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Golems Guide


Sybbyl0127
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     Golems in their basic entirety are Stone Constructs created by Golemancers, which are built in order to follow orders and serve their Impera. Ranging between short and quick, to towering and strong, each individual golem is built to the specifications that the golemancer designs. Usually, they are made with specific intentions in mind, such as building a large Golem to do heavy materials transport, or a human sized golem meant to maintain a library, or warehouse. Some create golems for combat, while others create them to perform tedious repetitive tasks. Their purpose is almost as limitless as their physical design, and no one golem is the same as the next.

 

     There are Five known types of golems, separated generally by their physical design and limitations. Among them are, Thanite, Speed, Brawn, Task, and Soulbound. While Thanhite golems are the average non-specialized type, the remaining four have been made with alterations to their physical build and core which give the construct certain advantages and disadvantages in comparison to other types.

 

     Physical Limitations

          Each golem type has certain physical limitations which become the deciding factor for what purpose the golem will serve.

 

     Thanhite:

          A non-specialized golem type, the Thanhite golem is built with a simple core, usually the first kind that a golemancer will learn to create. They are more common than the other types. Thanhite golems can be built within a range of 5ft tall and 8ft tall, experiencing major complications that usually result in damage to the core if built outside that range. They are roughly as strong as an Orc, and inherit reaction time & speed equal to that of Orcs, with a human-like mental capacity. Thanhite golems can house up to 3 auxiliary sigils.

 

     Speed Golems:

          Speed type golems are built to be less bulky, with thinner bodies closer to elven or human proportions, making them more lightweight. Built within a range of 3ft and 6ft, they boast speed & reaction times equal to that of an Elven level, while only being able to maintain a strength level equal to Human. Speed golems can house up to 4 auxiliary sigils.

 

     Brawn Golems:

          Brawn golems are what you usually see carrying heavy loads, or slowly wreaking havoc on a battlefield. They are built with very wide and heavy bodies, towering in a range of 7ft and up to 10ft in height. While they boast the strength levels of your average Olog, they are slow both in speed & reaction time, as well as in their mental capacity. They interpret orders in a very simple, at-face-value way, and can become confused. Brawn golems can house up to 2 auxiliary sigils.

 

     Task Golems:

          Task golems are much smaller than the previous three, usually created for orders that require a more gentle touch, or better control of their hands. Built in a range of 3ft to 5ft, you won’t see a task type golem engaging in very much combat as they are much weaker than their larger counterparts. Task Type golems can move in the same fashion as your average Human, but their strength level suffers, and won’t boast any particularly strong traits. A task golem can potentially overexert itself by attempting to lift something that is too heavy, and may shut down temporarily while its core cools. Task golems can house up to 5 auxiliary sigils.

 

     Soulbound Golems:

          Soulbound golems are the most complicated, among the different types. Some consider a soulbound golem to be similar to a thanhite golem, in regards to the fact that it is essentially non-specialized in a physical respect. Soulbound cores can only function within a body that meets the physical limitations of either the Task Type golem or the Thanhite golem, as the cores for both Speed and Brawn are too specialized towards power output to be able to safely handle the added potency of a soul.

          The advantage that a soulbound golem gains, is the ability to house more auxiliary sigils than the other golem types. It boasts no specialty in strength or speed, but instead has more power within its core to be able to activate more sigils at one time. Soulbound golems can house up to 6 auxiliary sigils [This does not stack with other golem types, it is always 6.]

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Appearance

     It is quite possible for no two golems to look the same, though some may not believe this. It is a common thing amongst golems/golemancers to create a character that is simply a smooth, dark grey stone being made in the image of man. However, the creativity is quite limitless, as it usually is with most CAs. There are some limitations, but these really only apply to how the golem is actually built. Golems can only be made from stone, however in this case the term stone also includes things such as Minerals, or naturally occuring mixtures of anything inbetween. Golems cannot be made from things such as Gemstones like Diamonds, Rubies, Sapphires, etc., simply because it would only be doable if each were listed out with its own redlines on hardness. Golems bodies cannot be as hard as or as durable as metal in any form, so if the material you are choosing is equal to or stronger than metal, it is unfortunately not going to work. The core cannot power a body made from these materials because it can't reach to the ends of all the limbs, and the body will simply not function.

 

     The only other limitations are that the body must be in the shape of a person, humanoid in general, with two arms and two legs, nothing more. As well as, the core must always be stored in the upper body of the golem somewhere, and never stored in a limb.

     Cores as described in the lore are 6 sided 3D shapes created by the golemancer in which the golem's "mind" is stored. Generally, the cores are golden in color, and slightly cool to the touch, though golem type may slightly change the overall hue of the color itself, which you can see described under each golem type and its corresponding information about the core. They can't be very small, usually about as big as two fists with the fingers interlocking together at their smallest. The core is stored inside the golems body, usually hidden away by a faux layer of their material for protection, most golemancers will make it so the core is not visible from the outside, considering its importance, and fragility.

 

     Golems also are not bound to one material type, you could theoretically, create a golem with a granite upper body and limbs made of marble. There are no advantages or disadvantages to creating a golem using multiple materials mechanically, and is simply something to allow some aesthetic individuality, so feel free.

 

     Now, that aside, a short list of some very interesting looking

      materials that could be used, just as creative suggestions:
Jade
Marble
Granite
Quartz
Boulder Opal
Lapis Lazuli
Azurite

Tourmaline
Turquoise

~ A good way to find nice references for types of rocks,

and not minerals/stones, is to look up rock tumbling images ~

Sigils

     As explained in the main lore page, Sigils are external additions to the golems that provide things such as sensory mimicry, such as sight and touch, while there are also sigils that create more unique abilities or sensations for the golem to use. 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, as such they are always present in every golem, and don't take up sigil slots. These consisting of the above listed, meaning that while the core is removed from the golem body, perhaps during repairs or when its body is destroyed but its core is left undamaged, these sigils continue to function. This means that while it may be a core sitting on the kitchen counter, unable to move or react, it can still hear things around it and comprehend them, as it is still "conscious" in that state.

 

     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 

Spoiler

 

   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    

Spoiler

 

 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

Spoiler

 

     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

Spoiler

 

     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

 

 

 

 

 

 

 

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.


     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. 

 

Example Emotes:

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 -

 

Behavior

 

          Language & Emotion

     Over many centuries, the topic of golem behaviour has been widely studied by many a golemancer. Though the golemancers created these stone beasts themselves, the way their “minds” work is something that may always remain at least in some ways, a mystery. However, there are many knowns regarding them.

When a golem is first activated, the soul essence and mana that the golemancer uses to activate the golem will have slight effects on the golem’s early stages in behavior. Firstly, the golem will attain a basic understanding of their golemancer’s native tongue. Though the golemancer may know many languages, the golem will only initially learn the golemancer’s first language, and must be tediously taught any additional languages. 

This understanding of language is however basic, and there are many concepts and terms that golems do not understand even with the ability to communicate. As a creation that lacks any and all semblance of emotion, understanding of emotion, morality, or creative capabilities, golems have an incredibly difficult time interpreting things that come from these factors.

Say that a golem is told that children who are sad should be cheered up. The golem does not know what sad means, nor does it understand what it should do in order to cheer someone up, as it does not understand happiness. However, the basic effect can be achieved if the golem is taught these things in a step by step, quantifiable manner. Such as telling the golem, sadness can be indicated by tears falling from one’s eyes, this is a visual indicator. Then, that telling the golem, asking people “what is wrong” and then listening to what they have to say, may help them feel better, this is a single step not requiring the use of emotional input. The golem will never be able to achieve a fully sympathetic or empathetic nature, as it cannot understand truly what emotion is, but the golem can gain knowledge of emotions, what they mean, and what they may or may not do to people.

 

          Creativity

     All golems lack any and all ability to have a creative mind. Meaning, that while you may be able to tell a golem, “Crack three eggs into the bowl, mix that with flour, sugar, vanilla, and cocoa, then bake it in the oven and make brownies,” you cannot tell the golem, “Here is a bakery, fully equipped, bake a cake.” The golem will never be able to design for itself anything that is not listed out to it in a step by step manner.

Theoretically, you can teach a golem to do most any repeatable task that, when done with exactly the same steps every time, can produce the same result. There are many things that just won’t work, like blacksmithing. Though a golem may be able to follow exact instructions, there are many factors in things such as blacksmithing, where the item being created needs a creative mind because many unexpected results will arise during the crafting process that require decisions to be made differently from previous attempts in order to produce the same results.

     However, things such as crochet, for instance, could be done by a golem if each pattern were taught to it individually, as the patterns will produce the same result every time.

In the same sense, because of its lack of creativity, the golem cannot decide many things for itself. If you tell a golem to go find something to do, it may respond and follow this order, but it will only be going through its list of currently active orders and acting upon one of those. It will never come up with something new to do on its own, and will forever only be able to follow those orders, perhaps in different ways each time. Say you tell a golem, “Study human behavior and learn how they speak, and interact,” a golem could use this order many times over in different ways. Attending balls to see how humans interact in this scenario, wandering markets to watch them barter, going to libraries to read the stories they write, as this is a form of communication, etc. Anywhere there are people, this golem would go in order to study them. 

In another example, you might tell the golem, “Guard this city from any and all threats,” without much explanation, the golem may pester its impera for what qualifies as a threat, or, it may go out on its own in order to discover this without Impera’s input. Such as interviewing citizens, or asking city guards, it is still following the order but it is doing it in what that golem may think is the most efficient way.

 

          Golem Development & “Personality”

     In the more recent few decades, golemancers have discovered a curious quality of the golems. A new golem is usually very similar to the next new golem, having very straight forward, literal interpretations of the world. However, a golem is somewhat affected by the personality of their Impera, though many aren’t sure exactly how, or why. In example, GolemA is under an impera who participates in battle often, while GolemB is under an impera who rarely acts violently and is quite a peaceful man.

If you tell both GolemA and GolemB, “Go out and bring me this man,” then both golems will complete this order in a different manner. Though largely this will vary on such a wide scale it is difficult to described, in this most extreme example, GolemA will likely seriously maim or injure the subject before bringing them to their impera, while GolemB will likely apprehend them whilst causing the minimum amount of harm necessary.

It has been observed in many occasions. Of course, it is different for every golem, as it would be for a person, but it is something many a golemancer have studied for ages. Though golems do not actually have a true personality of their own, as that would imply they house opinions, likes or dislikes, they do develop a kind of.. Golem Personality, over time. A fresh golem is mostly influenced by the orders it is given, the attitude of their Impera, and then lastly by the experiences it has. 

Over time, that golem will be storing information that it learns as it lives longer, developing a sort of personality based on these experiences. It is quite easy to compare a golem mind to that of a self-learning AI. It cannot come up with solutions to things on its own, nor can it offer up opinions or creative thought. However, it can store more and more information, and in a way, “react” to things differently from other golems. Perhaps its impera tends to come to the aid of children in danger, this golem may then, if its orders allowed for it, save children first in an emergency situation.

It can also cause golems to interpret their orders in ways different from how another golem may interpret them, like in our earlier example of an inherently violent golem versus an inherently peaceful golem. The possibilities are endless, but essentially, the longer a golem is alive, the more it will learn and know, and the more its “personality” will develop.

 

          Abandonment

     Golems exist in their entirety as a tool, a stone creation made by mortals, to serve mortals. With this, comes the innate, absolute need for the golem to have purpose. This is something no golem or golemancer can get around, each and every golem will constantly require that it have orders it may complete. Whether it is kept busy with orders which can be done over and over again, or comes back to its Impera to receive new orders each time a task is complete, or follows the same set of orders for eternity, it matters not. The golem simply needs to be serving a purpose.

With this, Golemancers have discovered a key point in golem behavior that is equal among all Golems. While a golems loyalty to its Impera is pure, and cannot be betrayed, an Impera can betray this loyalty by not giving the golem a purpose.

 

     ~ Some of this will ultimately bleed into OOC, as is necessary, to ensure that Golem Players have ways to keep their character ultimately under their OOC control. This cannot be avoided. ~

 

     Imperas always have the option of passing their status of Impera to another, and whomever they pass this title to, the Golem will then recognize that person entirely as their new Impera, and will immediately treat their previous Impera as they would any other, having no ability to control it or give it orders. Though Imperas can also order a golem to follow orders from other people, often referred to as “ Sub-Imperas “, orders from their true Impera will always have priority over all others.

 

     Alongside this, Golems can also actually leave their current Imperas. There are many scenarios where this can occur, such as:

* If an Impera does not give the golem enough orders, or the golem is left to idle without orders for too long, it might abandon them and seek out a new Impera.

* If an Impera gives the golem orders which it consistently cannot complete, it might abandon them and seek out a new Impera.

* If an Impera attempts to force a golem by orders to enter a scenario where it will inevitably face total destruction, the golem can refuse this order due to its innate values of self-preservation, and may abandon Impera and seek out another. The golem cannot serve a purpose if it is no more.

 

     ~~There are also reasons for a golem to abandon their Impera related to OOC, such as when a golem-player feels uncomfortable with an Impera, ICly or OOCly. Or when a golem-player and their Impera’s schedules are too different, when their RP styles don’t match up and the golem-player simply isn’t enjoying the interaction. A golem player is always absolutely free to make up an IC reason for their golem leaving the Impera and finding another one. Just keep in mind that while this is something you can do, you should do so only when you have decent reason to. Of course this is very loose, but please don’t be toxic with hopping from one Impera to the next without giving them time to figure out how to best handle your Golem character. Talk with the player of your golem’s Impera about the things you want to do, that sort of thing. This rule is here to protect golem-players from being forced to interact with characters that they don’t enjoy, feel uncomfortable with, or are not getting decent RP from.~~

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          Playing a Golem: Tips and Suggestions~ 

Spoiler

 

   For a lot of people, the main portion of playing a golem that is discouraging as an idea is the start. Playing a new golem could possibly be quite boring, and it's why it is highly recommended that, if this is your first time playing a golem,  you play a golem under an Impera who is played by someone you know. This can limit overall numbers but, the longevity of the character is important. Having someone you know play the Impera will help you a lot because you will have an easier time communicating with them OOCly, which is needed for an Impera & Golem relationship, talking about orders and what you want to do as a golem. Yes, technically an Impera can tell your golem "go farm this field forever", but you don't have to do that if you don't want to. If someone is your Impera and you are feeling like the experience overall is very boring and isn't quite what you thought, don't give it away on the first go. Leave that Impera, they don't match with you well enough, you can come up with many ideas for why. Perhaps your golem got lost in the woods for a few years and came out assuming Impera is dead, and went off to find another, be creative. Then find an Impera you know will listen to you OOCly and give your golem orders that match well with your playstyle.

     When playing a new golem, there are a few things you can focus on to make it more entertaining. You can put a major focus on what the golem is learning day to day, did someone teach it to shake hands before it learned how to control its strength? Well, maybe the next time it shakes someone's hand now, there could be a chance it accidentally starts to crush said hand. Interpret your orders how your new golem would, think about about what the golem knows. How would this golem interpret this order? Completely at face value? At an extreme level of literal? Or would it interpret this order in some strange convoluted way because of what it's been taught up til now? Just make sure there is a reason for these 'assumptions' the golem is making. 

     If your golem is left idle and you aren't sure what to do, generally speaking, an idle golem will seek out its Impera, almost obsessively. It will treat this as its main objective, it must seek out Impera to receive new orders, as golems can't come up with things to do on their own, they need constant purpose. If you can't find Impera after what feels like too long of a period of time, then of course the golem can switch over and start looking for a new Impera.

 

     A few common mistakes that some golem players make, which could be avoided. Using too much emotion in your RP. There's a certain amount of leeway here with how emotion-less a golem is, mostly because if you go full hard into it, it can be difficult, so it's a given that some people won't be as good at it. Just keep in mind, you are basically playing a stone sociopath, it does not love, it does not hate, it does not get angry, happy, sad, or startled. Yes, if something attacks anything that the golem is ordered to protect, it will retaliate, but if your golem has been taught nothing and told not to protect anyone, it would absolutely look the other way while the bandits raid that family of four's carriage. It will never seek revenge, and golems also do not have any Wants, or preferences. Now, of course, a golem could technically be "taught" how to display similar things. For instance, a golem could be taught to retaliate should a child be endangered, it could be taught to save people who are being attacked by other people, but these teachings are specific. If you leave it too vague, the golem might make strange interpretations that can lead to some very unintended results, though this is a danger left in the hands of the Impera...

 

 

     A short Q & A for common questions:
   

Spoiler

 

 "How far can they stray from their direct orders when left on their own? Does an impera have to give them an order for freedom for them to act or wander around on their own?"

                    - Technically, golems cannot stray from their direct orders at all. When ordered "Deliver letters from Sutica to Oren and back each day," that is exactly what the golem will do, and if it has no other orders, that is all the golem can do. Now, of course, the golem can interpret this order in different ways. It could for instance, as it becomes more and more intelligent, learn to advertise its letter delivering capabilities in these respective cities as this would increase its efficiency at completing this order. It could also refuse to ever deliver packages, as it has only been told to deliver letters. A golem is free to interpret the orders differently, but never stray or deviate from those orders.

                     Imperas cannot give a golem an order of freedom, golems as a being do not understand the concept of freedom at all. Yes, the impera could try ordering the golem to be free, but it would continue to seek out orders. It simply lacks the creative capabilities needed to be able to decide anything for itself, including deciding something to do for itself. A golem could even, after receiving this order, simply stand around and do nothing at all until it was told to do something, as it eternally loops in errors while attempting to make its first decision.

 

     “Do golems hesitate when previous orders overrule current ones? What's the rule hierarchy?”

                     - This can be handled on a case by case basis by each golem, depending on their developed "personality". For instance, a brand new golem might simply fall into a loop of errors while it attempts to start on one order, but then conflicts with another order, and switches, then tries again, rinse and repeat. While a more intelligent golem that has been alive for longer might simply look at their Impera and say "Imper-a, this.. Order, conflicts with a.. Prev-ious, order.. Which you, have.. Given me. It is, recom-mended, that you.. Rectify, this." Or something along those lines, in order to let their Impera know that there is a conflict of orders.

                     Rule hierarchy, or Order hierarchy, is handled mostly by the Impera. Impera will be able to say things like, "this is the most important, handle this thing before anything else" and the golem will put that order at the top, if anything conflicts with this top order, it will not do the conflicting order. There are many ways to do this, some Imperas even set up a system, such as saying top orders are "Tier 1", and least important orders are "Tier 3" or vice versa, then being able to say "Golem, Tier 1 Order, Protect my daughter from danger." In order to simplify this process.

 

     "How do I determine if a golem should react violently or not if I'm not being directly harmed?"
“Similarly- If an imperia tells a golem to stay in one spot, and the golem watches them be attacked, are they allowed to break that? If a imperia gives two directly contradicting orders, (protect me then don't) which does it follow if the impera's wellbeing is on the line?”

                     - This can be answered similarly to the above, it all depends on whether or not your Impera *has* ordered you to protect them, and then whether or not the Impera has set up order priorities. If there's a conflict of orders and no priority, you can absolutely just stand there unable to act because the orders are conflicting with each other. It will be in the Impera's hands to rectify this, and it is their responsibility to make sure that your orders don't conflict in the first place.

 

     "Can a golem learn multiple languages, and how quickly would they be able to pick them up if so?"

                     - Yes, golems can learn multiple languages. As far as how quickly they can do so, it depends on what golem type you are playing, though this is quite loose and not exactly a solid rule. A brawn golem for instance has a hard enough time talking in the first place, so teaching it multiple languages would definitely take a *loooong time*, but there are other golem types such as Speed golems or Task type golems which have a bit more 'processing power' available. They would likely learn a new language just as quickly as the average person would. A thanhite golem would most likely learn a new language with some slight difficulty, but it could be done.

 

 

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