Valannor 6345 Popular Post Share Posted February 15, 2023 A Titanic Golem marching alongside a Throng of Urguan's Sons into battle. Spoiler In times of yore, when first Urguan walked the stone halls of his sons, dwarven masonry would meld with esoteric magicks to birth the first constructs to grace Descendantkind; Golems. Stone given life through sorcery, through the ancient arts of Runesmithing first, and later, through the more modern dialect of Sigilcraft, which held no need for the elusive and rare crystal known as Thanhium. Many of the renowned clans among the Dwedmar would be touched by this art in some way or another, though it was crude and simplistic in due time, stagnant and still much as the stone it worked with. In time however, dwarven hands grasped the fires of innovation, and through decades and centuries of toil, what once was lost would be restored anew. Forged not by steel and fire… But through Rock, and Stone. Functionally, Golemancy is the art of weaving mana and soul essence into complex Sigils to imbue life and magick into mundane stone, an independent dialect of the Material Alphabet which functions as an independent lexicon which directs the functions of its subsidiary creations, golems and golemantic prosthetics. It is a fundamentally basic and simple method of magickal artifice, which while easy to learn, can indeed be hard to master. It requires the use of a Golem Anvil to create Golem Cores and empower Sigils, and a degree of competency with masonry is required to work the stone used for making golems. Golemancy is able to be practiced by a wide variety of creatures and individuals, requiring only a Greater Soul capable of producing untainted Anima, or Soul Essence, and mana. Golemancy requires one to possess a Greater Soul capable of producing Anima and Mana to perform, alongside a valid Golemancy FA to practice. This means that all forms of Inferi are ineligible to practice Golemancy, alongside any CA or individual who lacks a Greater Soul. One may apply for a [TA] in Golemancy after [3] months, assuming they know all facets of the feat and are capable of performing the magick. One must learn Golemancy from an individual with a valid [TA] in the feat, with the only exceptions being ST sponsored eventlines intended to inject more users into the magic should it begin to die out. Any one Golemancer only possesses [3] slots to produce golems, with a slot refreshing 3 months after the creation of the golem which filled it. All facets of Golemancy are not innate, and must be learned from one’s teacher. One may voluntarily rescind the feat at their leisure, effectively self-disconnecting themselves from the magic. THE GOLEM ANVIL In the days of antiquity, Thanhic Steel was required to craft the nexi of golemcraft that the art relies upon. In time, however, an innovation by a young and maddened dwarf inventor would see the rare metal no longer required; and instead, it would soon turn to an anvil of hewn stone, laden with sigils with which to activate Golem Cores - the centerpiece of which being dubbed the ‘Heart of Stone,’ or ‘Golem Heart’ sigil, developed by a practiced and renowned Golemancer firstly for use upon metal anvils. It would be carved directly upon the striking face of the anvil where one would hammer and mold their core, and when one would channel their mana and anima through the core and the sigil, the sigil would channel it back, resulting in a cycle to and fro which would rapidly cool the core similar to what the Thanhic anvils of old were capable of. This principle would later become known as the Kor’baraz in honor of those who had perfected it. To craft a Golem Anvil requires at least [5] emotes of carving the Golem Heart sigil into the center of the anvil, and imbuing it with one’s anima and mana. This must be done uninterrupted, and cannot be done in a combative setting. The anvil must be made of solid hewn stone, such as marble, andesite, granite, or any other form of mundane rock. It will be inscribed with a litany of sigils which aid in the processes of Golem Core creation. Without a Golem Anvil, Golem Cores, Core Sigils, Auxiliary sigils, and Golem Limbs cannot be made. Golem Anvils must be stationary structures and signed by the ST. GOLEM PROSTHETICS Far from the hulking constructs birthed by the art, it was soon found that crude prosthetics could be fashioned with the necessary sigils for movement drawing upon the bearer’s soul directly, allowing new function for discarded crafts and smaller cuts of stone in restoring function and capability to those who would otherwise be left crippled and incapable of contributing to society. These are only capable of being things such as arms, legs, or eyes, with organs being far beyond the reach of this form of magick. Limbs are the most harrowing to install, and the pain of their acquisition is often enough to render one unconscious from the sheer agony. A tapered spike carven with connecting Sigils is to be inserted directly into the bone of where the limb has been lost, which then shocks the descendant by linking directly to their soul. Feeding anima from the soul to the spike, the larger limb is then directly affixed to the spike via a socket, graced only with the sigils necessary for basic movement ‘lest the descendant be turned to an early grave from their soul’s overtaxation. It is functional, yet lacking in sensory feedback and the ability to feel touch or sensation, and often those who acquire them will find them wanting in comparison to what they had lost. They are wrought of solid stone, and thus may sustain [5] direct strikes from a sharp object before their sigils are too damaged to continue functioning, or up to [3] direct hits from a blunt weapon before shattering, breaking, and sustaining heavy damage which renders them nonfunctional. Golem Limbs are capable of hosting [1] Auxiliary sigil, so long as the Sigil is compatible. Compatible sigils are the Illumination Sigil, Compass Sigil, Disruption Sigil, & Dowsing Sigil. Unless the limb houses a sigil, Golem Limbs do not require an ST signature. If the limb houses a sigil, the Golem Limb requires an ST signature. Only [1] Sigilled limb can be held on one’s person at a time. If the spike of the limb is destroyed, it will take the portion of the body it was driven into with it, necessitating a new spike to be implanted further along the limb. Golem Limbs will always be able to be replaced from the base of the shoulder/thigh. Golem Limbs are not any stronger outright than their natural fleshy counterparts, but are still made of solid rock, meaning strikes made with them will likely do a tad bit more damage than usual - akin to a gauntleted punch. Golem Limbs cannot be ‘stolen’ as they are a part of the individual’s body, requiring to be severed or detached at great harm to the bearer. Golem limbs must be made of stone. Auric Oil treated weapons would disable the sigils and render them inert in [2] strikes until the end of the encounter. One may only possess up to [2] Golemantic Prosthetics at once. Eyes are a simpler, and gentler, affair. Sigils of sight are engraved into gemstones cut into spheres, with diamonds often being the most preferred for this due to the clarity they offer. A spike is attached, small and miniature akin to their limb-bound cousins, to simulate the nerves of the lost eye. Installation then follows as expected, with the spike being carefully inserted with great precision into the empty socket it is meant to replace. Golem Eyes do not prompt the normal response of blinking, and instead, one can expect their light to wink in and out as the bearer refreshes their vision. Sight through these eyes is a curious experience, for though there is some desaturation of color and the world perhaps seeming a touch more dull, many who bear them have often stated them to be a boon in crafting and smithing, for their eyes do not tire and while they may have some difficulty making out fine details at long distances, the clarity of sight up close is most desirable for gemcutters, smiths, stoneworkers and other fine artificers. Golem eyes do not require an ST signature, and cannot be treated with alchemical concoctions to allow different forms of sight. They possess no sigil slots. Golem Eyes must be made from crystals or gemstones. They lack much in the way of color perception, and are close-sighted. Golem Eyes cannot be ‘stolen’, as they are part of the individual’s body. Follow similar guidelines to limbs in regards to destruction or forceful severance. They may be destroyed in [1] blunt strike directly to the eye. GOLEMCRAFT [CA/NPC Golems] Golems themselves are simplistic in their construction and form, yet always bearing traits intrinsic of their make. For aeons, they have remained much the same - great hulking constructs of stone given life through esoteric sigils and runework upon their surface. However, as the art has advanced, so too has the configuration of the cores which animate them, and much of their nature has changed, as will be detailed below. All Golems possess similar banes and methods with which they may be combatted or destroyed. First among which would be their core, a six sided shape wrought finely of aurum, encasing a diamond or other precious gemstone within to denote its type, and its surface emblazoned with the requisite sigils which beget a Golem’s function; memory, activation, sight, touch, and hearing. Always within the central body of the Golem and surrounded by solid rock, if the core were to be exposed via the destruction of the Golem’s torso which surrounds it, it would begin rapidly venting anima over the course of [3] emotes, thereafter causing a mildly hazardous explosion of rock to shoot out in a [5] meter radius. The secondary method by which they may be combatted is through targeting the external sigils along their body which grant them movement, the durability of which is determined by the type of golem. Spoiler Golems, while incredibly hardly and sturdy, are not invulnerable to damage. The exact durability shifts from Golem to Golem, as will be detailed below. While bladed or piercing weapons may not do much to harm their physical bodies, blunt weapons, pickaxes, and High Density Boomsteel are all capable of incurring moderate to heavy damage with every strike. Blasting Potions and High Density Boomsteel both count as [2] physical hits per strike for the sake of a Golem’s durability. The explosion of rock that results from the ‘meltdown’ of an exposed core will strike all within a [5] meter radius, incurring moderate to severe wounds depending on where one has been struck, and the armor they are wearing. In order for the Core to be considered ‘exposed’, it must be rendered visible to the naked eye after the surrounding stone layer has been destroyed. This does not destroy the core, but would incur a malfunction and memory loss. This adheres to established rules on death & memory loss thereof. Auric Oil, regardless of Golem type, will be able to render the external sigils of a CA golem inert after [2] strikes with a treated weapon, with Thanhium and Null Arcana performing likewise. For the purposes of Thanhium, Mundus Golem sigils are to be treated as a T3 spell, while Brutus Golem sigils would be treated as T4. Should all of a Golem’s external sigils, being those upon the head and all limbs, be rendered inert, then the golem will fall dormant and suffer a memory loss as its core malfunctions. This adheres to established rules on death & memory loss thereof. Should a Golem’s core be purposefully and intentionally destroyed during an encounter, requiring only [2] harsh hits with a blunt object to accomplish, the Golem would be subject to a complete loss of all personality and memory if it were to be rebuilt. This does not require a new CA, and thus will not occupy another slot of the Golemancer’s [3] golems they are capable of making. Golems are incapable of learning any form of magic, or becoming another form of CA. They are unable to utilize any enchantments which rely on an internal mana pool, e.g Voidal enchantments, as they themselves have so little to draw upon. If taught, they are capable of learning alchemy and other knowledge-based feats. They possess no soul - and in the case of Soulbound Golems, their soul is too traumatized to form any manner of coherent magic or connection. Golems require a valid [CA] crafted by a Golemancer with an approved [FA] to play. Golems are unable to wear armor whatsoever, and their durability cannot be enhanced outside of Auxiliary Sigils or an MArt. CREATION & GOLEM CORES The creation of a Golem is done in two parts; that of the core, and that of the body. The Core takes great toil and effort to craft, a six-sided geometric shape fashioned of aurum around a core of solid gemstone, with each side needing the Sigils carved upon it in a painstakingly precise manner. If any Sigil were to hold an error in its scribing, it would fail to function, and the core would sputter out and die. The Core must be forged at a Golem Anvil, and as the core is chilled, mana and anima are cycled through it - imbuing it with a self-sustaining store of energy, which makes the core incredibly cold to the touch, constantly exuding mana-charged mists. The creation of the Golem Core, overall, should be done over multiple well-written emotes, with around [5] or [6] being a good number. CORE SIGILS Spoiler Sigil of Activation A temporary sigil which disappears upon successful utilization. When charged with mana, it fades rapidly, dispersing the stored magick throughout the golem and the core to activate all Core & Auxiliary sigils. Once faded, it has effectively vanished, preventing the possibility of one reverse-engineering Golemancy by looking upon it. Sigil of Memory A Core Sigil which functions as the ‘Brain’ of a given Golem. It allows the retention and recall of memories both long and short term, and with recent advancements, allows the Golem to form its own personality and philosophies, as detailed under ‘Mentality | Stonewrought Eternal’. Sigil of Touch A Core Sigil which permits a Golem to feel the faintest sensation of touch through its extremities, alongside pressure and texture. Golems remain unable to feel things such as heat or cold, alongside humidity and other sensitive sensations. Sigil of Hearing A Core Sigil which permits a Golem the ability to hear akin to any mortal descendant, though their hearing would never surpass a descendant’s capability. Sigil of Sight A Core Sigil which gives the Golem the ability to ‘see’ through the sigils upon whatever would constitute their head. Their sight would be akin to the extent described under ‘Golem Eyes’ under Golem Prosthetics. It is the make of the body, however, that has advanced alongside the mind of the golem. Golemancers have two avenues to pursue this step; they can either sculpt a body over many long hours of labor to their personal desires, and so carve the sigils to permit movement upon its limbs. To secure the core, it is important to carve a cavity into its center, so that the core may rest within, and thereafter seal it with more stone and adhesive - upon which point a surge of mana will activate the Golem. Alternatively, one can let the Golem craft its own form. By depositing the core into a pile of loose rubble, they can send a surge of their own mana into the core, granting it a wealth of power - and it will rapidly begin to coalesce and accumulate mass as stones and boulders come together to form a crude, though decidedly more natural body for itself. Golems crafted with exacting precision will often take on more refined mannerisms, while those who have been allowed to shape their own bodies are more crude and brazen. Spoiler Golem Cores for CA Golems must be ST signed and held in the inventory of the Golem player if the Golem is active, or if they have not yet been given a body, in the Golemancer’s inventory. They are required to have the ‘Significant Magical Item’ tag, so that if the Core is taken through legitimate roleplay, it must be given to those who would take it. This will be enforced by Story Management if not adhered to. Golem Cores must state the name of the player who shall be playing the golem, alongside its type in the description. NPC Golem Cores do not require an ST signature. APPEARANCE Golems are always wrought of some form of stone, though crystal with similar durability would also suffice. As their Sigils cannot conduct mana through anything as dense as, or as durable as metal, their bodies cannot be crafted of it - they would simply fail to function. However, the durability of their bodies would always remain the same. Golems are always humanoid in nature, and while they may possess slight feminine or masculine leanings, are unable to possess genitalia of any sort. Their height and stature shifts depending on the type of Golem they are, but broadly speaking, they all take the form of hulking stone constructs built in the image of mortal men. The creative possibilities for how they can look, to the whims of their maker, are truly limitless. Spoiler Golems may be made of Stone or Minerals such as gemstones and the like, and are unable to be made of any other material due to how the Sigils resonate and conduct magick. They are, however, unable to be made of obsidian. Golems may be decorated with small amounts of metal, such as gold or steel, obsidian, and other such adornments so long as they pose no bearing on the Golem’s durability in combat. Golems must adhere to the height limits defined under their individual Core type. A Golem’s appearance offers no benefit or malus to its overall durability. MENTALITY | Stonewrought Eternal By far the most dizzying and astounding advancement of the ancient art of Golemancy has been the innovations made in the mental capacities of Golems. Where before they were unthinking brutes, unable to conceive of a single original thought, a new breed of sapience has been endowed upon these magnificent creations of Dwarvenkind. These will be covered and detailed below. Built for Eternity The mind of a Golem is unlike any other, for theirs is not a conscience born of the womb, of flesh and blood and soul, but of unyielding rock. And thus, given the tools to perceive the world around them, and even the concept of space, time, and other such fundamentals of reality itself, they are granted unique perspectives and approaches to the world at large. Now cognizant of the world around them, the Golem’s mind is fundamentally built to withstand the ages, just as they are - grounded in the reality that they will exist for centuries, and able to prepare for the eventualities that come with such longevity. Fundamentally, Golems are rock and stone given life, and they experience the world through that lens of existence, lacking many Descendant feelings and sensations, living an existence entirely unique to they, and they alone. They are stoic, slow to move and change, but prize wisdom and knowledge - and indeed, they will keep such for an eternity, carrying it with them into the long decades ahead. They do not feel anger, or sorrow, like Descendants do - but emotions on a spectrum entirely out of tune with that of a mortal’s, feeling things like loss far more acutely. They value stability, and they will often react negatively to harsh change such as the death of an ally or the upending of a kingdom. By virtue of their make, they will often speak slowly, but such is not because they lack intelligence; but rather that Golems place great value in communicating efficiently, saying as much as they can in as few words as possible. They are greatly adherent to tradition and traditional values, and they are slow to innovate upon what they believe to work unless given sufficient cause to adapt to these new techniques or ideals. Golems lack conventional emotions and the descendant lens of viewing reality, and are instead entirely alien in their approach to life and the world. They do not feel conventional emotions, are slow to change or shift their mind, and relentlessly efficient in their manner of speech and expression. They are stoic, and so will likely speak slowly, but their voices may possess inflection in some slight manner. They are able to learn, and though uncommon, they can conceive of their own ideas. They are ultimately Stone given life, and experience life through that point of view. The Impera Directive Even with their advancements mentally, the concept of an ‘Impera’ remains ingrained into the false psyche of the Golem. They will naturally seek purpose, and they will often find this purpose in a Descendant they choose for themselves - be it their maker, or another - and dub them ‘Impera.’ While not as strictly binding as the bonds of old, it has turned to a far more fulfilling relationship akin to that between a parent and child, the journeyman and the apprentice, providing a steady source of companionship and direction to the Golem in exchange for its own actions in service to its Impera. The eventual goal of any Golem is for it alone to decide, but once set to a task, Golems will relentlessly seek its completion until such either proves untenable, or their Impera gives them cause to abandon it. Should a Golem grow unsatisfied with its current Impera, it is entirely free to wander off, and find an Impera anew to seek the purpose it so craves. Golems are not bound to follow the orders of their Impera and by no means can be ‘controlled’ any more than a normal mortal can. In this, they now experience a sense of free will, though the dynamic of Golem and Impera remains. Hearts of Stone The hue of a Golem’s sigils will often naturally be a warmer, bright color - such as blue, yellow, white, etc. to signify its default mood of passivity and calm. However, Golems are not incapable of falling to madness or blind rage, and when they are driven to these negative emotional extremes, their sigils will always turn a stark hue of crimson - signifying this state of negativity. Often this will occur when a Golem has had their core damaged but not shattered, or when they have experienced incredibly negative circumstances such as their Impera being slain in front of them. In this state, the Golem’s emotional state can be summarized to have turned from the stoic nature of a rock to the aggressive and disastrous likeness of an avalanche. This state can last however long the Golem’s player wishes before they may recover, but at minimum, it will always last until the end of the encounter in which this state of madness was incurred. Such Golems may be driven berserk and mad, or they may be driven to inconsolable sadness and anguish. Golems normally exist in a passive state which for simplicity’s sake shall be referred to as ‘Blue’ - stoic, calm, and in control of their emotions and conduct. When a Golem has incurred serious but nonfatal damage to their Core, or experienced an immensely negative event, they may be driven into a ‘Red’ state where they may act berserk and attack those around them, or they may seek isolation to sulk in a state of abject depression and despair. This state may be mended by the ministrations of a Golemancer in fixing the Golem’s core, or it can end naturally over time, but it will always last until the end of the encounter in which it was incurred at a minimum. CORES/TYPES OF GOLEMS Mundus Core [CA] Spoiler The most basic type of Golem, which a Golemancer first learns to craft. Their core is typically the size of a Human or Orkish heart, and does not deviate from the standard core template - the gemstone being used as its core being solid quartz. They are the most utilitarian of their kin, for while they are not the strongest, nor are they unfeeling servitors, the Basic Golem is capable of housing [2] Auxiliary Sigils, and possesses a degree of dexterity lacked by their larger cousins. The smaller they are, the swifter and weaker in strength they shall be - while the larger, the stronger and slower. Height Limitations: 5ft - 8ft Strength: Slightly above Peak Human Strength if below the height of 6’5, with any larger possessing strength up to the degree of an Uruk. Strength depends on the race they are most closely modelled after, ultimately. Durability: Their bodies require [4] direct strikes with a pickaxe or blunt weaponry to breach and destroy the core, while their external sigils may be disabled with [5] strikes from a bladed weapon, or [3] with a blunt weapon or pickaxe. Speed: Slightly slower than the race they are closest in stature to, retaining [4] blocks of movement speed in standard combat. Servus Core [NPC Only] Spoiler Mindless, basic constructs with a core of silver and aurum coiled about a clump of pyrite, Servitor Golems are intended as unthinking, untiring laborers which are assigned repetitive tasks which would otherwise be the work of more menial tradesmen. They are incapable of direct speech, and are bound to listen to their Creator’s orders given they lack any sense of thought or sapience. They are incapable of housing Auxiliary Sigils. Height Limitations: 2ft - 5ft Strength: Akin to an adult Halfling at the weakest, while bearing that of an adolescent dwarf at the strongest. Durability: Their bodies require [3] direct strikes with a pickaxe or blunt weaponry to breach and destroy the core, while their external sigils may be disabled with [2] strikes from a bladed weapon, or [1] with a blunt weapon or pickaxe. Speed: Immensely swift and nimble given their size, though they will flee from combat as such is not in their nature. Servitor Golems cannot participate in combat whatsoever, and are solely NPCs to aid in menial labors or to serve as additives to non-combative roleplay. Brutus Core [CA] Spoiler The largest and strongest of the average Golems, with a Core roughly the size of a human head and built around a solid, colossal diamond - alongside the Aurum used to craft its core needing to be reinforced with steel to ensure it does not shatter under its own immense power. These will often be one of the rarest, simply for their make requires immense dedication and time, needing to be created painstakingly over [1] IRL week of roleplay. These are often the most stubborn of Golems, usually holding a great affinity for work in civilian trades where an excess of strength is required - hence their usual title of ‘Brawn Golems’ - though they also find occasional use as the bearers of siege weapons or as living battering rams, due to their sheer durability. These Golems lack much in the way of dexterity however, and are incapable of fine tasks or holding smaller items. They are capable of housing [1] Auxiliary Sigil. Height Limitations: 8ft - 12ft Strength: Slightly above that of an Olog’s Durability: Their bodies require [7] direct strikes with a pickaxe or blunt weaponry to breach and destroy the core, while their external sigils may be disabled with [5] heavy strikes from a bladed weapon, or [4] with a blunt weapon or pickaxe. Speed: Comparable to a Pale Lord and being slightly slower than an Olog, retaining [3] blocks of movement speed in standard combat. Brawn Golems are not terribly swift in the least, and should one dedicate their focus to evading attacks, would be able to do so reliably. However, they are capable of building up speed deceptively quickly if allowed to do so, much akin to a charging hippo. Brawn Golems are incapable of wielding weaponry to any degree of competency outside of crude improvisations, or simpler weapons such as large but basic hammers. Brawn Golems experience the mentality of ‘Built for Eternity’ much more acutely than Basic Golems, and such is greatly exacerbated for this specific type of Golem. Titanicus Core [ET Only] Spoiler The greatest feat of which modern Golemancers are capable, their cores often the size of large thrones and made of Slayersteel as opposed to Aurum, ensorcelling a cluster of [4] pure Thanhic crystals. These golems require at minimum [2] IRL weeks of effort to create, and must be the collaborative effort of at least [5] Golemancers, alongside many others to craft and shape its body. Simple of mind and endlessly loyal to the population which wrought its creation, Titanicus Golems will remain in deep and unflinching slumber for decades at a time, only awakening when the need to call upon them is true and dear. Needing [3] Golemancers to awaken it successfully, it may only be roused to attend events with the explicit permission of the presiding Event Team Member. These Golems are only able to comprehend and execute simple requests, such as ‘Defend that Wall’ or ‘Attack the Dragon’, and anything more complex than simple premises such as those will result in the Golem simply ignoring the order entirely. Height Limitations: 12-25m Standardly Strength: Incredibly strong befitting their stature, with the exact nature being left to E.T discretion. Durability: Due to the sheer thickness of the stone which comprises their bodies, Titanicus Golems are often incredibly durable, though harsh enough blunt or piercing forces can still reliably damage them, alongside their external sigils remaining vulnerable to attack. Examples would be siege weapons, large monster attacks, etc. Speed: Slow beyond any other Golem, more akin to a walking siege engine or wall than anything else. Titanicus Golems are strictly played by only the ET, and are reserved for Event Usage solely. In order for one to be utilized, the explicit approval of the presiding ET must be granted, and thereafter all details of its utilization must be cleared with said E.T. The bounds of the typical Titanicus Golem may be modified and expanded upon via an MArt, but standardly they will adhere to the outlines laid out above. Titanicus Golems are intended to be the grand project of an entire nation to successfully create, and should be grand community efforts to craft and complete. If the roleplay used in their creation is judged to be subpar, or the number of individuals who have contributed is not deemed high enough, then it will remain unsigned until such a time as the proper RP has been completed. Titanicus Golem Cores require the work of [5] dedicated Golemancers and [4] solid chunks of Thanhium to craft. Titanicus Golem Cores are far more durable than standard Golem Cores, and if the Golem is destroyed in an event, the presiding E.T may rule that the Core survived - allowing it to be implanted in a new body with the proper roleplay. Titanicus Golems must be represented by an in-game build. Antecessor Core [NPC/Player] Spoiler With a core the size of a small horse cart wrought of solid silver, surrounding a large cluster of Sapphire, Antecessor Core Golems are not akin to their predecessors; the exemplars of a new age of Golem. Instead, they are entirely stationary stone buildings of a sort, often with the Core concealed in its depths. Known as ‘Ancestor Cores’, they are a form of Servus Core, yet cognizant and capable of processing and reciting information far in excess of a normal mortal’s ability to remember and recall. They are effectively waking libraries, hosting vast collections of knowledge within their depths, requiring a Golemancer to interface with the Core to prompt it to speak and recite. Antecessor Cores are incapable of hosting Auxiliary Sigils. Mechanically, this entails them being used as Libraries, with Books and Quills of their stored knowledge being kept in bookshelves nearby for players to view. A Golemancer may roleplay the voice of the Antecessor Core speaking to them or their nearby companions for the purposes of this interaction. Only knowledge capable of being transferred via Book and Quill is able to be learned from stored knowledge in the Core, which is subject to ST review at any given time. This means Magicks, Alchemy, special rituals, etc. are unable to be stored and taught by the Antecessor Core’s library of information. The Antecessor Core only knows exactly as much as is given to it, and can by no means metagame information. To destroy an Antecessor Core requires one to attack its Core directly, this taking 10-12 heavy blunt strikes to accomplish, or 6 strikes of Anti-Magic such as Auric Oil, Thanhium, etc. Antecessor Cores must remain reasonably accessible and cannot be hidden behind unheistable doors, solid walls, or an excess of Iron Doors. Antecessor Cores may be player signed. Antecessor Cores must be represented by an in-game build. However, the truly reverent nature of the Antecessor Core comes from its hybrid nature and similarities to the Soulbinding of other Golems - making them not too dissimilar from the much-prized Kal’varak of old. When a Golemancer is nearing their death, or indeed in a dying state, they may perform a variant of Soulbinding before the Antecessor Core which requires a Sigil of Binding drawn in their blood to be scrawled upon the Core - and upon their passing, their soul would reside in a tranquil slumber inside of the Antecessor Core. From there on, if a Golemancer were to wish to consult the departed for their wisdom, they may commune with the Core and use their mana to reach out to the soul within - able to summon them for a brief communion before allowing them to rest once more within the purgatory of the Core. A Golemancer must willingly, of their own OOC and IRP volition, allow their soul to be drawn into the Antecessor Core, volunteering their character to dwell within the structure until its destruction, whereupon their soul would pass to their natural fate. An Antecessor Core must have all personas hosted inside of it logged via a sign of it on the build itself. The communion must be executed by a Golemancer with an accepted Golemancy FA, and can only be done with the OOC consent & presence of the dead Golemancer. This interaction may last a maximum of [90] OOC minutes before the soul forcibly returns to rest within the Antecessor Core. The departed Golemancer would be unable to impart the knowledge of their death, or things such as magic, alchemy, or feats. The Communion is unable to be utilized to teach the aforementioned in any capacity without an MArt. The ceremony and practice of Communion requires great focus on the part of the Golemancer, meaning it cannot be performed in combat - and if interrupted, would cause it to end prematurely. An Antecessor Core can only be utilized in this fashion [1] time per IRL month. Soulbinding [CA] Spoiler Treacherous and often held as heretical in typical applications is the practice of Soulbinding - imprisoning one’s soul in a Golem Core in lieu of a gemstone to turn them into an unfeeling construct of stone. Requiring the core’s internals to be engraved with six Sigils of Binding, which is then followed by a taboo and ritualistic ceremony performed upon the unfortunate victim, requiring the complete and total focus of [3] Golemancers to perform upon a restrained victim over [6] uninterrupted emote. This ultimately culminates in the sixth emote, where the trio of Golemancers utilize the blood of the victim and slay them within the immediate proximity of the empty Golem Core, imprisoning them within it eternally thereafter. This existence is one hellish to the Descendant psyche, an eternity spent unable to feel, to blink, to breathe or hunger or taste again. Worse still, this rite consigns them to eternal loyalty to those who bound them, unable to disobey the orders of any of the Golemancers who performed the ritual upon them. The psychological trauma is beyond reproach, though over time, they may indeed adapt to their new existence. They may lose memories, and much of their current personality, slowly warping into unfeeling and unyielding rock even on a mental level - and they would become maddened with much more ease than a usual Golem, potentially even spending the entirety of their existence in a berserk rage. In despite of this, the enhancement of a soul allows for an additional placement of sigils. In the case of Brutus core Golems, [3] auxiliary sigils may be utilized. In the case of Mundus core golems, [5] may be utilized. Soulbound Golems may be either the Mundus or Brutus class of Golem Core. One must explicitly grant their informed OOC consent for their character to be turned into a Soulbound Golem, with such requiring a [CA] to play. This ritual is irreversible, and the only release for the imprisoned soul is Core destruction, whereupon their soul would pass to its natural fate - unable to be returned by any natural or supernatural means or magicks. One may only make [1] Soulbound Golem per every 3 months, with this Golem occupying all [3] Golemancer’s slot for that length of time. Only played characters may be made into Soulbound Golems, with NPCs being unable to be turned into this abomination. While the aesthetic design of the Golem is ultimately left to the Golemancers, it is advised that the victim and perpetrators collaborate OOCly to produce a design that satisfies all parties involved. Personality and mental traumas are entirely left to the discretion of the victim, so long as they are present. Soulbound Golems are unable to harm or disobey the orders of the three Golemancers who made them. Soulbound Golems are unable to remember the circumstances of their being bound, the trauma of death clouding such memories, leading to the unique hell of awakening with an entirely alien mind and body while having no clue of how such a state was attained. Soulbound Golems abide by all applicable redlines and mechanics of Golems and Golemancy. Only knowledge-based feats such as Alchemy are retained upon transformation, as otherwise their souls are left too traumatized to be able to learn other magicks, even via MArt submissions. THE SIGILS Capable of being installed onto select Golems or Golem Prosthetics, Auxiliary Sigils are the utilitarian invention of the practical Golemancer, serving as primarily non-combative additions and tools which aid in performing various tasks or accomplishing unique functions. Spoiler Auxiliary Sigils must be noted on the Golem’s CA, in the Golem Prosthetic’s item description, or otherwise documented via ST signature. For the purposes of interaction with various anti-magick materials, Auxiliary sigils are treated as Tier 3 Spells Custom Auxiliary sigils may be submitted for use via MArt, following the general utilitarian theme of the Sigils. One may only have [1] sigil of each type, meaning one cannot 'stack' multiple sigils of the same type on one golem. Illumination Sigil [C/NC] Emblazoned and carved upon the palm of one’s hand, this sigil would be capable of, over the course of [1] emote of activation, providing a ray of luminance equivalent to an oil lantern - lasting until deactivated. This bears no combative application, no heat is produced from its activation, etc. Once per combative encounter, it may be charged over [3] emotes, releasing on the third a powerful burst of light in a [3] meter cone in front of oneself - capable of blinding those who did not avert their gaze or cover their eyes for [1] emote. After this is utilized, the Sigil falls inert for the rest of the encounter, unable to be utilized whatsoever. Spoiler Noncombatively, this Sigil is capable of no harm whatsoever, being solely equivalent to an oil lantern in the light it produces. Combatively, this Sigil cannot cause permanent or lasting damage to the eyes or vision, and is equivalent to suddenly having a powerful flashlight shone in your eyes. One is not completely helpless if they have been flashed, but are indeed briefly blinded. Compass Sigil [NC] This Sigil is carved upon a stone tablet which is affixed to the forearm most commonly, but can be installed anywhere on the body. Its effect is passive and constantly active, allowing one to know which cardinal direction they are facing at all times via a subtle pull northwards. Spoiler Exactly equivalent to a normal, mundane compass. It is not a GPS. It merely allows one to gather their bearings wherever they are in the world. Other planes may not have a concept of ‘north’ or such directions. In such cases, the compass sigil falls inert. Mechanically identical to a normal compass, cannot be used to metagame. Disruption Sigil [C] A Sigil intended to cow or control unruly or berserk Golems. When carved upon the palm of a Golem Arm, be it prosthetic or not, it may be activated over [2] emotes - allowing one to strike an active Golem with it on the second emote. Should the Sigil make contact with another Golem, it would briefly stun it for [3] continuous emotes with a surge of foreign mana and anima, short-circuiting its core for a brief few moments before it would reawaken as normal. This sigil can only affect a Golem once per combative encounter. Notably, Golemancers may possess a large golden hammer with this Sigil carved upon it, and utilize it through such a manner. Spoiler Must be placed upon a Golem Prosthetic’s palm, a Golden Hammer only able to be utilized by Golemancers, or a Golem’s Palm; the first two options requiring an ST signature explicitly stating this effect in their item description. The Golden Hammer may only be utilized by an FA Golemancer. Only able to affect a Golem once per encounter, requiring [1] emote to charge the Sigil and [1] to strike, with only a successful hit stunning the Golem. While stunned, a Golem is effectively entirely dormant and unconscious, unable to act or even speak during this time. After [3] emotes have passed, it reawakens and can immediately function as normal. Dowsing Sigil [NC] Installed upon the forearm, this Sigil activates when the bearer delves underground or into cave systems. Passively, it would always offer a subtle tug back the way one came - allowing many an unfortunate miner to escape potential death in the deep if they were to become lost. Spoiler When active, this Sigil essentially acts as an infallible trail-marker to allow one to not get lost as easily when delving into caves, dungeons, and the like. If the way one came is blocked in an event, it does not divine a new potential exit to approach without the approval of the E.T. Laborer’s Sigil [Golem Only] [NC] Placed upon the base of each of the Golem’s limbs, this Sigil is mainly utilized for Golems expecting to perform challenging feats of physical strength such as hauling siege equipment, unblocking caves, or otherwise. When activated over the course of [3] emotes, wherein obvious tells of the sigils exuding mists are displayed, the Golem may non-combatively grant itself a great boost by expelling a great quantity of mana - tripling its strength and carrying capacity when performing the basic actions of pulling, pushing, lifting, or hauling. Should combat occur during this period, which lasts until the end of a given RP session, this Sigil would automatically fade - requiring too much focus to maintain in the throes of combat. Spoiler Entirely non-combative in its usage, unless an E.T were to allow otherwise during an event scenario. The effect would end immediately upon combat beginning. Applications of enhanced force are applicable only to basic motions of force - pushing, pulling, lifting, and carrying. Tremorsense Sigil [Golem Only] [C] Placed upon the back of the head, this Sigil allows a Golem to utilize its nature as a being of stone and earth to experience a second sort of vision if its normal methods of sight are found wanting; passively, within a [10] meter radius around the golem, it would be able to sense vibrations in the earth in a form of tremorsense - its own hulking steps enabling it to perceive a crude sense of the world around it. This is prone to being fooled or avoided in combat if one is not careless or garbed in heavy armor, as one could, for example, throw stones to trick the Golem’s sight - or one could tread lightly, and avoid its senses entirely. Spoiler This sigil is passive, meaning it is always active unless intentionally destroyed. The Tremorsense only extends to a [10] meter radius around the Golem, and no further. It is crude, and does not replace genuine vision or the benefits thereof. It merely provides an additional layer of awareness that the Golem would not otherwise possess. The Tremorsense is easily fooled if one knows what they are doing; anyone not garbed in metal armors could step lightly to be effectively invisible to the Tremorsense of the Golem, or one could stand still and throw heavy objects to trick the Tremorsense outright. Entities or CAs which can float can outright evade this sense entirely. Invisible entities, if they have to step upon the ground, are still subject to be located via the Tremorsense - though if the Golem did not have prior awareness or plausible suspicion that there was an invisible being around it, it would assume it to be a malfunction or a non-issue of some variety. Stonevoice Sigil [Golem Only] [NC/C] Installed upon the neck or what would constitute the collarbone region of the Golem, this Sigil would passively enable it to communicate with other golems through an odd language of hums, groans, clicking noises, and Sigil chimes - effectively enabling Golems to share information with one another without fear of being overheard. This speech is nonverbal, and thus unable to be understood save by other Golems. Spoiler While this sigil can be utilized in combat, it provides no combative benefit save for safer communication. When emoting using the Stonevoice Sigil, one may simply italicize their intended message in their emote and specify use of the sigil, e.g [!] The Golem would hum, ‘And communicate like this’. The Stonevoice Sigil is unable to be translated or understood, even by Golemancers, through conventional means. It may be used in chat channels up to #s. Sigil of Recollection [NC] This Sigil can be carved into an aurum surface no larger than a palm, which may then be pressed against a Golem's Sigil of Memory in order to create a copy of their existing memories from that point. Provided it is not cracked or damaged, and the Golem whose memories are stored has perished, it may then be activated by a Golemancer and pressed against a new core's Sigil of Memory to transfer over the stored information. Both the 'backup' and 'restore' function of the Sigil take [2] emotes. One to activate, one to backup/restore. Once used, the Sigil will crack, and be rendered useless. Spoiler Both the 'backup' and 'restore' process require OOC consent from the player of the Golem whose memories are stored. Preservation Sigils are player-signed, though should be OOCly marked with the date of the Sigil's creation, the Golem it belongs to, and the Golem's player. Any memories after the dated point cannot be restored. Cannot 'restore' whilst the Golem whose memories are stored is still alive. Only one Sigil of Recollection can exist at any given moment for a Golem. That is to say, you cannot make another until the first is used or destroyed. The 'backup' will only ever restore memories from the point a copy was taken. The 'backup' cannot restore memories leading up to a Golem's death, including their death. May only be utilized by an FA Golemancer. Once used, the Sigil is destroyed. Golemancy lacks any form of conventional tier progression, and requires only that all facets and capabilities of the feat are known in order to apply for a [TA]. Credits: Sybbyl & the Previous Team of the Golemancy Rewrite - Rewriting the prior iteration of this magic so that it could return to begin with Valannor - Writing Werew0lf, xxEnderKing, TheBlackBobRoss, etc. - Moral Support & Consultation Dwarves - Diggy Hole. Overall, I did this rewrite over the course of roughly three days after many months of examining the lore, and hearing many complaints over it being eclipsed by newer and grander construct feats such as Sorvian, Animii, Tawkin, etc. I, among many, many others, saw the potential of the lore and thought it best that it was finally fulfilled in some part - with this particular iteration seeing many improvements to the niche and the concepts employed for Golems, and Golemancy at large. Sybbyl’s work laid the foundation for what was to come, and their idea of Sigils is being maintained as the current status quo given the lack of a successful Runesmithing write with which to base it upon Runes once more. I cannot thank her and Keefy enough for the groundwork they laid out. This rewrite is what I would personally deem a vast improvement on the initial status quo which Sybbyl upheld, as I strived to turn Golems from slave constructs to being able to become compelling characters in their own right while maintaining that sense of otherness and alien psychology that they should hold, alongside implementing time-long classics such as the Impera dynamic. As well, some things have been removed, and some have been added, to hopefully benefit the magic further overall. I hope this rewrite can fulfill its purpose as an intended modernization of the classic Dwarven flavor of construct and artifice roleplay. 46 Link to post Share on other sites More sharing options...
Evonpire 1820 Share Posted February 15, 2023 Oh my Link to post Share on other sites More sharing options...
rukio 8910 Share Posted February 15, 2023 Make dwarves golem pilled again 4 Link to post Share on other sites More sharing options...
kindEmperor 1013 Share Posted February 15, 2023 Its good +1 2 Link to post Share on other sites More sharing options...
JoshBright 2104 Share Posted February 15, 2023 -1 he ignored my rp Spoiler +1 2 Link to post Share on other sites More sharing options...
lemonke 1873 Share Posted February 15, 2023 1 Link to post Share on other sites More sharing options...
Privet 1840 Share Posted February 15, 2023 I hope this wasn't made with the purpose of grand fathering yourself or those in your clique in. . . . 7 Link to post Share on other sites More sharing options...
wowj 2754 Share Posted February 15, 2023 they should run off frost salt instead 4 Link to post Share on other sites More sharing options...
Nooblius 5794 Share Posted February 15, 2023 Yemekar laughs at the wicked, for he knows their day is coming. 16 Link to post Share on other sites More sharing options...
ronin_champloo 5951 Share Posted February 15, 2023 in b4 the bloodbowl Link to post Share on other sites More sharing options...
Valannor 6345 Author Share Posted February 15, 2023 5 minutes ago, ronin_champloo said: in b4 the bloodbowl If Runesmithing actually gets posted before this is reviewed then I will have it delayed so its loremag takes place after the wunesniffing mag. 8 Link to post Share on other sites More sharing options...
Tabby64 1295 Share Posted February 15, 2023 I have a few issues with this lore, it appears to be a lot of the same stuff with some things changed that could've been added within an amendment. Pulling a Syb and asking for three grandfathers is a strange ask when its not the solution to the actual problems at hand. 43 minutes ago, Valannor said: Golem Limbs are not any stronger outright than their natural fleshy counterparts, but are still made of solid rock, meaning strikes made with them will likely do a tad bit more damage than usual. I found this redline to be very odd as for as long as I can remember ST ruled that the strike of an attack will result in the same effect of a regular flesh limb. As one of those people who agreed with this, why change it then not add a good metric for people to follow? Saying a tad bit more damage than usual is unclear and unneeded. 43 minutes ago, Valannor said: Golem Eyes cannot be ‘stolen’, as they are part of the individual’s body. This is just a very strange redline in my opinion, I can steal an eye from a normal person why can i not pry a golem eye out? Is there something? I am missing about this redline, does it require further context? 43 minutes ago, Valannor said: Golems are not bound to follow the orders of their Impera and by no means can be ‘controlled’ any more than a normal mortal can. In this, they now experience a sense of free will, though the dynamic of Golem and Impera remains. Although this isn't a terrible change this could also lead to some problems and may not ultimately the solution to restricted RP. Automatons have the ability to have an impera like function or chose to have free will. Why forgo this option and instead go all out with this instead of finding a middle ground? How does the dynamic of the impera remains when this function is completely removed? Although at times commands can be restrictive, a good impera should be able to allow a golem to do almost everything the golem player may want. 43 minutes ago, Valannor said: Mundus Core [CA] Hide contents The most basic type of Golem, which a Golemancer first learns to craft. Their core is typically the size of a Human or Orkish heart, and does not deviate from the standard core template - the gemstone being used as its core being solid quartz. They are the most utilitarian of their kin, for while they are not the strongest, nor are they unfeeling servitors, the Basic Golem is capable of housing [2] Auxiliary Sigils, and possesses a degree of dexterity lacked by their larger cousins. The smaller they are, the swifter and weaker in strength they shall be - while the larger, the stronger and slower. Height Limitations: 5ft - 8ft Strength: Slightly above Peak Human Strength if below the height of 6’5, with any larger possessing strength up to the degree of an Uruk. Strength depends on the race they are most closely modelled after, ultimately. Durability: Their bodies require [4] direct strikes with a pickaxe or blunt weaponry to breach and destroy the core, while their external sigils may be disabled with [5] strikes from a bladed weapon, or [3] with a blunt weapon or pickaxe. Speed: Slightly slower than the race they are closest in stature to, retaining [4] blocks of movement speed in standard combat. This is by far the strangest thing i found with the lore piece, I think setting strength and such limited to what race they're based off of or strict height is lame. Golems should be free form with only the restrictions of the height, now you should follow what descendants look like? Seems like its taking away some of the only uniqueness from golemancy. You stated yourself that you did this rewrite for fun and within only 3 days. How could something rewritten so quickly and without input of the community be better for the golemancy. 15 Link to post Share on other sites More sharing options...
Puglord 190 Share Posted February 15, 2023 Valannor, this is a godsend piece of lore. You’ve outdone yourself once again but please. Spikes are needed 3 Link to post Share on other sites More sharing options...
Astrophysical 1003 Share Posted February 15, 2023 To be honest, this seems like a really shitty excuse to get grandfathers. The only major changes that warrant the rewrite are a couple of new sigils and the golem restructure. The rest of the stuff is mostly copy pasted from Sybbyl’s lore. Although I want a rewrite for golemancy, this isn’t it. -1 Edit: To further this comment. I would seriously consider removing grandfathers and readding spikes to the lore. 17 Link to post Share on other sites More sharing options...
Elennanore 2723 Share Posted February 15, 2023 >removes spikes >grandfathers 3 people hmm 20 Link to post Share on other sites More sharing options...
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