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[✓] [Feat] Golemancy


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For the golem creature lore, reference this piece:

 

 

Golemancy

The First Golemancers

 

     Of all those who forge through fire and the gifts of the earth, it is amongst the Dwarves where true craftsmanship and dedication to industry lay, inspired by their faith in Yemekar, the Divine Smith, they sought perfection in all their craft. Great stone carvings of their venerated paragons and heroes sit commonplace within their vast cities and halls, vast and decorated with the fruits of their toil. It was with such devotion that the dwarves came to refine their sacred runes, constructing life-like statues which sought to bring life forth from the stone just as they had been by the Divine Smith.

 

     It was a particular group of master-craftsman who committed themselves to this arduous task, utilizing the runes in order to grant their creations sentience, yet alas, it was not so. Still, they maintained their resolve, applying artistic style and purpose to these runes, ultimately differentiating from the basic runic language which they had first employed. These golemantic rune experiments utilized not the rigid turns and strictly simple shapes of the base runic language, but rather more round complex and artistic geometry and picturesque shapes. Overtime, the experiments and theories drifted farther from the basic runic language, and became its own dialect of the language of creation, an independent system; golemantic sigils.

 

     It was after but two centuries of experimentation that the artisans made the first working sigils. They carved the first symbols for arms and legs, allowing the movement, then they carved the face sigils to allow sight and hearing. But for all the lore carved onto the still statues, they were still missing the key component to bring it all together. More time passed as the artisans continued to toil in their study, experimenting with various ores and material the world over. Eventually dwarven miners gave them a chunk of thanium, something volatile that helped in the carving of runes. Recognizing a potential new power source, they quickly placed it into a casing strong enough to hold its nature, embedding it into the torso of the statue. 

 

     Under the rule of many Dwarven kings, throughout the long history of dwarf kind back all the way to The Age of Stone, golems are recorded in the texts, carving out halls, standing guard at the gates of Khaz’Urguan, taking their place in the age of a pursuit of knowledge. Perhaps now for the first time in a century, the golems would place their names in the historical texts once more.

 

Explanation

 

     Golemancy is a great feat, one which has left its mark upon the realm throughout many ages and generations; most precious to that of the Dwarves, who first conceived these great constructs. Though it has had practitioners amongst other races, it is a Dwarven Craft above all, taking after them in the persistence and endurance required to perform the feat, and by default, constructs Golems. As a feat, Golemancy is at its simplest the magical ability to imbue one’s mana and soul essence into the body of a stone construct, and give it a sort of faux-life. Even after these ages passed, Golemancy still remained unchanged; yet it was not long before further ingenuity took hold, leading to several remarkable developments amongst these constructs, known as the sigils. What once were runes carved directly into the body of the golem, these sigils were born of the sweat of dwarven brow in their endeavor to further the techniques of Golemancy. 

The Golem Anvil

   The dwed of old were capable of astounding feats; caverns hollowed in the blink of an eye, runes which powered cities, and forges hot enough to melt through the earth itself — yet all these paled to the prized creation of the Dwarves; the Golems. It was through the craftiness of the Dwedmar that these constructs came into creation, yet only through a particular means, such being the Golem Anvils — anvils constructed of thanhic steel by a Golemancer for the sole purpose of preparing golem cores. An alloyed creation of Thanhium and Steel forged very carefully into a large anvil with a flat top that is wider then the average anvil, and square in shape.

 

- It takes 1 chunk of Thanhium to make an anvil

-The means of creating a Golem Anvil must be learned in-roleplay, from a golemancer with a TA or at an ST run Self-Teach Altar.

-Without a Golem Anvil, Golem Cores cannot be made.

-Golem Anvils have no other function beyond the creation of Golem Cores.

The Golem Core

     Golem Cores stand as a great testament to dwarven craftsmanship, forged in antiquity through great toil. Whilst other feats of dwarven craft are by no means unremarkable, the Golem Core truly marvels all those who come upon it, for they are truly great wonders of dwarven engineering and prowess unlike any other, acting as both the minds and hearts of these constructs. However, these creations are all yet fragile, damage to such being capable of driving the golem berserk and rampaging about, or merely snuffing out their consciousness like a spark upon shattering.  The forging of these, as well, is rather arduous, requiring one make use of only the finest materials to ensure that the Golem is totally fulfilled, lest they be made faulty in make and operation. Firstly and fore-mostly, the core must be forged at a Golem Anvil, as aforementioned; this being a crucial tool to the creation of the core, as no mere anvil or workbench will achieve such an astonishing feat. 

 

     Along with the requirement of a Golem Anvil, a basic Golem core can only be made through means of unblemished aurum refined in fire, molded to have six sides; five being for each essential rune. Additionally, it would require thanhium to be added into the core to establish the false soul. Then, once the blank core is created, the memory and activation runes must be inscribed as to allow a sort of “storage” slot to form within the construct’s memory, allowing them to take in the information provided once they have been activated. Again, one should note that this process is tedious and not one to be accomplished with ease, requiring much patience as the Golemancer learns to refine the core to function properly. 

 

- It takes 1 chunk of Thanhium to make a single core

-The means to create a Golem Core must be learned in-roleplay from a teacher or at an ST run Self-Teach Altar

-A Golem Core must be created and sigils marked at an approved Golem Anvil.

- All golem cores must be approved and ST Signed

The Golem’s Body

     When creating a golem’s body, the main portion of this long and difficult process is in fact simply carving the physical creation. Especially when making a golem of larger size, this can sometimes take several days to complete. Carving out the body from your chosen material and making sure that the joints will fit seamlessly together, so the core of the golem can extend its power throughout. The core can be installed in most places on a golems body, but it will not function if installed inside a limb, as the distribution of power is uneven and the golem will not be able to properly activate. Incorrectly installing a core into a body could even result in it immediately progressing to the red stage, so proper care must be taken when teaching one’s students.

     Including the cavity for the core to be placed in, and preparing the material with which one will plug said cavity after the core is installed, this is usually the last step. One must also remember to prepare empty slots for sigils, simply by carving divots in the body wherever needed.

 

 Appearance Redlines

Spoiler
  • Golems can be made from any reasonable material, but cannot be made from Iron Wood or any metal. 

  • Non-metal materials that are as dense or more dense than metal are also not usable. Essentially, the golem’s body will never be able to have the durability of metal or something on the same scale.

  • A golem will not function in a flesh body. It will simply fall apart as flesh reacts badly with the Thanhium. 

  • For reasons of getting rid of any misunderstandings, Golems also cannot be made from Obsidian but may be aesthetically decorated with it.

  • Golems can be decorated with thin layers of metal, like gold or silver. These decorative additions cannot have any benefit in combat and are only there for aesthetics, however, a golem decorated in Aurum would still have an effect on Ghosts/Phantoms.

  • Golems can be made androgynous, or with some gendered appearances, but cannot have any kind of genitalia or references to genitalia. See Ken & Barbie for reference.

 

Golem Body Integrity

Spoiler

A golem’s body may be made of stone, but that does not mean that they are invulnerable to all attacks. Golem’s are susceptible to concussive force, bludgeoning or blunt force attacks. While a golem may not see a bladed weapon as a threat to its body, as the blade scratches at it’s stone layer, a hammer or sledgehammer would be able to do some damage.

 

Alongside the stone body, there are also the external sigils to think about [described further down]. A sword or bladed weapon could potentially damage a sigil, causing some part of ability of the golem to malfunction if the glyph of the sigil is damaged [as this would deactivate it permanently until repair or replaced] and could cripple the golem in some fashion. Please keep this in mind when participating in CRP, or taking damage from things such as explosions or falls.

 

Golem Limbs

     While the golemancers constructs were their prized creation, in the midst of this great series of Dwarven innovation, a use for parts of the magic was found in the form of prosthetic. It was discovered that a limb of golem make could be attached to a descendant and activated with the sigils drawing power directly from the wearer’s soul blueprint. Sigils could be installed onto the limb to allow movement, but the soul isn’t meant to power such an unorthodox prosthetic.

 

     Though strong, and highly effective with little time needed to get used to the new limb, its use strains the soul of the wearer. Over time, it was found that the golem limb would drain life force in exchange for its function. Naturally, this wasn’t a huge obstacle for the many long lived races, but when they attempted to install more sigils upon the limb in order to bring it closer to what they had lost, the drain increased substantially, decreasing the lifespan of even those who could survive beyond a hundred years.

     In order to make the limbs usable without drastically decreasing the lifespan, it was decided that the use of sigils should be minimal, and thus, Golem Limbs lack the sigils required to provide one with the sense of touch. Still usable, and able to perform the usual tasks, but lacking sensory feedback. Though having a golem limbs is not exactly for the faint of heart.. In order to install these limbs upon the wearer, they must endure a pain that may have been equal to what they survived in order to lose what they are replacing.

     Golem limbs can't function from just being strapped on, they must have access to the soul, and that can only be reached within the flesh. Thus, for the part of the golem limb that makes contact with the flesh, a stone spike is installed. The spike is thin at the tip, but the base of it which is attached to the stone limb itself must be thick enough so that it does not break off, a tapered design is recommended.

     This spike is then inserted directly into the bone of the descendant's remaining portions, for what limb they may have lost. If a joint needs replacing as well, it can simply be a part of the golem limb itself, designed in the same way that a Golem's joint would be, but sized for the descendant recipient's body. How the spike is inserted is, generally speaking up to the golemancer in charge themselves.

 

- Golem limbs require an ST Signature to be used in RP.

- Golem Limbs cannot house sigils, and have no sense of touch.

- The limbs are made of stone, but are not stronger than their descendant counterpart, the only advantage being that they are more susceptible to blunt damage than they are slashing or piercing damage. Enough swings from a bladed weapon being blocked by a golem limb could still damage the sigils required for movement, causing it to go limp and require repairs.

- Due to how the golem limb is installed upon the recipient, it is impossible to 'steal' a golem limb unless the one wishing to take it RPs actually removing it from the wearer's body physically. It cannot simply be torn off quickly, nor should it be removed from a player's inventory without specifically RPing such.

- Alongside this, as is the nature of the limbs installment, when a limb is removed either by force or even willingly it is necessary to remove the portion of the body that the limb is attached to. This means that every time a replacement golem limb is removed, there is less of the natural limb for it to be installed upon.

-Golem limbs can be replaced post-removal up until the point that there is no longer any remaining limb for it to be attached to. For instance, should there be nothing left of an arm, and only the connecting shoulder joint remaining, a golem limb can be made that consists entirely of the arm & shoulder joint, but this is the final replacement limb. If this final limb is removed, there will nothing left for another replacement limb to be connected to. The spike must have a Non-Jointed point to connect to.

     - An arm can have a total of 4 replacement limbs, the 4th being the final replacement. [Starting at the wrist/hand]

     - A leg can have a total of 5 replacement limbs, the 5th being the final replacement. [Starting at the ankle/foot]

- If this is found to be power-gamed in RP too much, changes may be made in order to make golem limbs less durable.

The Disruptor Spike

     The disruptor spike is something that the ancient golemancers had come up with long ago, when some of their golemancer brethren had gone too far. Armies of golems marching together under one Impera was a threat far too large, a power too heavy for any one man to hold. Together, they constructed a mighty weapon, which when used could rend itself into the very soul of the golemancer, and near permanently strip them of their abilities.

     Just as they had this power, this tool to use, so did others. It had become a weapon in the beginning which was too widely used, and so a ritual was discovered that could be used to remove the spike from a golemancers soul.

One cannot learn how to make the spike, without also learning how to remove it.

 

     The disruptor spike is a sacred tool that is applied to a person by physically piercing them with it, which allows it to enter into their soul essence and bind their abilities as a golemancer. In order for the spike to work on a person, the spike must come in contact with their soul, so creatures/beings whose souls are not housed within their bodies will have to be spiked where their soul is actually being stored in order for it to work properly. To create a proper disruptor spike, a golemancer must create a long spear-like weapon. While one end of the weapon is flat, like a blunt blade, the other end comes to a sharp point. Upon the flat end of the blade, three sigils will be slotted.

     The sigils go in order of Activation, which brings the golemancer’s soul essence stored within to fruition, Binding, which latches onto the soul, and Entrapment, which forces the power of the spike to circle around the golemancer’s magic and bind it within the soul. This keeps them from being able to use the magic while the spike is active.

 

     The spike may be physically removed from the golemancer’s body, but its power will continue to remain, even after the temporary sigils have served their purpose and shattered. Only the Ritual of Removal will allow them to use their magic again.

Spoiler

 

     To remove the Disruptor Spike from a person’s soul, a large ritual is needed to take place. At least four master golemancers will be needed to act out the performance. A large medium such as a boulder or statue shall be turned into a single sigil, by a golemancer carving out the sigil over the surface of the medium while the remaining three golemancers aid with the activation process by supplying their mana and soul essence as it is being carved.

     When the carving is complete, all four golemancers will encircle the sigil, while the spiked individual stands with their hands upon the carving’s surface. The golemancers will activate the sigil with their mana and soul essence once more, while the spiked person is in contact with it.

     This complicated process will force the spike out of the person’s soul through their back, it is dangerous, and incredibly painful, requiring some time to recuperate.

     This will give back their ability to learn golemancy, but as the spike’s removal will cause some damages, the magic will need to be relearned from the beginning. Having the knowledge needed to make the golems already however will allow this person to learn it much quicker than they could before, they simply require the guidance of a teacher to ensure that their magic develops correctly.

 

 

- All disruptor spike items must be ST approved in order to be used

- A disruptor spike can be forced upon a character of a player without OOC consent, however it must be done properly and in RP.

- A golemancer is needed to fuel the spike with essence & mana just before using it, non-golemancers cannot use a spike just because they have the item.

- The ritual of a spike removal requires all 4 golemancers and the spiked individual to be present, alongside a build in MC for the large medium, such as a boulder or statue in the middle of some form of ritual site. In order for the spiked character’s FA to be reinstated by this ritual, at the very least screenshots proving that this roleplay was done at the proper location must be provided, or you may optionally request ST oversight of the ritual itself.

 

 

The Sigils

 

     Sigils have become the more widely used version of runes within golemancy through dwarven ingenuity. They are what provides function and ability to the Golem, installing things such as the basic senses, and the ability to retain memory. Sigils are a sort of glyph, which is carved upon the surface of a portion of material, usually no larger than one’s palm, and installed upon the golem externally. Though some sigils such as the core sigils, are carved into the surface of the golem’s actual core, the rest are placed into slots that have been carved out on the golem’s body. They can be moved, broken, repaired and replaced.

 

Core Sigils possess particular and crucial functions, each a necessary component to create a fully-functioning golem. Without these, a Golem will be incapable of function.

Memory Sigil

     Generally, golems, as they are not mortal and rather artificial, do not possess the same mental retention as descendants, preventing them from establishing long-term memories in their most basic state. With the Memory Sigil, however, inscribed upon their core, a golem may be permitted to remember things akin to any descendant, storing these memories and thoughts within their ‘mind’ to draw upon later as any mortal would recollect or reminisce a fleeting thought or particular event. 

Sight Sigil

     As they are not of biological make, Golems do not possess any means of inherent sight, whether through ocular devices or natural capability permitting them such a means. However, with a Sight Sigil employed upon them, a Golem may be permitted to see akin to any descendant, assuming the sigil is installed upon the golem where it may function akin to eyes (i.e. the head).

Hearing Sigil

     One of the three primary sense sigils, allowing the Golem to hear as if they had possessed natural ears. Though they are not inherently capable of such, with this particular sigil etched upon one of the faces of the core, a Golem would be capable of hearing akin to that of a regular descendant, albeit still limited to the same range, frequency, and sensitivity of hearing as any mortal. 

Touch Sigil

     Another of the three sense sigils, allowing the Golem to feel as any descendant, allowing them the ability to feel pressure and texture, so long as such remains etched upon them, oftentimes upon their hands and feet, though one could install a touch sigil upon any surface of the golem.

Activation Sigil

     A temporary Sigil, though nonetheless crucial in function, essentially birthing the Golem among all other Sigils employed. Once this Sigil has been inscribed upon the core of the Golem, it will activate them, whilst also disappearing shortly after as to prevent the core from being reverse-engineered by one who does not understand the intricacies of Golems. 

 

     Auxiliary Sigils are optional carvings which a golemancer might employ within their construct, granting them unique capabilities beyond that of regular golems. These can be created by the golemancer themselves, or learned from others. Auxiliary sigils use up extra power from the golem’s core, and how many one can install upon their golem depends on the type of golem they have created. All of these sigils have various types, which decide how long or how many times a sigil can be used, as follows:


     Permanent sigils are what they sound like, able to be slotted into the golem’s body and left there with little to no maintenance aside from repairs if it becomes damaged.
     Temporary sigils act like permanent sigils, but they are not passively activated. These sigils have a set number of uses, and once it has been used up, the sigil itself will crack, break or shatter, falling out of the slot and leaving it empty.
     Single Use sigils are mostly self explanatory, they are not passively activated, and when used a single time, they will crack, break or shatter, just like temporary sigils, but depending on the sigil and what it’s for, its effects might linger after breaking. These however cannot be permanent effects.

 


Preservation Sigil

     A semi-permanent sigil, though built differently from most of the others, which provides a golemancer a way to protect their golems from complete core erasure. This sigil is carved into a small palm-sized portion of material, and then slotted onto a face of a metal cube made from thanhic steel.

     Upon activation by the golemancer’s power, the sigil will be able to store the memories & knowledge of a single golem at a time. Each time the item is used on a golem, it overrides previous uses, creating a sort of updated back up. When it is needed, the sigil can be tapped gently against a newly made core, and all the information it holds will transfer, destroying the sigil in the process.

     Be careful, though, as any golemancer is able to use the sigil. It is recommended that the preservation sigil of a golem is kept safely in the hands of their golemancer.

 

Redlines

Spoiler

 

- The sigil cannot be used on a new core while the golem it has stored memories of is still ‘living’

- The sigil can be stolen and used by any golemancer, if the golem its been used on has perished.

- An item for the sigil must be made & signed by an ST member, with the golem’s name on the item that it intends to be used on.

- Proper RP is needed in order to backup a golems memory with the preservation sigil, if players or golemancers are found to be abusing this aspect of the lore and not roleplaying the backups regularly then a new system will be imposed in place of this redline detailing how to use the sigil with the assistance of a staff member only.

 

 


Illumination Sigil

     A temporary sigil, when carved onto a palm-sized material that is at least somewhat translucent like glass, polished quartz or gemstones this sigil will emit light equivalent to that of a torch. The color of the material also has an effect, for example, emeralds produce green light, rubies produce red light, polished quarts or diamonds produce white light, etc.

     This sigil will last a total of 5 uses, lying dormant where installed on the golem until the golem activates one of its charges. Its light will be able to last continuously for at least 1 narrative hour, before flickering and turning off.

     When it’s last use is consumed the material it is made of will shatter and fall out of the golem’s now empty sigil slot.


Redlines

Spoiler

 

- The illumination sigil only produces light equal to that of a torch, and cannot blind anyone or be used to cause harm.

- It does not get hot while it is being used.

- The golemancer is the one who supplies the sigil with the charges when it is made, and they cannot re-charge the sigil after it is made. A new one must be created to have the full 5 uses again.

 

 

 


Compass Sigil

     A permanent sigil which can be slotted anywhere in the golem, it is carved onto any material of palm-size. When installed, this sigil gives the golem the ability to always know which cardinal direction it is facing or travelling. Unless damaged or broken, the effects of this sigil are passive.


Redlines

Spoiler

 

- The compass sigil does not give the golem the ability to navigate wherever it pleases, or tell it the location of places they have or have not been, it *only* tells the golem what direction it is facing.

I.E. – North, South, East, West, NorthEast, Northwest, Etc.

 

 


Disruptor Sigil

     This sigil is similar to the preservation sigil in that it must be made separate from the golem. However, the disruptor sigil is temporary, and may only be used one time. When carved into the surface of Aurum, this palm-sized sigil can be slotted into a tool of some kind, such as a hammer, where the sigil is placed on the flat striking surface. Upon striking a golem with the disruptor sigil the golem will become temporarily stunned for 2 emotes.

     The sigil will shatter against the golems body and release a small surge of the golemancer’s mana and soul essence which will throw off the core for this short moment, causing the golem to temporarily lose ability to function.

 

Redlines

 

Spoiler

 

- It takes two emotes to strike a golem with the disruptor sigil, preparation and then a swing.

- The golem will be stunned for two emotes, then regains full function.

- The golem cannot utilize passive or active sigils while stunned.

- The disruptor sigil requires an ST signature to use in RP

 


 

Creating your own Sigils
 

Spoiler

 

     With examples such as the Compass, Illumination & Preservation sigils, it is known that Golemancers who have mastered their craft are capable of creating their own versions of golem sigils. With the use of an invention application, a golemancer can create their own custom sigil to be installed upon a golem.

     These custom sigils knowledge will be maintained by the golemancer themselves, and while it is not required, it is recommended that the golemancer keep a list of others that they teach their sigils to. It can be shared with the ST if you would like for your sigils to be more protected from meta-gaming. Keep in mind, it may at some point become impossible for ST to fully regulate who does or does not know how to create your custom sigils once it goes beyond a certain point, so please remember that it is not our responsibility to fully regulate them for you. [Though you may report players who you have not taught, that are meta-gaming your sigils knowledge if you so please]

 

     Post your sigil submission as a MArt submission
Be sure to explain it is a Golemancy Sigil somewhere in the post.

 

     Sigils cannot be made with direct combat ability, such as things like:

Boosts in strength, or any kind of upgrade beyond the basic strength/speed/intelligence type stats of the golems body.

Weaponry, such as ‘magic missile’ style sigils, magical enhancements, or similar

Poisonous sigils

Sigils that detect the presence specifically of enemies/danger

 

     Examples of sigils that could theoretically work, if written well:
Sigil that detects the presence of living lifeforms

Sigils that detect active mana [during casting, or the sort]

Sigils for flavor-RP aspects like, recording and playing back short [clips] of audio?

There are endless possibilities, as long as you have the creative mind for it.

 

 


Learning and Progression

     Golemancy does not have a particularly set Tier System, however, it is recommended that an individual be taught the use of the sigils gradually as to ensure they have a firm grasp upon each of them before moving onto the next, requiring much persistence and caution as even the smallest imperfection in the sigil may hamper if not prevent its function.  However, as the feat requires the use of innate mana and soul essence, only beings with a greater soul that have the ability to manipulate their mana and soul essence may learn this feat, preventing lesser beings from learning and practicing such. 

 

     In order to first start one’s learning of the runes, they must be able to establish a connection to their own mana and soul essence, though by no means akin to that of establishing some Voidal Connection, rather, reaching into themselves to distinguish such things. Once this is done, their teacher will aid them in filling a golem with the mana and soul essence, though should they be self-teaching this would be far more exhausting to them than without aid. 

 

     The third tier of this journey is the grueling task of creating the parts of the golem’s body. The student will learn here, how to construct the stonework that makes up a golem. Starting usually with the head, though one could truly start from any point, they will learn to carve and eventually build an entire golem body within this period. This tier of learning usually takes the most time, as not only are they learning how to fit these complicated, detailed pieces together, they are also learning the basics of stonework if they did not already have such knowledge. The student will learn about carving slots for sigils during this time, as well as where to install the core, and how to build their construct to accommodate for such before the core is made.

 

     The fourth stage will involve the work of sigils. The student will learn first how to select materials for their sigils in order to see the difference between Permanent, Temporary and Disposable sigils, how to carve them properly, activate them with mana and install them into the body. During this process, the student will also learn why and how it is that the core supplies power to the golem and what this means, as such is necessary to understand what kind of sigils can be installed. When the student is able to create & activate sigils, they will move on to the next step.

 

     Once all this is said and done, the individual will have fully understood the art of Golemancy. They now have almost all the skills and knowledge required to create these stone constructs, and now must learn how to give them life. The student will learn first how to forge their own Golem Anvil, as is and has always been tradition. When they complete their final Golem Anvil, they will move on to the core. The teacher will grant the student the knowledge of the differences between each type of core, and they will teach the student how to forge one. From creating the initial cube, to inscribing its sigils upon its faces, and then finally, activating it with their mana and soul essence. 

 

     When the student is able to make a golem core that their teacher may approve of, they will have officially stepped into the world of Golemancy, yet what it is that they do with it from here will ultimately be their own path to tread.

 

  • Golemancy is a feat filed under Miscellaneous, requiring a valid Golemancy FA to use. Its practice requires one to possess a greater soul, excluding things such as Wonks, Machine Spirits, and Sorvians from learning it. 

  • Golemancy may be learned under a Golemancer with a valid TA in the feat. Alternatively, it may be self-taught at an ST run Self-Teach Altar.

  • While Golemancy does not have set tiers, it is unlikely that an individual would be able to master the creation of golems within a short time frame, requiring several sessions of roleplay to learn then practice and apply. If this is abused and too many golemancers going from MA → TA in a matter of days pop up, a structured week by week system may be implemented without notice.

  • When an individual has completely mastered the creation of Golems and Golemancy, they may apply for a TA.

  • As is the usual for crafting feats such as this, a Golemancer may only make 3 golems every 3 months, or 1 golem per month.

    [Yes, you could make 3 golems, and then wait 3 months, rinse and repeat]

  • Golems can be emoted by the golemancer as an NPC, however this cannot be done in combat. It will be up to ST discretion whether or not an NPC’d golem may be used in an event. You can place NPC golem guards at your gates, and they can ask people questions or the sort, but they cannot engage in combat. A player for the golem with an accepted CA will be required in order for them to be anything more than slice-of-life golems.

  • As a quick recap, items needing ST Signatures that can be made by golemancers are: 

             Golem Cores
             Disruptor Spikes
             Sigils of Preservation
             Golem Limbs

 

Credits

Spoiler

 

Sybbyl (Writer)

Keefy (Writer)

Sorcerio (Co-Writer)

Noobli (Consultation & Histories writer)

DrHope (Consultation)

Dizzy (Previous Author)

 

 

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Currently active golem characters will continue to function as they are with no repercussions should this lore be passed, however they may not reap the benefits of the advancement of Sigils, unless they are given an entirely new body that has been made without the use of Runes, and has the appropriate number of slots for sigils according to their body type.

 

When creating your ST signed golem core item, which is required for all golems played by a person, you may simply link the approved CA post [for players]

 

Golems that are seen as NPCs at this moment will not be required to have a signed golem core item Unless the golemancer creates a new body for them so they may use sigils. When you upgrade your NPC golem to a body outfitted for the use of Sigils, re-emote the creation of the core and prepare the appropriate materials to give to the ST for it.

[This will end after 4 OOC weeks and the portion above regarding NPC golems will be removed on [4 weeks after lore is accepted], after which, all NPC golems will require a signed golem core item in order to be valid in RP]

 


 

Currently active Golemancers will see no change / little change, you may keep all MAs or TAs, simply make sure to read over these rewrites [including the golems CA page] to be sure you are familiar with the newly outlined lore & redlines.

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Man....                  Golem.

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yes yes yes yes yes +1 +1 +1 i likey

 

One question tho, why is it excluded from those with lesser souls? I might have missed the reason tho.

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23 hours ago, BDanecker said:

yes yes yes yes yes +1 +1 +1 i likey

 

One question tho, why is it excluded from those with lesser souls? I might have missed the reason tho.

 

Its because its essentially a miscellaneous magic, and utilizes soul essence in the same way that one uses mana

those with lesser souls I believe can’t manipulate enough of their soul essence in order to be able to do that

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Cool lore. I like how you went into depth about the different utilitarian sigils they have. Fleshes out the cool feat a lot more and it seems a lot less exclusively written with the intent of abusing disconnection like Josh’s circle had seemed to want to.

+1

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man those first three paragraphs are tight. who wrote that @Sybbyl0127?

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+1 and golempilled

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On 8/25/2020 at 7:19 AM, Sybbyl0127 said:

A golem’s body may be made of stone, but that does not mean that they are invulnerable to all attacks. Golem’s are susceptible to concussive force, bludgeoning or blunt force attacks. While a golem may not see a bladed weapon as a threat to its body, as the blade scratches at it’s stone layer, a hammer or sledgehammer would be able to do some damage.

 

Alongside the stone body, there are also the external sigils to think about [described further down]. A sword or bladed weapon could potentially damage a sigil, causing some part of ability of the golem to malfunction if the glyph of the sigil is damaged [as this would deactivate it permanently until repair or replaced] and could cripple the golem in some fashion. Please keep this in mind when participating in CRP, or taking damage from things such as explosions or falls.

I like that this iteration of Golemancy isn’t just totally abusing the fact that they are basically robots, and consistently be used for the sole purpose of having the upper hand in CRP, or otherwise just to flaunt their magic and show it off.

On 8/25/2020 at 7:19 AM, Sybbyl0127 said:

A sword or bladed weapon could potentially damage a sigil, causing some part of ability of the golem to malfunction if the glyph of the sigil is damaged [as this would deactivate it permanently until repair or replaced] and could cripple the golem in some fashion. Please keep this in mind when participating in CRP, or taking damage from things such as explosions or falls.

Don’t know how to feel about this. Whilst I do think it is a relatively cool, and certainly somewhat realistic concept, who is to say it won’t be farmed like crazy? I mean, this is Golemancy. Every aspect of it has been abused, in every sense of the word, even the redlines, by people who don’t even have Golemancy, nor an actual Golem. Just an idea.

Otherwise, I think you’ve done a great job at restoring this feat.

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5 hours ago, Aoxomoxoa said:
On 8/24/2020 at 11:19 PM, Sybbyl0127 said:

A sword or bladed weapon could potentially damage a sigil, causing some part of ability of the golem to malfunction if the glyph of the sigil is damaged [as this would deactivate it permanently until repair or replaced] and could cripple the golem in some fashion. Please keep this in mind when participating in CRP, or taking damage from things such as explosions or falls.

Don’t know how to feel about this. Whilst I do think it is a relatively cool, and certainly somewhat realistic concept, who is to say it won’t be farmed like crazy? I mean, this is Golemancy. Every aspect of it has been abused, in every sense of the word, even the redlines, by people who don’t even have Golemancy, nor an actual Golem. Just an idea.

Otherwise, I think you’ve done a great job at restoring this feat.

 

Hello o/
Im not entirely sure what you mean with this part in particular, are you asking whether or not the ability to damage a sigil with a bladed weapon could be abused?

If that is the case, my offered piece towards that is that golemancers can place sigils anywhere they like on the golems body and it could still function. So in theory, for instance, a sigil could be placed in the golem’s armpit, or on its forehead, or its neck. Generally speaking, they could put it somewhere that would be difficult for a descendant to reach with a weapon in order to protect it : )

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42 minutes ago, Sybbyl0127 said:

If that is the case, my offered piece towards that is that golemancers can place sigils anywhere they like on the golems body and it could still function. So in theory, for instance, a sigil could be placed in the golem’s armpit, or on its forehead, or its neck. Generally speaking, they could put it somewhere that would be difficult for a descendant to reach with a weapon in order to protect it : )

Oh, I see. That makes things less broken, yes.

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Actually looks like a lot of fun for Golemancers and Golem players alike. I might come back to play mine for this. 

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Didn’t this get accepted?

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