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[✓] [Magical Feat/Creature Lore] Golemancy | Stone Made Animate


Valannor
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51 minutes ago, Valannor said:

it is requested of the ST to allow 3 additional Grandfathers

Who? Don't say Valannor and Valannor's 2 friends

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1 minute ago, Lord of Boars said:

Who? Don't say Valannor and Valannor's 2 friends

Nah, mainly a bunch of modern dwarves more than likely. 

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people shivering about grandfathers, the golemancy lore is shit n this was rewritten.. like anyone else can rewrite..


easily readable and better formatting but no opinion on the grandfather stuff

 

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This is a good bit of lore, love that its much more fleshed out then prior. Though I do also have some questions about it that may draw concerns to many of the current golemancers.

Firstly, and the most elephant in the room. Whilst those with FAs will get grandfathered, What about existing Golem Cores and Golem Anvils (Both Thanic and sigiled as both still exist). Will They be require to be resubbmitted. As by the look of it, least for the anvil. It seems more of an RP structure then RP item. as well as the Cores by the look of it. This would also go for CA'd bodies as well require to be redone.

Secondly with the 3 slots for three months. Does this mean one can only build up to three cores in the entirety of those months? Unlike the current lore where one can make once a month as an option?

Thirdly, when it comes to the golems. In the origonal lore all forms could be NPCed as long as they did not go into any combat or outer tasks that a standard CA would do, however with this instance. That only 2  are considered ''npc''(One being only temperary even). ET specific golem aside, does this mean a player must have someone in mind to play the CA of the golem we made? or can we temp NPC it much like a Servitor Golem.
As there are many instances where a Servator Golem would not be useful in a non-combative situations. Unlike like Brutus or mundus. Which would be good to assist in hauling or assistance with constructions or higher tasks that a two- five foot golem with adult halfling strength can do. Whilsts its a personal opinion. I've had much more interesting responses NPCing the standardized golems, rather then people looking at a task golem and saying ''cute''. when it can only do so much.

Lastly that comes to mind is the fact this lore piece doesnt allow us to create our own sigils. Not much to pass on that, but overall this is an interesting lore piece, and hope to see how it flourishes or edits in the future. But these are the most immediate questions that come to mind.


 

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8 minutes ago, PrinceJose270 said:

Secondly with the 3 slots for three months. Does this mean one can only build up to three cores in the entirety of those months? Unlike the current lore where one can make once a month as an option?

Likely going for the average CA creation of three months per slot, with a three month cooldown on each slot.

 

Month One: You create three.

Month Two: You cannot create any

Month Three: You cannot create any

 

Month One: You create Two

Month Two: You create One

Month Three: You cannot create any

Etcetera.

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I would like to see the spike re added 

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59 minutes ago, Nooblius said:

Yemekar laughs at the wicked, for he knows their day is coming.

What did Noobli mean by this...?

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50 minutes ago, PrinceJose270 said:

This is a good bit of lore, love that its much more fleshed out then prior. Though I do also have some questions about it that may draw concerns to many of the current golemancers.

Firstly, and the most elephant in the room. Whilst those with FAs will get grandfathered, What about existing Golem Cores and Golem Anvils (Both Thanic and sigiled as both still exist). Will They be require to be resubbmitted. As by the look of it, least for the anvil. It seems more of an RP structure then RP item. as well as the Cores by the look of it. This would also go for CA'd bodies as well require to be redone.

Secondly with the 3 slots for three months. Does this mean one can only build up to three cores in the entirety of those months? Unlike the current lore where one can make once a month as an option?

Thirdly, when it comes to the golems. In the origonal lore all forms could be NPCed as long as they did not go into any combat or outer tasks that a standard CA would do, however with this instance. That only 2  are considered ''npc''(One being only temperary even). ET specific golem aside, does this mean a player must have someone in mind to play the CA of the golem we made? or can we temp NPC it much like a Servitor Golem.
As there are many instances where a Servator Golem would not be useful in a non-combative situations. Unlike like Brutus or mundus. Which would be good to assist in hauling or assistance with constructions or higher tasks that a two- five foot golem with adult halfling strength can do. Whilsts its a personal opinion. I've had much more interesting responses NPCing the standardized golems, rather then people looking at a task golem and saying ''cute''. when it can only do so much.

Lastly that comes to mind is the fact this lore piece doesnt allow us to create our own sigils. Not much to pass on that, but overall this is an interesting lore piece, and hope to see how it flourishes or edits in the future. But these are the most immediate questions that come to mind.


 

 

I'll probs talk w/ squawk abt implementing smth for current anvils and cores to get grandfathered through if its passed

 

works exactly as how WowJ described it. You get three slots, each slot takes three months individually to refresh. You either stagger your golems or make em all at once, dont really matter. 

 

Yeah given new golems are intended to actually have big brains i thought it best most of them be played, alongside the unique upgrades intended for golem players to make use of. Less NPC function is required when the CA is more appetizing to play and has more unique tools for problem solving when it comes to noncombative situations. 

 

Added that in, thanks for spotting it chief. 

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55 minutes ago, twinwolf1 said:

I would like to see the spike re added 

 

The spike is evil and inshallah I call upon Rashidun faith Creator almighty to smite all you pro-spike shills.

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49 minutes ago, Valannor said:

 

I'll probs talk w/ squawk abt implementing smth for current anvils and cores to get grandfathered through if its passed

 

works exactly as how WowJ described it. You get three slots, each slot takes three months individually to refresh. You either stagger your golems or make em all at once, dont really matter. 

 

Yeah given new golems are intended to actually have big brains i thought it best most of them be played, alongside the unique upgrades intended for golem players to make use of. Less NPC function is required when the CA is more appetizing to play and has more unique tools for problem solving when it comes to noncombative situations. 

 

Added that in, thanks for spotting it chief. 

Yea, the reason why I said the third option in perticular, Is one thing when my mind went to "how many people would play a golem" It varies. and not like every golemancer will have a line of players ready to play the stone bois (If this does get accepted). Even if its for the most mundane, it could or should be npced just so someone doesnt just have cores catching dust in the chest, Which can no doubt happen. If they are npced, maybe they cant take on the unique sigils. And CAed varients are sought out due to being able. Dunno, I just like Rping the golems as much as giving em to players since it allows a bit of creative story to be used. (not saying i rather do that, just if the options there so what current cores or future cores are just left in the dust after all of this)

But thanks for the reply :D

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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. 

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This part is well defined and the [3] month requirement for a TA is a good mechanic in place given that sometimes a player may post their TA after a month of learning the feat. This gives them time to brew and age like cheese. The slots are understandable given that golemancy and golems is getting a buff compared to the initial sigilcraft lore.

 

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THE GOLEM ANVIL

 

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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. 

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Not much changed from previous lore besides material and becoming the main method of crafting, where initial sigilcraft requires the anvil only to make the cores. Given that Auxiliary sigils have combative additions now in this write, I believe this is a better change for anvils.

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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. 

  • Golem Limbs cannot be ‘stolen’ as they are a part of the individual’s body. 

  • Golem limbs must be made of stone.

 

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. 

  • Golem Eyes cannot be ‘stolen’, as they are part of the individual’s body. 

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Golem limbs have been a roller-coaster for a while. I support the durability clarification and of course the option to add aux sigils to them as well. This can be played around with creatively in the future with MARTS or whatever. The eyes do not have any changes with them, though I would have liked if they’d have a slot for Auxiliary sigils. However, that is something that can be worked on in the future by active golemancers.


 

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GOLEMCRAFT [CA/NPC Golems]

 

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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.

 

  

  • 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.

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Not many changes, but the clarification on strikes from boomsteel and potions is a +. Core exposure is abit iffy, I don’t see why a golem would malfunction if their core is exposed. I imagine if the core is exposed, they would enter a reactive/defensive state to stop the destruction of their heart.

 

The meltdown and explosion is a nice recall to old Thanium golems having the ability to self-destruct back when thanium was capable of such. The meltdown isnt that exactly, but it is close enough to enjoy some what of a return. 

 

The addition of being able to learn things such as alchemy is nice and welcomed.

 

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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

  

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.

 

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  • 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. While they are not required to have the ‘Significant Magical Item’ tag, if the Core is taken through legitimate roleplay and not through methods such as popping in PvP, 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. 

 

 

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No opinion. No changes here that require any thought to talk about. Naturally formed golems are pretty cool.

 

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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. 

 

 

  • 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.

 

 

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No opinion. No changes here that require any thought to talk about.

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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 satisfied 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.

 

 

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Everything here is a plus. The freedom and Impera tango golems get from this is rather pleasing and I am happy to see this. I enjoy the Alien likeness behind them being more defined in this write where in previous editions, it was not discussed much. The ability for cores to return back to normal is a nice call back to older lore where berserking golems had the option to ‘cool down’ and return to a blue state.

 

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CORES/TYPES OF GOLEMS

 

The defining of durability is a long needed part of golem’s and their body. Often they are either under played or Over played by the player(s).

 

After reading over them, there is an over all suggestion I have for all types. All golems should have the ability to be an NPC, this is something that was used by golemancer players and sometimes non-golemancers for a long time to add more to their rp. Just as it is currently, NPC golems would not have any combat purposes unless you speak to an ET to use them in their events. The golem’s limited freedom can be reduced while they are an NPC if needed for balancing reasons.

 

I understand that there may appear to be a drought in golemancers, but there isn't. There are a few active golemancers currently working to feed more back into the dwarven community.

 

Spoiler

Mundus Core [CA]

  

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. 

 

 

Mundus core is going in a good direction. The merge between thanite and swift is a change that is welcomed by me.

 

My suggestion for this is to increase the number of Aux sigils this type can hold. If the slots were lowered from 3 to 2 because of the addition of combative sigils, then limit the amount of combat sigils it can have instead. This way it doesn’t take away from the non-combative aux sigils a golemcaner have to add more flavor to their rp. 

 

A recommendation to this from me would be they have 4 auxiliary slots and only 2 of those slots can carry a combative aux sigil. If the golem/golemancer wishes, all 4 slots can be filled with non-combative sigils.

 

 

Spoiler

Servus Core [NPC Only]

  

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. 

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Sort of a task type golem rework, I vibe with it. Can you define how much faster they are? Brutus move at 3 blocks, Mundus move at 4 blocks, But seruvs is undefined. 


 

 

Spoiler

Brutus Core [CA]

 

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. 

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With this addition, I would say brawn golems have been turned into the Old runic golems of previous lore. I like this, I prefer this. The size limit popping over 8ft and 10 ft is great. Amazing.  Big stone war machine.

 

One suggestion for this however, similar to mundus, it would be good to increase the amount of Auxiliary sigils this type can have. Optimal solution can be 3 slots, where only 1 of these slots can be taken up by a combative sigil. If the golem/golemancer wishes, all 3 slots can be filled with non-combative sigils.

 

 

Spoiler

Titanicus Core [ET Only]

  

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. 

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. 

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YES.

 

 

Spoiler

Antecessor Core [NPC/Player]

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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. Antecessor Cores must remain reasonably accessible and cannot be hidden behind unheistable doors, solid walls, or an excess of Iron Doors. 

  • Antecessor Cores must be signed with an [ST Approved] Sign. 

  • 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 of the dead Golemancer. This interaction requires ST oversight, and 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. 

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I like this addition, but of course I would like something I requested and helped to add.

 

I wouldn't limit the possibilities for Aux sigils on this kind of core for one reason, that reason being that auxiliary sigils could be made specifically for this kind of core.

 

My suggestion would be that this type of core is not compatible with any of the current Auxiliary sigils.

 

 

Spoiler

Soulbinding [CA]

 

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. 

 

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. 

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This part of the write is my only main Con. While soul golems have always been a form of punishment to the soul. The punishment is in the form of servitude, stripping them from their mortal flesh and all the sensations that come with it. Having rped a soul golem for a long time with Urguan, this rp goes from punishment to something fun to play oocly. The character inside turns golem over time, their life being overwritten by the alien nature of the core until they are no longer what they were before.

 

This act is taboo because it uses a soul for the golem, but the only reason it was done is because it produces a better golem. Punishment was only a bonus. I cant imagine a golemancer spending so much time to put a soul into a core when the soul golem produced is lacking and can be out done by the creation of three types just like it except it lacks a soul. 

 

Soul golems in this lore don't get anything besides suffering. While that is kind of the idea irp, the mechanics behind it for a player is dull. In the past, Soul golems were more capable than all other golems, since they are powered by the soul and carry a consciousness that allowed for it to function better. These soul bound didn't completely out perform other golems, such as the thanium version, but was still a more reliable one. 

 

In the Sybyll lore, soul golems have a stronger core due to the soul. This gives them the ability to carry additional auxiliary sigils with more slots. They also have more refined personality than the other golem types.

 

My recommendation for this is to increase the capacity of Auxiliary sigils in the soul golem to +3 onto capacity of the type they mimic. (Mundus would be 4+3 and Brutus would be 3+3, assuming those individual golem types had their caps increased as well). Additionally, the function of the soul golem would be only slightly better than their counter parts. These don't come from the soul’s memories, but come from the fact that it is a soul powering the core. (Example of this can be enhanced cognitive function, allowing Mundus Soul type to handle advanced machinery and weaponry like crossbows, ballista, cannons, etc.. Brutus Soul type can handle more advanced weaponry or techniques such as more advanced combat maneuvers utilizing the weight or slowness.)

 

As for the creativity behind these golems, the soul golem could have a wider range of thought while their consciousness is also overwritten by the alien nature of the golem. They can produce better personality and traits that you would not see from your soulless golems, such as dormant emotions, etc..

 

Justice for Grogg



 

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Spoiler

 

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. 

 

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  • 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. 

 

 

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The addition of combat aux sigils is welcomed. The only issue here is the removal of the Preservation sigil which is utilized to back up a golem’s memory so that if core is destroyed, they don't have to restart and instead get to pick themselves back up from a checkpoint. Removing this feature does not benefit the player of the golem in terms of their own character story and progression. If the core is destroyed, then it is destroyed, sure, but at least have a way for them to return to their previous state instead of a full wipe.

 

That aside, how do new sigils created through mart get taught? Currently you don't need a TA to teach the new sigils, but will it require a TA for this version?

 

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6 hours ago, Valannor said:

Nah, mainly a bunch of modern dwarves more than likely. 

Just make sure they're active, besides that I think you are an excellent judge of that and I like the lore piece

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Honestly, this rewrite seems like a godsend. I entirely disagree with every point Tabby has made and don't quite understand why a moderator of all people is replying to this post but, it's painstakingly clear that a lot of the hate on this post stems from the 3 folks being grandfathered in, as evident that some have even shut off their brains while trying desperately to scrounge up an argument, such as tabby's gripe with prosthetic strength. Obviously if I hit someone with my fist, it's going to hurt a lot less than a fist that's the same size but made of solid stone, as it's not soft and weak, it's a rock. As far as stealing parts are concerned, it's always seemed like a sort of ooc rule (which I've observed even during pre-lore games) that the force of the soul connecting to the prosthetic prevents it from simply just being "pulled out", and while it is a lame excuse, it serves for the consent based system in place in current rules where you cannot force someone to have to RP an injury in most cases, just as you cannot force them to pk, as they could always just respawn and use the excuse of the monks.

 

For Valannor, you've done a really great job at taking the vague and bland lore and balancing it with current lore where overpowered CA's seem to be the norm, while actually updating the catastrophe that is Sybyll's writing and making it so that golems are not nigh unobtainable thanks to Thanhium, but in turn making them much more high maintenance. Your piece has generally cleared up the ambiguity left by it's predecessor in terms of how durable and strong golems are. I love the change that the golem is mostly as strong as the race/height it is modeled after, that way you don't have a swift golem with human strength despite being built like a dwarf. It provides options, as again Tabby's point of removing originality is moot as he appears to have entirely glossed over the alternative method of creation that is putting the core in a pile of rubble. You've provided new options, clearer redlines and a very much impressive lore piece all in all, as a golem player I hope this gets accepted so I can do more than play death stranding but I'm made of rock in LOTC while I wait for an impera to log on.

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I like this

thumbs-thumbs-up-kid.gif

 

Spoiler

I think both spikes and the "Hammer of Ardol" type tool addition add an interesting form of danger and consequence that I like seeing in RP, especially in a server continually catering to the slice of life RPer. Being untouchable is bad, consequences are good! As an old head I'm personally not really too bothered by the Grandfathers, although thematically dwarven, we lost its exclusivity like half a decade ago, and that's not going to change. Good effort Alternator!

 

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