, what it is bringing to the table that other lore pieces aren’t, and why it fits into LotC’s canon.

 

Golemancy serves as an excellent example of the greed and desire that dwarves have for the most efficient way to achieve their goals. The feat in and of itself is incredibly useful in roleplay when applied in labour and sometimes in combat. Additionally, it adds another dimension to dwarven roleplay that allows for a darker and more mysterious way to play a dwarf.

 

Within Aegis’ society, the soulbound golem became a key way to handle capital punishment for the most horrific of crimes, not only ending the existence of the criminal but forcing them into indentured servitude until the soul is drained or it turns red from damage or age. 

 

 

Citation Spoiler

 

This lore piece draws heavily from Dizzy771’s post on golemancy. Here.

Link to the LoTC Wiki on Golemancy. Here.

Link to the LoTC Wiki on Golems. Here.

Link to the LoTC Wiki on Arcaurum. Here.

Link to the LoTC Wiki on Arcaurum/Mage Gold. Here.

Link to the forum post on Arcaurum/Mage Gold. Here.

Link to the LoTC Wiki on Thanhium. Here.

Big thanks to DrHope and Kirrekith for helping with writing and ideas on several topics in the lore.
 

Edited by McDaedra
trying to fix issues with spoilers
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giphy.webp

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Be gentle, its his first time.

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Alright simple critique here. This seems like just a consolidation of the current listed lore pieces scattered around, albeit with some strange formatting issues in the Spoilers, you should look at fixing that. It makes reading it a utter pain in the arse.

First and foremost, unless you are adding ONTO the magic, Golemancy in its original iteration was a Feat, not a MA. This is cause its only purposes are making Golems aka CA’s, and making handy dandy fake limbs for people. Unless you’ve added on some functionality that skews the balance that it rests on in regards to the rest of the magic on the server there’s really no need to increase it to take up a slot other than to curve ball 5 slot folks like Lackless and some other golem users and force them to drop it.

And in fact thats really the only issue. If you’re just working with the understanding that the current lore is fine as far as you’re concerned or something then you’ve achieved it but I cannot discern any difference between this and information spread out on the forums and wiki, up to even the Aegis’ references as if it was still glorious 2011 with it’s brilliant roadside banditry races and Tythus intact nasal cavity before the coke addicion caught up to him (This is a joke Mods don’t shoot me)

 

Adjust the formatting a bit, update some bits, and give a solid reason as for why it should go from being a Feat to a MA.

 

Cheers.

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1 minute ago, Keefy said:

Alright simple critique here. This seems like just a consolidation of the current listed lore pieces scattered around, albeit with some strange formatting issues in the Spoilers, you should look at fixing that. It makes reading it a utter pain in the arse.

First and foremost, unless you are adding ONTO the magic, Golemancy in its original iteration was a Feat, not a MA. This is cause its only purposes are making Golems aka CA’s, and making handy dandy fake limbs for people. Unless you’ve added on some functionality that skews the balance that it rests on in regards to the rest of the magic on the server there’s really no need to increase it to take up a slot other than to curve ball 5 slot folks like Lackless and some other golem users and force them to drop it.

And in fact thats really the only issue. If you’re just working with the understanding that the current lore is fine as far as you’re concerned or something then you’ve achieved it but I cannot discern any difference between this and information spread out on the forums and wiki, up to even the Aegis’ references as if it was still glorious 2011 with it’s brilliant roadside banditry races and Tythus intact nasal cavity before the coke addicion caught up to him (This is a joke Mods don’t shoot me)

 

Adjust the formatting a bit, update some bits, and give a solid reason as for why it should go from being a Feat to a MA.

 

Cheers.

 

Gonna be real honest with ya chief, I ain’t got a clue why the spoilers are doing that. I’ve fiddled with the spoilers briefly and can’t get it to work.  In regards to the MA vs Feat bit, it’s always been a bit of a grey area, what with the soulbound cores and stuff. I would say that the defense for the MA side of things is the way that Thanhium and Souls are used to power it, as well as the magical connection between the core and runes. The way in which the runes operate is magical, the way the runes move the Golem’s arms and whatnot.

 

I’m completely open to criticism and the discussion of this as it’s the best way to improve the lore.

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Ah fair then. THANK YOU FORUM GODS FOR ******* THE SPOILERS UP.

I’ve since talked with Kirriketh a little and I’ve gotten an idea of what’s going on. My discord is the same as the one listed on my forum profile if you and the others want some ideas to adjust things here, I’ll gladly pitch in. Can’t say I’ll be able to overnight it cause of life but I can gladly help steer both groups wanting to keep golemancy on the server into a good direction, and starting from this, the basics, IS your best bet. Its just the Lore Games are for changing and updating. If you don’t update, Flams probably just going to slap it. This isn’t hating on Flam, this is just what we’ve been shown in the past with rewrites that stick TOO closely to not changing themselves.

Once again, cheers.

 

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9 minutes ago, Keefy said:

Its just the Lore Games are for changing and updating. If you don’t update, Flams probably just going to slap it.

If your lore was fine before loregames, there is nothing wrong with simply reformatting it and posting it as being the same. You won’t get denied simply for not changing anything. 

 

That being said, golems themselves did have some issues, none that I am very knowledgeable about, so there’s a good chance that if nothing about golems was changed in this iteration, then it might get shot down. Haven’t read the post, just saying. 

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3 minutes ago, TheAlphaMoist said:

If your lore was fine before loregames, there is nothing wrong with simply reformatting it and posting it as being the same. You won’t get denied simply for not changing anything. 

 

That being said, golems themselves did have some issues, none that I am very knowledgeable about, so there’s a good chance that if nothing about golems was changed in this iteration, then it might get shot down. Haven’t read the post, just saying. 

I was made aware and noticed several inconsistencies with Golems and the limbs and I tried to patch as many as I could, but like I said a reply or two ago, definitely open to criticism. Just some stuff that wasn’t defined. Paint, clothing, materials, etc etc. 

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2 minutes ago, Vermy said:

My simple brain wants pictures

latest?cb=20160625153352

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Thanks for the nod to old dwarves and the original lore.

 

Scribbers used golem anvils as well, wish it was more of a redline than just info. Master golemamcers could make golems anvils with a soul requiring for it to be made. Would make nice additions to anothers workshop, a talking anvil maybe.

 

Ive never liked tbe thanium lore. So meh from me.

 

Golemancy should be a magic slot. You have the ability to make limbs, giant walking golems, and can spike another player sealing their use of the magic. Making it a feat means everyone will eventually have it and itll be muddied with bad roleplay, those who would let it take a slot would be more inclided to roleplay it properly.

 

 

Lore post needs work. 

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23 hours ago, Keefy said:

First and foremost, unless you are adding ONTO the magic, Golemancy in its original iteration was a Feat, not a MA. This is cause its only purposes are making Golems aka CA’s, and making handy dandy fake limbs for people. Unless you’ve added on some functionality that skews the balance that it rests on in regards to the rest of the magic on the server there’s really no need to increase it to take up a slot other than to curve ball 5 slot folks like Lackless and some other golem users and force them to drop it.

 

This is exactly how I feel, I think making it a slotted magic will drastically effect it’s usefulness unless you plan to add onto it with more stuff, the fact it uses magic does not make it a magic. I love seeing all the golemancy stuff in one place and nicely done rather than strung out over years of old posts like it was previously, great work but I think for now you should keep it a feat.

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