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Golemancy Guide


Sybbyl0127
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Basic Introduction
     Golemancy at its core, is the art of breathing life into stone. Through tedious carving and building, one will construct a humanoid creation, its most common material being stone, and use their soul essence and a small burst of mana to breathe an imitation of life into its core. Though not truly alive, these constructs have their uses. Following the orders of their Master or Creator, these tireless beings will face their tasks with the utmost loyalty. They do everything they can to complete each and every one of their orders. Lacking emotion, free will, or any semblance of creativity, it is up to their Master, which they call Impera, what it is that they will spend their limitless time doing.

 

Building your Golem Anvil
     In order to begin creating golems, every golemancer must be equipped with a golem anvil. Creating one is one of few things a student golemancer will learn, before they can begin building their first stone creation. Several skillsets are needed to perfect your golem anvil, but at its core, at the very least they will need the knowledge required for metal working. A golem anvil is a bit smaller than your average blacksmithing anvil, it does not need to be terribly large. Generally, most golemancers create theirs at a size that can be deemed portable.    

     There are two types of golem anvils, and either one can be used in order to create Golem Cores, with no advantage or disadvantage between them:

 

Thanhic Steel Anvil:

Spoiler

A single chunk of thanhium will need to be processed, and alloyed in its dust form into the iron that you’ll be making into an anvil.  

 

The main function of the golem anvil is for the creation of, and later fine tuning of the golem cores. The thanhic alloyed steel allows for the core to be shaped as it should be without shattering or overheating from pressure or impact as it's shaped by the forger. If one attempted to make a core without a proper golem anvil, it is likely it would break or shatter during the process somehow.

     When completed, as an alloy of thanhium and steel, the appearance of a golem anvil is both majestic and imposing. Ice-could to the touch, this slightly blue tinted metal perpetually exudes a light mist, and many golemancers have been known to display them proudly in their forges as though it were a decoration which displayed might and achievement because of this.

 

Sigil of Golem Heart Anvil:
   

Spoiler

 In comparison to the thanhic steel anvil, the sigil alternative is essentially just a normal anvil. The golemancer would forge their anvil normally, out of iron or steel as one would, but would either:

Leave a space to slot a sigil into the anvil, preferably away from the striking surface to avoid damage
Or fully forge the anvil and later chisel the sigil directly into it.

 

There is an advantage to slotting the sigil into the anvil, it can be replaced if it becomes damaged, scratched or broken. It simply takes more effort than chiselling the sigil into it.

 

When the anvil is complete, the golemancer will sarve or chizel the sigil. When creating a sigil to slot into the anvil, there isn't much limit to what material they choose to carve the sigil into, many golemancers prefer to use Jewels, as they are less likely to become scratched, while others prefer to use metals because they are less susceptible to cracking when heated. It is entirely personal preference.

 

Once the sigil is applied to the anvil, it is complete. The golemancer would need only channel their mana & soul essence through the anvil itself whilst they are forging the core & carving the sigils into it, and while activating it. This will bring about the same effects on the core as the thanhic anvil would have.

 

Creating and using a sigil
     When one strides down the path of golemancy, after they’ve completed their anvil, most teachers will start their students off by teaching them how to create sigils. The process is rather simple, and it helps the budding golemancer learn how to properly control the usage of their soul essence and mana. To create a sigil, the golemancer needs only select a palm sized piece of any material, and carve into its surface the symbol which will designate what kind of sigil they are creating. When the carving is complete, if it has been done well, they will then use both their soul essence and their mana to activate it.

 

     There are different types of sigils, within which are many different kinds. The main types are Base Sigils for golems, which make the golem function properly, and then Auxiliary Sigils with their many subtypes. Of which, are Permanent, Temporary, and Single Use. Golem Base sigils are the sigils needed to make sure a golem works properly after activation. These being, the sigils which are applied to the core:


Memory: Gives the golem the ability to store memories, or knowledge.
Hearing: Gives the golem the ability to hear.
Language: Gives the golem the ability to understand language and to speak it, it will automatically activate with a basic understanding of their Creator’s native tongue.
Power: This sigil regulates power output for the core, without it, the core would not output any power and the body would never move.
Activation: The activation sigil is the final sigil applied to the core, it is carefully carved into the 5th face of the core while the golemancer constantly supplies it with Soul Essence. When it’s complete, it dissolves into the core itself and disappears, permanently activating the golem.

 

     Base Sigils are carefully applied directly to a completed core, this is done by using the Golem Anvil. When a core is placed on the Golem Anvil, the thanhic alloy of the metal reacts with the core itself and allows it to be finely altered safely without shattering. If one were to attempt to carve sigils into a core without the anvil, it would crack and shatter after only a few chips.

 

     Auxiliary Sigils are applied onto the golem’s body. They can in theory be placed anywhere on the golems body, these spots will be decided while the golem body is being carved out, as the golemancer will have to carve out the number of slots on the body that correlates with the type of golem they are attempting to build.
     Any kind of Auxiliary sigil can be placed within these slots, they can also be removed safely, and replaced, or traded out for other sigils as the need arises. However, the golem itself cannot do this, only the golemancer can replace sigils. An attempt from something else to do so would likely end in damage to the sigil or the sigil slot itself.
     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.

 

     Base Lore Auxiliary Sigils, as written in the original lore post:
 

Spoiler

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

- 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

- 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

- 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

 

- 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

 

 

The Preservation Sigil and how to use it properly
     Among the many types of sigils, there are some that have very specific uses. The Preservation Sigil is technically a golem sigil, however it is a permanent sigil. Once applied and activated, it cannot be used on any other golem aside from the one it was originally used on.
     The preservation sigil is used to preserve golem memory, carved onto a palm sized piece of material like any other sigil, it is slotted into a cube of thanhic alloy steel, rather than the golem itself. When activated, the sigil will be touched against the golem’s core it’s to be used on, and it will store a direct copy of that core’s information.
     Using this, should the golem be completely destroyed including it’s core, the preservation sigil could later be activated against a freshly made core, and it would transfer the stored knowledge over onto that core. Though it can’t store more than one specific golem’s information after it’s initial use, it can be updated as often as one likes, and used to transfer that golem’s memory as needed to a fresh core. Of course, only a Golemancer can do this, so it is in the best interest of Golem players to stay in contact with a golemancer, even if their current Impera is not one.

 

Spoiler

     As an example of its uses, a preservation sigil made by a golemancer can be used to maintain the lifespan of a golem they have ownership of which is intended to participate in combat regularly. The golemancer may set up intended intervals of maintenance with their golem where they regularly “backup” the golem’s memory. Say the golemancer updates the sigil on Day 1, but not on Days 2-5, and on Day 5 the golem is destroyed in battle.

     The golemancer could then [at the expense of one of their allotted golem creation slots per month] re-build the golem, and make a new core. Then they will fill this core with the stored information from the preservation sigil [which does not empty, and remains bound with the memory of this past golem], this “new” golem will now essentially become the golem that was destroyed as it now has all the memory of the previous, up to Day 1 when it was last updated. The golem will have lost the memory of Days 2-5, but will continue to live on in its new body.

 

     This serves OOCly as a way for golems, who were never intended to be bound to a PK clause and never have been, to be able to have an IC way of justifying coming back from total destruction without having to start over as a completely new golem. However, this conditions of this are in fact that the golem must remain in regular contact with a golemancer, who can update their preservation sigil. Alongside the fact that golems with sigils need regular maintenance in the instance that their sigils are broken in combat, this also serves as an incentive for golems and golemancers to have regular interaction with one another and generate more RP for them.

 

The Disruptor Sigil and how it works

     This sigil is similar in build to the preservation sigil, being a standalone item that is not installed upon a golem itself. Essentially anti-golem tech, made by golemancers shortly after the invention of the disruptor spike, it is used to “stun” golems for a short period of time. The disruptor sigil is made upon a piece of Aurum, it will not function if carved into any other material, and then installed on a blunt force weapon on the striking surface. The sigil is a single use item, and upon being hit against a golem’s body with force, it will shatter. This shattering disperses the stored golemancer’s [creator’s] essence & mana in a targeted fashion towards the golem core. This surge of essence & mana overloads the core of the golem briefly, stunning it for two emotes. 

     The sigil, being palm sized like any other sigil, can’t realistically be installed upon a piercing weapon’s point, as the point is too small to house it, and making it big enough to would essentially turn it into a blunt force weapon anyways. In this same way, it can’t be installed on something such as an arrow head, as it would be heavy and would not be able to be fired from any significant distance.

 

Spoiler

A few examples of response emotes from a golem who has been struck by a disruptor sigil:

* Garun [the golem] swings its arm out in a wide swipe at the golemancer, attempting to bash them to the side before their weapon can make contact. *

*The golemancer ducks under the swing, sacrificing his footing in order to slam the head of the hammer against the golem’s abdomen, smashing the disruptor sigil on the hammer head against it.*

*Garun immediately stops, the golem teetering dangerously as it had been stunned while in motion.* [Emote 1]

 

*The golemancer takes this chance, kicking upward and planting their foot against the golem in an attempt to push it over!*

*Garun, remaining stunned, slowly tilts backwards from the force of the kick, its body unable to move, but not being limp. It SLAMS into the earth beneath it as it falls flat on its back, dust rising up from the impact. The golem lies frozen upon the eath.* [Emote 2]

 

- Regular combat from this point continues as the golem will retain function in its next emote -

 

Creating & Using the disruptor spike

     The overall design of the disruptor spike is actually quite simple. A long spear like weapon, with one end being sharpened to a point, while the other is flattened, but remaining somewhat thick so that it may properly house three single use sigils. Upon this flat end, the sigils are installed in order of: Binding, Entrapment, and then Activation. The binding and entrapment sigils are used solely upon the disruptor spike, and have no other function within Golemancy.

     The spike can be made from any material, and generally, can be any size as long as the sharp end is able to penetrate the flesh. When installing the sigils, once the golemancer installs the activation sigil, they cannot be removed, but the spike is not passively active. In order to actually use the spike, a golemancer must fuel it with a slight amount of essence and mana, before attempting to “spike” someone with it. In this way, a non-golemancer cannot spike a golemancer simply because they have the weapon.

 

Creating a custom Sigil

     Creating a custom sigil is done by master Golemancers, as no student would be versed enough on the intricacies of the sigils to begin making their own. Golemancers can create these through what will almost always be a rigorous bout of trial and error. Having an idea they want to accomplish, some kind of specific effect they want the sigil to have, and will attempt to bring it to fruition.

     The main portion of creating the sigil in a way that it will work, is the symbol itself that will be carved onto the face of the sigil. Finding the right symbol that, in the golemancer’s mind, represents the effect they are trying to achieve. There isn’t a set language, or alphabet of any kind, that the golemancers are forced to adhere to. They can make their symbols as complicated [harder to replicate] or simple [harder to copy] as they’d like.

     There is a known set of limitations to sigils, though, which regardless of how hard one may try, make certain things unable to be achieved with these stone modifications to their golem builds. Sigils don’t seem to have a direct effect on combat, sigils can’t be made to increase a golem’s fighting power, for instance. Sigils do not make things out of nothing, meaning they cannot perform magical effects such as spewing fire, or freezing things that it touches, there just isn’t enough spare power in a core to realistically create these effects as the golem will simply shut down. Though muted versions could be created, like a sigil that is warm to the touch, but not so hot to be dangerous as this would drain a lot of power. Or a sigil with a slight cooling effect, which would be quite nice on those hottest of summer days.

     Depending on the sigil, and what its intended use is, the sigil itself will become one of the many types regardless of what the golemancer attempts to design it as. The golemancer creating the sigil cannot intentionally create a permanent sigil, they can only create a sigil with their intended effect, and when it works they will find out whether or not it is permanent afterwards. In this, some golems might find that after having a new sigil installed, their golemancer may frequently check it, to see if it has degraded or broken, to discover the lifespan of the sigil they had created.

     - When creating a custom sigil, it should be posted as an MArt, as described above, ICly your golemancer would not know what 'type' of sigil they are creating, such as permanent, temporary or single use. You may still write it's desired type in your MArt post, but the ST may be able to change its type if it is decided that it should be changed in order to balance it properly.


Building & Attaching a golem limb
    A golem limb is in and of itself, simpler than a full golem build. The majority of the process is the carving of the limb itself. Making sure that the pieces rotate properly and fit together well enough to smoothly function like a descendant limb. At the part of the golem limb where it will meet with the descendant's body/flesh, there must be a very sharp stone spike. The spike is meant to be inserted into bone, so a tapered design is usually best, making the base of the spike strong enough to not snap during use.
     It's important to remember that Golem Limbs cannot have sigils other than the movement sigils, these draw the least amount of power from the descendant's soul blueprint, and make the drain on one's lifespan something that shouldn't affect them too drastically. When the sigils are installed and the spike is cleaned, the golemancer will carve an activation sigil directly into the spike, and use a method of their choosing to force the spike into the next remaining bone attached to what limb is now missing, and should be replaced. 

     When the golem limb is in place, the golemancer will use their mana & soul essence to power the activation sigil, and it will then subsequently activate the golem limb itself which should from then on function by drawing power from the descendant's soul. Because of how the limb is installed, it's quite difficult to then later remove the limb, so it is best to make sure that this is truly what the recipient desires.


Building a Golem

     The steps for building a golem, now that you’ve read over the basics regarding anvils and sigils, are relatively simple. Though they are tedious and time consuming for the character ICly, understanding them and learning how to emote these steps in game is simple. Before your golemancer can start building their golem, though, there are some things they need to consider. When building a golem, there are core aspects that go into its creation that the golemancer will need to have a clear idea of before they continue:

What type of golem is it?
How should it look?

Where will its core go?
Where shall I place its sigil slots?

 

     To start, a golemancer must decide on the type of golem they are building, as this decision will affect the rest of the build itself quite heavily. As listed in the lore page, here are the golem types:

Golem Types:

 

The Thanhite Golem

Spoiler

 

     All golems, aside from their soulbound counterparts, are considered a Thanhite golem. These are the golems which are made without the use of a soul, and function as an emotionless construct with no will or thoughts of its own creation. The basic Thanhite golem, which is usually the kind a golemancer will learn to create first, are the most versatile in size and shape among them. The basic thanhite core is created using an Aurum.

 

     Through extensive experimentation, golemancers over many generations have discovered that with the basic core, a construct has certain limitations on its overall size in build. When a golem body is made below the height of 5ft, the core exerts too much power for the body and it will fall apart. Needing a replacement body almost immediately upon activation.

When a core is placed into a body that exceeds the height of 8ft, the golem will experience complications ranging from arms and hands falling off at random intervals, to the entire body shutting down without warning after the core absorbs too much heat and has to cool down.

 

     In a short period of time, being in such a large body without a core made to handle it would ultimately damage the core, and this could endanger the status of the golem itself. Basic Thanhite golems are strong, and average in their overall reaction time, able to exert strength equal to that of an average Orc.

 

The average Thanhite golem can house up to Three auxiliary sigils.

 

 

 

The Speed Type

Spoiler

 

     Speed golems have a few more limitations than their versatile brethren, as the build is quite specific, in order to achieve the desired results. In order to create a speed type golem, the core must be made with an alloy of Aurum and Silver, creating a white-gold appearance. This also disables the golem’s ability to house a soul, but is necessary for allowing it to put out power faster while not overheating.

 

These changes also allow the speed type golem to house a total of Four auxiliary sigils.

 

     This core then must be installed into a golem body which the core can power, as a speed core exerts less concentrated power and focuses more on increasing the golem’s overall speed & reaction time, often matching that of a descendant’s.

     A speed golem body must be light, in comparison to the average broad shouldered and widely built body. Thin features with strong limbs. Speed golems can be made as small as 3ft, but will become slow and unable to move if built to a height that exceeds 6ft. Speed golems can be as quick, but this is at the sacrifice of their physical strength, able to be built as strong as the average fit Human.

 


 

The Brawn Type

Spoiler

 

     The brawn type of golem is often one that is described as the most difficult to build. Because of its ability to output enough power to move such a large body, the core for a brawn golem needs thanhium.

     In order to create a Brawn Core, the core must be made with an alloy of Aurum and Thanhium. Only a light amount of Thanhium is needed, but it is enough to increase the core’s ability to withstand its own power output. This alloy also disables the golem’s ability to house a soul.

 

This core makes it difficult for anything much besides the body to be powered, and thus Brawn Golems can only have up to 2 auxiliary sigils.

 

     With this core installed, a Brawn golem is able to reliably function in a body built up to a height of 10ft. Brawn golems are quite strong, equal at least to the strength of an olog, but they are slow, with low reaction time, and not much viable use in direct combat. Most brawn golems see their use in heavy lifting or long endured labor, and on the rare occasion they may be used in war as carriers of weaponry or living battering rams.

 

 

 

The Task Type

Spoiler

 

     The task type golem is a recent discovery in golemancer history, and hasn’t quite yet spread among them, though the word has certainly travelled, few have yet to be made. The reason for this is that Task Type golems have little to no exceptional combative strength, unlike their larger golem counterparts.

     To create a task type golem, the core is made with a light alloy of Aurum and Copper, creating a reddish color.

 

     Task type golems are built with a very light core, and thus can only function in a body up to a height of 5ft. These golems have average strength and speed, equal to your usual young human.

     Task type golems are mostly created in order to perform repetitive mundane tasks, keeping in mind that they still lack a will of their own or creative mind to speak of. These golems are rather good at things such as Farming, caring for gardens, maintaining the health of pre-built structures, and so on.

     It has been seen for them to be used for mining as well, since they can fit in smaller places than the average large golem.

 

Because of their light core leaving them with some excess power to utilize, task type golems can have up to 5 auxiliary sigils.

 

 

 

The Soulbound Golem

Spoiler

 

     The soulbound golem is one that golemancers have known of for many long lines of generations. Passed down from one to another as an ancient taboo, the soulbound golem is a rare occurrence. The purpose of the soulbound golem is one that changes in accordance with which golemancer you may ask, while some will say it is used as a grand punishment for the highest tier of criminal, others may try to say that a soulbound golem has more functionality than a thanhite one.

     Creating a soulbound golem requires a very complicated, tightly guarded ritual, and if it fails, it can damage the golemancers in charge and the soul as well, so it is rarely practiced. The core of these golems is always made with an Alloy of Aurum and Thanhium, making them expensive to make alongside this difficult ritual.

 

     The only thing that is uniform amongst them, is that all golemancers know that subjecting the consciousness of the soul to this eternal entrapment, which some may describe as an eternity in hell, is a heavy decision to make.

Soulbound golems do have some advantages over their thanhite brethren, however, the risk is very high. A soulbound golem may be able to retain the memories they once had in their previous life, either in full, terribly foggy and difficult to recall, or they may have none at all as though they were only a thanhite golem.

     In this way, some soulbound golems will activate with more innate understandings of this world around them.. And at times, that can be dangerous. Soulbound golems are highly likely to immediately turn red upon activation, as the mind of a mortal suddenly being entrapped within these bodies of pure obedience can be like being subjected to their own personal hell.

 

Soulbound golems are able to draw power from both their core, and the soul contained within, and thus are able to house up to 6 auxiliary sigils.

    A soul can be bound into its own core, but the body must still be built based off of the usual Golem Types. Though it will always be able to power up to 6 auxiliary sigils, the body will follow the active redlines and appearance of the golem type it is built off of. Such as the Speed Type, creating a lighter golem that can still house up to 6 sigils. Souls cannot be bound to a brawn type golem.

 

- Soulbound golems must be made with a soul from an existing roleplay character, you cannot make a new character just to make a golem. They cannot be made from NPC characters.

- The golemancer cannot NPC the soulbound golem without the player’s consent

- The character turned into a soulbound golem must consent to the essential PK of the character, they will be a golem for eternity and it is not reversible.

- A soulbound golem may not be made from a character that is also played by the Golemancer, the golemancer and soulbound character must be played by two different people.

- While the golemancer has authority over the physical design of the soulbound golem, its build, and overall appearance, the player of the soulbound has authority over its personality and whether or not to be created while retaining certain personality quirks, their past life memories, etc. The golemancer cannot force a personality type onto the player.

- Soulbound golems are bound to a soft-PK clause, if their core is completely destroyed in RP the soul will be released. However, soulbound golems still have access to the sigil of preservation and if used on a new core, they would retain their memories and could be remade into a thanhite golem, behaving as one would but with a thanhite personality based off of their previous experiences. If this happens, the player MUST comment that the golem is no longer soulbound on their accepted CA. ST have the right to deny the CA should it be found the player continued RPing being soulbound after complete destruction, or did not update their application.

- You cannot make a soulbound Speed or Brawn Golem

- For the three golems a golemancer can make every three months, only one may be a soulbound. IE, only one soulbound golem per three months.

 

 

     The core will be then made to reflect this decision, as with some of the golem types, there are certain ways the core must be designed in order to demarcate that type. The core of a golem is essentially, a special blend of materials with Thanhium, or at times, no thanhium at all. However what is consistent among them is that they must be tempered upon the surface of a Golem Anvil. The original alloy is made in a shape that has 6 sides, though most will go with a cube, it is not entirely necessary to do so. As long as there are six faces, the core will function.

     When the alloy is finished, and the core is still hot, it must be cooled rapidly. As the golem anvil is a constant source of this chilling temperature due to its nature as a thanhium alloy, most golemancers will choose the method of setting the core upon the anvil and turning it on each of its faces, perhaps pouring small amounts of water over it as well. This process tightens the bonds within the core, allowing it to transfer power to the body more accurately. However, it also forces the core to become terribly brittle, and this is uniform among them all. All golem cores have a durability akin to thick glass, because of this.

     When the shape of the core is finished and it is cooled down, the golemancer will take a hammer and chisel of their choice, and start to carve the sigils into the faces of the core, while it rests on the golem anvil. During this process, the golemancer will be using their aura, directing their mana towards the core while they install the sigils. When the base sigils have been installed, the golemancer will chisel in the Activation sigil last, and upon it taking in the golemancer’s mana and activating, it will fade into the core’s face, leaving that one blank. At this point, the core is now complete, and is fully conscious.

 

     How the item should look:

Spoiler

     Generally, the core item is left up to the golemancer's creativity in terms of description, however there are a few key points that should be noted on every golem core, those things are:

 

The Golem's name

     This can be anything, but it has to be an identifer of the golem that the core is representing, even if it's an NPC golem, it needs to have a name. This is so that the core can't be used for other golem's later on. A golem's identifier/name shouldn't ever need to change, outside of it being called something else in roleplay, unless the core is shattered. In which case, you would have to remake a new core anyways.

 

The Golem Type

     This can be displayed in one of two ways, either simply writing out in some fashion that the core is for a Task/Speed/Brawn/etc Golem, or by mentioning the type of metal/alloy it is made from. Every golem type has a core made from a different type of metal or metal alloy.

 

Some notes about golem cores that shouldn't be necessary but are:
Golem Cores do NOT house the Sight or Touch sigils, as explained above in this guide, and in the golemancy lore, only the Hearing sigil is on the core. Yall putting that on your core items pretty much proves to me you haven't read the lore.

 

Here are some examples of some acceptable golem cores:
edcaa0fcb24ed18d084a9d8ae59e6061-png.jpg

[In the beginning there was a debate over whether to have the Significant Magical Item tag, but it's been decided that future cores will not have it, so please ignore that]

7e68448f20a78cd0047436fcc20c0088.png

     

     With the core complete, the remaining steps are the most tedious. The golemancer must now design, and carve out the body of their golem. Keeping the number of sigil slots it is capable of housing in their design, the golemancer will spend the rest of their time carving the body out of their chosen material. Remember, there are some limits on what materials a golem can be made from, as well as some limitations on their appearance:
 

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 the core cannot hold it together.

  • 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.

  • Golems must have a humanoid shape to function properly.

 

     With this in mind, you may get creative with your designs still, as while golems can only be made from stone/minerals, there are limitless options available. Granite, Jade, Marble, Tourmaline, Turquoise, Lapis Lazuli, or combinations thereof. As long as the material is not as hard as metal or boasts equal durability, it can be used. As well, while golems must be made in a humanoid form, this essentially means that the only limitation is that the golem must be in the shape of a person, with 1 head, 2 arms, 2 legs and an upper body to go with. You could still create unique things, such as a golem that appears to be a suit of armor made of stone,  or leans more towards one or another gender in image. Perhaps the golem has horns, or tribal carvings all over its body. As long as these unque changes have no advantages in RP, aesthetic freedom is perfectly okay.

 

     When the golemancer has finished carving the body, they then carve out the slots for the sigils. Sigils can be placed anywhere on the outside of the golems body, some golemancers tend to attempt to hide the slots, as this provides at least some protection for the sigils. Sigils can be damaged and cause the golem to malfunction, especially when faced with things such as blunt weaponry like metal hammers. Though its not possible to completely bury a sigil inside the golem, a few places for instance could be the top of the head, front of the neck or collarbone, or tops of the shoulders. All places that can be easily guarded by the golem itself.

     As the last step, now, the golemancer only needs to install the core. As they should have decided where the core will be housed within the golem body beforehand this should be a simple task. The core can be housed anywhere within the main upper body portion of the golem, this not including limbs such as arms, neck or head. Though that makes it sound as though there aren’t many options, it is not limited to just “chest” or “abdominal region”, for instance it could be on the side where one’s heart is, opposite that, more towards the chest or closer to the back. It could be lower left abdominal, lower right, or dead center of mass. Though this has no mechanical advantage, in certain situations it could be applied. As an example, say your golem is caught in an explosion. If the golem is facing the explosion directly, and the core is more towards the golem’s back, it may be relatively safe from the concussive damage, though if the golem falls directly on its back from the force, then it may be in danger there. 

     The core of the golem *should* be remove-able, as there may be maintenance needed in the future, so the core will be housed within a cavity in the golem’s body that is carved out, and can be covered back up any way the golemancer pleases. Perhaps they cover it by using stone and mortar, to hide it seamlessly, or cover it with clay. It can later be chiseled very carefully out by a golemancer without causing any major damage to the original body this way. With the core installed, the golemancer will install any auxiliary sigils they have made, and this new golem is now ready to serve their Impera.

 

The role of Impera: Tips, and Suggestions:   

Spoiler

 

 As an Impera, you are the rightful owner of a golem. You have full In Character control over this powerhouse entity, and there are many, many ways to go about using it. There isn’t a specific set of rules regarding exactly what there is to do as the possibilities are endless, however, some things can be outlined.

     For instance, when you are an Impera of a Player Golem [A non-npc golem being played by another person, not yourself] you must remember that you only have control over it ICly, In Character, and not OOCly. You must choose who will play your golem very carefully, as you will need to be able to get along OOCly and have similar interests if you wish for the Golem Character to last long with your Golemancer/Impera. A Player Golem has the right, after having their application accepted, at any time to find IC reasoning to justify leaving your Golemancer/Impera character in search of another. If they are uninterested in your roleplay style, feel as though they aren’t getting enough RP, dislike you OOCly, can’t agree with your decisions OOCly, etc, they are allowed to take the character away and as the Impera/Golemancer you cannot request to take the Golem back without the player’s OOC consent. 

     Because of this, it is best that when seeking a Player Character for your golem, you explain to them what your plans are for the golem. If you’ve made the golem without any idea as to what its daily tasks will be, what you intend to order it to do, or where you intend to take it and use it, it is best to leave that golem as a non-combat NPC entity until you have decided. Without a general direction for the roleplay, it is less likely for a Player to remain interested in the character.

     The first few orders for your golem are the most important, as they decide the direction this golem’s roleplay will go, and these will need to line up OOCly with the interests of the player.

 

     As a few examples, here are some orders that most golemancers/imperas tend to give, and a guess at their RP potential:

 

1: “ Protect Impera/other person at all costs.”

 - This order is very simple, and is generally considered a core order that most golems have, it is recommended, but should never be the only order a golem is given. As a standalone order, the only options the player will have will be to wait around for Impera’s presence, and follow them around doing nothing until they appear to be in danger.

 

2: “Gather [material] for Impera”

- While this order does give the golem something to do while Impera isn’t around, it’s also something the golem usually has to do while there isn’t anyone else around period. It is generally not recommended to give your golem orders to gather mechanical materials or RP materials for you unless they as a player express interest in these activities, as it is more a chore than anything else.

 

3: “Protect/Guard this [location]”
- This is the kind of order that you should generally not give to a Player Golem, while it is understandable wanting a combat capable golem to be the guarding force for your location in need of a guard, this kind of order requires that the golem stand in that one spot and wait for something to happen that requires their attention. This will usually lead to the player either leaving to find another Impera, or simply not playing the character, and in either situation the golem can’t be recovered by the Impera without the player’s consent.

 ~ As a suggestion to amend this order, rewording it so that instead of standing in place, the golem may patrol around the area irregularly [I.E., is not required to be there all the time, and may wander around the location, checking it periodically], this can give the player something to do when there isn’t much else. However it’s recommended this generally be done with locations where there is a possibility of RP, if it’s a location where no one really goes to, it’s not going to be very entertaining as RP.

 

     In general, think of the orders you are giving to your golem and consider what RP opportunities it may open up for the character itself. The three above orders are still possible to give to a golem, but they should not be the only orders. There are many possibilities with golem orders, and one of those possibilities is detailing out the priority of certain orders. For instance, protecting Impera can be the number one priority, but the golem can still go do other things in its list of orders and just protect impera when they are aware of dangers. A golem can have a low priority order for collecting materials, meaning they can go and do that when there’s nothing else to do, while having some higher priority orders it can complete when more interesting things are happening.

     It’s also okay to talk to your golem player about what kind of orders they might think are fun ahead of time, to be sure that your interests are aligned and the golem player can enjoy the character. Golems themselves dont have needs or wants, and therefor its not possible for them to ICly comment on what the player’s OOC interests might be.

 

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Moved to The Great Library. It shall be sorted into the appropriate category shortly.

 

If you feel this is a mistake, please contact myself or another moderator. 

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