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Sybbyl0127

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About Sybbyl0127

  • Rank
    Gold Miner
  • Birthday 01/27/1995

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    Sybbyl#0002
  • Minecraft Username
    Sybbyl
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    ashleykirkland012795

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  • Gender
    Female
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    USA, Alabama
  • Interests
    Find out .. : 3

Character Profile

  • Character Name
    Glothir / Haku / Ursus / Leniandir
  • Character Race
    Human / Golem / Dark Elf

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  1. Hi hello welcome, to my garbage master thread Im gonna steal other peoples threads and link them here to organize this stuff a bit and help people out a little more. There's some really good guides out there, and I RecommenD that you read them in the following order: First! BEFORE you start digging your hands into vortex, equip yourself with this Wiki Page: https://wiki.lordofthecraft.net/index.php?title=Vortex_Crafting_Recipes It shows you how to make almost all the tables [IT Leaves out the uh.. whichever one is the grindstone, its recipe is vanilla MC grindstone recipe] And how to make the basic stone tools you need to use them NoW, go to this thread, and give it a read!: This thread tells you where **** is, and somewhat what its for. With this starter set of information, you can get your hands into vortex without needing to whine in OOC chat, hopefully! [ Go and gives those posts REP by the way, they're really good ] Now, since I'm far too lazy to type it all out, here's a garbage video I made of myself going from empty inventory to being able to craft copper tools in less than 30 minutes [I sped it way up] I'm sorry for my terribly video editing skills, and the violent shifting between aggressive techno and elevator music I tried Now with that, you should be able to confidently craft Copper Tools. Now that you've gotten your hands in, this other thread is quite useful as well, although some of its information is for things not covered in any of the above resources, so try not to let it confuse you if you don't know what some of it means. These "Sets" are professions .. Outfit? sets, which raise your overall proficiency level while worn so that you can craft higher tier materials, which is part of how you progress beyond Copper. [Give this post REP too, its a good post.] I'll update this thread with more stuff when it comes out, if anyone has made a thread that shows how to progress from copper to further, let me know, and I can link it here and save myself the pain of having to write it or make another terrible video.
  2. Ooooh, things a-comin! Gonna be fun
  3. Update, for now he has managed to fall asleep. The last few times he’s gotten sleep the past couple days it’s only lasted about 2 hours at the longest, so we’ll see.
  4. - What makes “high quality” & “low quality” RP? In general, in my opinion, which seems to shared with several of the previous responders, the difference between low and high quality RP is the involved characters ability to be immersed in the situation. It’s a level of enjoyment, but it’s also a level of immersion. Detailed story isn’t needed, two characters could be having a wonderful conversation in the middle of a tavern just about their day to day life and this could be considered high quality RP as long as the two characters are able to consistently find reason to respond and understand each other. The reason I feel that this is prominent on LOTC is because its not a server that is mostly driven by the line of world-events, or serverwide mass storylines, while other servers rely heavily on these in order to keep their playerbases engaged. in LOTC, players are able to drive their own story regardless of current world events and aren’t being forced to participate in them, nor are they being blocked from participating in them. Joe the blacksmith can continue being the blacksmith even while the gods are violently battling each other in the skies, his RP is not being forcefully dragged in one direction. And like that example, everyone is able to really dig in and do the things they actually wanted to do from the start. While other servers, often times, the first thing you have to end up doing is finding a way to insert yourself into an active group in order to get any RP at all, and this tends to drag your roleplay in a direction that sometimes you just wont enjoy. So I suppose what im getting at here is that to me high quality RP is when you can freely enjoy the roleplay that you have an interest in yourself, without the need for outside forces to feed you a story. If what your roleplay is about can survive without needing to lean on something that isnt in your hands to control, youve created something good. - How can low quality RP impact the server? As a staff member, and someone who hardly plays on servers without being staff somewhere, my view on this is generally from that perspective. Low quality RP’s biggest effect is that it will ultimately drive away newer people who might not be as experienced as roleplayers, a roleplay veteran that joined yesterday might see your “Halt, you person! Hand over your items and mina!” copy paste road RP and think, dang, Ive been struck with the not-good bandits, lame. But an inexperienced roleplayer might see this and that experience would taint their opinion of future encounters, if they come across low quality RP too often and dont find it enjoyable, they’ll become discouraged, and may not stick around. - What makes RP engaging? In my personal opinion, RP to me is engaging when Im free to respond as I like. Its a bit odd to explain, but essentially, say I were in an event. I want to be able to come up with creative ways to solve the event and have that drive where my character goes, rather than be given multiple choice options. This can happen outside of events as well, like if I come across player bandits, and they say Mina or Die. Why can’t I talk it out with the bandits? Offer them an alternative? What happens if they try to rob my sweet boy Haku who cries out in an utterly heartbreaking scene and begs for his poor life, will they spare him? Leave him with some money? ^ That freedom of “no one knows whats about to happen or how they will respond” makes it all engaging for me. - Your favorite niche of RP? At this current moment, I have two. Crafting RP has always been my favorite niche, and I’ve been excitedly diving into it recently. But also I have a special place in my heart for Golem RP. Though that may sound odd, there is a very entertaining way of playing a golem character that most people tend to avoid, not because its hard or because its strange or loopholey, its just that it can be easy to accidentally do a little too much and go outside the bounds of a golem’s capabilities mentally. But once you get the hang of it, it really becomes a character you can enjoy. - Is there a storyline or long-term RP scenario that you thoroughly enjoyed at one point? (Preferably not an eventline – something more player made). Absolutely. It has always been Glothir, my oldest golem character. He’s been through two map changes and only god knows how many Imperas, and the kind of golem that he’s become through his interactions is absolutely fascinating. I love telling all the stories of his life, the things he’s done and things that he’s been told to do and what happened, he’s a good rock boy now, but wasn’t always ;v; A golem is only what their Impera turns them into >.> I’ve made clips using a text to speech robot with some voice alteration of Glothir telling his stories too, they’re neat. I wont share them here though because they’re kinda low quality writing and I wanna redo them a little better later on...
  5. Don’t know how to feel about this. Whilst I do think it is a relatively cool, and certainly somewhat realistic concept, who is to say it won’t be farmed like crazy? I mean, this is Golemancy. Every aspect of it has been abused, in every sense of the word, even the redlines, by people who don’t even have Golemancy, nor an actual Golem. Just an idea. Otherwise, I think you’ve done a great job at restoring this feat. Hello o/ Im not entirely sure what you mean with this part in particular, are you asking whether or not the ability to damage a sigil with a bladed weapon could be abused? If that is the case, my offered piece towards that is that golemancers can place sigils anywhere they like on the golems body and it could still function. So in theory, for instance, a sigil could be placed in the golem’s armpit, or on its forehead, or its neck. Generally speaking, they could put it somewhere that would be difficult for a descendant to reach with a weapon in order to protect it : )
  6. Its because its essentially a miscellaneous magic, and utilizes soul essence in the same way that one uses mana those with lesser souls I believe can’t manipulate enough of their soul essence in order to be able to do that
  7. Currently active golem characters will continue to function as they are with no repercussions should this lore be passed, however they may not reap the benefits of the advancement of Sigils, unless they are given an entirely new body that has been made without the use of Runes, and has the appropriate number of slots for sigils according to their body type. When creating your ST signed golem core item, which is required for all golems played by a person, you may simply link the approved CA post [for players] Golems that are seen as NPCs at this moment will not be required to have a signed golem core item Unless the golemancer creates a new body for them so they may use sigils. When you upgrade your NPC golem to a body outfitted for the use of Sigils, re-emote the creation of the core and prepare the appropriate materials to give to the ST for it. [This will end after 4 OOC weeks and the portion above regarding NPC golems will be removed on [4 weeks after lore is accepted], after which, all NPC golems will require a signed golem core item in order to be valid in RP] Currently active Golemancers will see no change / little change, you may keep all MAs or TAs, simply make sure to read over these rewrites [including the golems CA page] to be sure you are familiar with the newly outlined lore & redlines.
  8. Currently active golem characters will continue to function as they are with no repercussions should this lore be passed, however they may not reap the benefits of the advancement of Sigils, unless they are given an entirely new body that has been made without the use of Runes, and has the appropriate number of slots for sigils according to their body type. When creating your ST signed golem core item, which is required for all golems played by a person, you may simply link the approved CA post [for players] Golems that are seen as NPCs at this moment will not be required to have a signed golem core item Unless the golemancer creates a new body for them so they may use sigils. When you upgrade your NPC golem to a body outfitted for the use of Sigils, re-emote the creation of the core and prepare the appropriate materials to give to the ST for it. [This will end after 4 OOC weeks and the portion above regarding NPC golems will be removed on [4 weeks after lore is accepted], after which, all NPC golems will require a signed golem core item in order to be valid in RP]
  9. For the golem creature lore, reference this piece: Golemancy The First Golemancers Of all those who forge through fire and the gifts of the earth, it is amongst the Dwarves where true craftsmanship and dedication to industry lay, inspired by their faith in Yemekar, the Divine Smith, they sought perfection in all their craft. Great stone carvings of their venerated paragons and heroes sit commonplace within their vast cities and halls, vast and decorated with the fruits of their toil. It was with such devotion that the dwarves came to refine their sacred runes, constructing life-like statues which sought to bring life forth from the stone just as they had been by the Divine Smith. It was a particular group of master-craftsman who committed themselves to this arduous task, utilizing the runes in order to grant their creations sentience, yet alas, it was not so. Still, they maintained their resolve, applying artistic style and purpose to these runes, ultimately differentiating from the basic runic language which they had first employed. These golemantic rune experiments utilized not the rigid turns and strictly simple shapes of the base runic language, but rather more round complex and artistic geometry and picturesque shapes. Overtime, the experiments and theories drifted farther from the basic runic language, and became its own dialect of the language of creation, an independent system; golemantic sigils. It was after but two centuries of experimentation that the artisans made the first working sigils. They carved the first symbols for arms and legs, allowing the movement, then they carved the face sigils to allow sight and hearing. But for all the lore carved onto the still statues, they were still missing the key component to bring it all together. More time passed as the artisans continued to toil in their study, experimenting with various ores and material the world over. Eventually dwarven miners gave them a chunk of thanium, something volatile that helped in the carving of runes. Recognizing a potential new power source, they quickly placed it into a casing strong enough to hold its nature, embedding it into the torso of the statue. Under the rule of many Dwarven kings, throughout the long history of dwarf kind back all the way to The Age of Stone, golems are recorded in the texts, carving out halls, standing guard at the gates of Khaz’Urguan, taking their place in the age of a pursuit of knowledge. Perhaps now for the first time in a century, the golems would place their names in the historical texts once more. Explanation Golemancy is a great feat, one which has left its mark upon the realm throughout many ages and generations; most precious to that of the Dwarves, who first conceived these great constructs. Though it has had practitioners amongst other races, it is a Dwarven Craft above all, taking after them in the persistence and endurance required to perform the feat, and by default, constructs Golems. As a feat, Golemancy is at its simplest the magical ability to imbue one’s mana and soul essence into the body of a stone construct, and give it a sort of faux-life. Even after these ages passed, Golemancy still remained unchanged; yet it was not long before further ingenuity took hold, leading to several remarkable developments amongst these constructs, known as the sigils. What once were runes carved directly into the body of the golem, these sigils were born of the sweat of dwarven brow in their endeavor to further the techniques of Golemancy. The Golem Anvil The dwed of old were capable of astounding feats; caverns hollowed in the blink of an eye, runes which powered cities, and forges hot enough to melt through the earth itself — yet all these paled to the prized creation of the Dwarves; the Golems. It was through the craftiness of the Dwedmar that these constructs came into creation, yet only through a particular means, such being the Golem Anvils — anvils constructed of thanhic steel by a Golemancer for the sole purpose of preparing golem cores. An alloyed creation of Thanhium and Steel forged very carefully into a large anvil with a flat top that is wider then the average anvil, and square in shape. - It takes 1 chunk of Thanhium to make an anvil -The means of creating a Golem Anvil must be learned in-roleplay, from a golemancer with a TA or at an ST run Self-Teach Altar. -Without a Golem Anvil, Golem Cores and Limbs cannot be made. -Golem Anvils have no other function beyond the creation of Golem Cores. The Golem Core Golem Cores stand as a great testament to dwarven craftsmanship, forged in antiquity through great toil. Whilst other feats of dwarven craft are by no means unremarkable, the Golem Core truly marvels all those who come upon it, for they are truly great wonders of dwarven engineering and prowess unlike any other, acting as both the minds and hearts of these constructs. However, these creations are all yet fragile, damage to such being capable of driving the golem berserk and rampaging about, or merely snuffing out their consciousness like a spark upon shattering. The forging of these, as well, is rather arduous, requiring one make use of only the finest materials to ensure that the Golem is totally fulfilled, lest they be made faulty in make and operation. Firstly and fore-mostly, the core must be forged at a Golem Anvil, as aforementioned; this being a crucial tool to the creation of the core, as no mere anvil or workbench will achieve such an astonishing feat. Along with the requirement of a Golem Anvil, a basic Golem core can only be made through means of unblemished aurum refined in fire, molded to have six sides; five being for each essential rune. Additionally, it would require thanhium to be added into the core to establish the false soul. Then, once the blank core is created, the memory and activation runes must be inscribed as to allow a sort of “storage” slot to form within the construct’s memory, allowing them to take in the information provided once they have been activated. Again, one should note that this process is tedious and not one to be accomplished with ease, requiring much patience as the Golemancer learns to refine the core to function properly. - It takes 1 chunk of Thanhium to make a single core -The means to create a Golem Core must be learned in-roleplay from a teacher or at an ST run Self-Teach Altar -A Golem Core must be created and sigils marked at an approved Golem Anvil. - All golem cores must be approved and ST Signed The Golem’s Body When creating a golem’s body, the main portion of this long and difficult process is in fact simply carving the physical creation. Especially when making a golem of larger size, this can sometimes take several days to complete. Carving out the body from your chosen material and making sure that the joints will fit seamlessly together, so the core of the golem can extend its power throughout. The core can be installed in most places on a golems body, but it will not function if installed inside a limb, as the distribution of power is uneven and the golem will not be able to properly activate. Incorrectly installing a core into a body could even result in it immediately progressing to the red stage, so proper care must be taken when teaching one’s students. Including the cavity for the core to be placed in, and preparing the material with which one will plug said cavity after the core is installed, this is usually the last step. One must also remember to prepare empty slots for sigils, simply by carving divots in the body wherever needed. Appearance Redlines Golem Body Integrity Golem Limbs While the golemancers constructs were their prized creation, in the midst of this great series of Dwarven innovation, a use for parts of the magic was found in the form of prosthetic. It was discovered that a limb of golem make could be attached to a descendant and activated with the sigils drawing power directly from the wearer’s soul blueprint. Sigils could be installed onto the limb to allow movement, but the soul isn’t meant to power such an unorthodox prosthetic. Though strong, and highly effective with little time needed to get used to the new limb, its use strains the soul of the wearer. Over time, it was found that the golem limb would drain life force in exchange for its function. Naturally, this wasn’t a huge obstacle for the many long lived races, but when they attempted to install more sigils upon the limb in order to bring it closer to what they had lost, the drain increased substantially, decreasing the lifespan of even those who could survive beyond a hundred years. In order to make the limbs usable without drastically decreasing the lifespan, it was decided that the use of sigils should be minimal, and thus, Golem Limbs lack the sigils required to provide one with the sense of touch. Still usable, and able to perform the usual tasks, but lacking sensory feedback. Though having a golem limbs is not exactly for the faint of heart.. In order to install these limbs upon the wearer, they must endure a pain that may have been equal to what they survived in order to lose what they are replacing. Golem limbs can't function from just being strapped on, they must have access to the soul, and that can only be reached within the flesh. Thus, for the part of the golem limb that makes contact with the flesh, a stone spike is installed. The spike is thin at the tip, but the base of it which is attached to the stone limb itself must be thick enough so that it does not break off, a tapered design is recommended. This spike is then inserted directly into the bone of the descendant's remaining portions, for what limb they may have lost. If a joint needs replacing as well, it can simply be a part of the golem limb itself, designed in the same way that a Golem's joint would be, but sized for the descendant recipient's body. How the spike is inserted is, generally speaking up to the golemancer in charge themselves. - Golem limbs require an ST Signature to be used in RP. - Golem Limbs cannot house sigils, and have no sense of touch. - The limbs are made of stone, but are not stronger than their descendant counterpart, the only advantage being that they are more susceptible to blunt damage than they are slashing or piercing damage. Enough swings from a bladed weapon being blocked by a golem limb could still damage the sigils required for movement, causing it to go limp and require repairs. - Due to how the golem limb is installed upon the recipient, it is impossible to 'steal' a golem limb unless the one wishing to take it RPs actually removing it from the wearer's body physically. It cannot simply be torn off quickly, nor should it be removed from a player's inventory without specifically RPing such. - If this is found to be power-gamed in RP too much, changes may be made in order to make golem limbs less durable. The Disruptor Spike The disruptor spike is something that the ancient golemancers had come up with long ago, when some of their golemancer brethren had gone too far. Armies of golems marching together under one Impera was a threat far too large, a power too heavy for any one man to hold. Together, they constructed a mighty weapon, which when used could rend itself into the very soul of the golemancer, and near permanently strip them of their abilities. Just as they had this power, this tool to use, so did others. It had become a weapon in the beginning which was too widely used, and so a ritual was discovered that could be used to remove the spike from a golemancers soul. One cannot learn how to make the spike, without also learning how to remove it. The disruptor spike is a sacred tool that is applied to a person by physically piercing them with it, which allows it to enter into their soul essence and bind their abilities as a golemancer. In order for the spike to work on a person, the spike must come in contact with their soul, so creatures/beings whose souls are not housed within their bodies will have to be spiked where their soul is actually being stored in order for it to work properly. To create a proper disruptor spike, a golemancer must create a long spear-like weapon. While one end of the weapon is flat, like a blunt blade, the other end comes to a sharp point. Upon the flat end of the blade, three sigils will be slotted. The sigils go in order of Activation, which brings the golemancer’s soul essence stored within to fruition, Binding, which latches onto the soul, and Entrapment, which forces the power of the spike to circle around the golemancer’s magic and bind it within the soul. This keeps them from being able to use the magic while the spike is active. The spike may be physically removed from the golemancer’s body, but its power will continue to remain, even after the temporary sigils have served their purpose and shattered. Only the Ritual of Removal will allow them to use their magic again. - All disruptor spike items must be ST approved in order to be used - A disruptor spike can be forced upon a character of a player without OOC consent, however it must be done properly and in RP. - A golemancer is needed to fuel the spike with essence & mana just before using it, non-golemancers cannot use a spike just because they have the item. - The ritual of a spike removal requires all 4 golemancers and the spiked individual to be present, alongside a build in MC for the large medium, such as a boulder or statue in the middle of some form of ritual site. In order for the spiked character’s FA to be reinstated by this ritual, at the very least screenshots proving that this roleplay was done at the proper location must be provided, or you may optionally request ST oversight of the ritual itself. The Sigils Sigils have become the more widely used version of runes within golemancy through dwarven ingenuity. They are what provides function and ability to the Golem, installing things such as the basic senses, and the ability to retain memory. Sigils are a sort of glyph, which is carved upon the surface of a portion of material, usually no larger than one’s palm, and installed upon the golem externally. Though some sigils such as the core sigils, are carved into the surface of the golem’s actual core, the rest are placed into slots that have been carved out on the golem’s body. They can be moved, broken, repaired and replaced. Core Sigils possess particular and crucial functions, each a necessary component to create a fully-functioning golem. Without these, a Golem will be incapable of function. Memory Sigil Generally, golems, as they are not mortal and rather artificial, do not possess the same mental retention as descendants, preventing them from establishing long-term memories in their most basic state. With the Memory Sigil, however, inscribed upon their core, a golem may be permitted to remember things akin to any descendant, storing these memories and thoughts within their ‘mind’ to draw upon later as any mortal would recollect or reminisce a fleeting thought or particular event. Sight Sigil As they are not of biological make, Golems do not possess any means of inherent sight, whether through ocular devices or natural capability permitting them such a means. However, with a Sight Sigil employed upon them, a Golem may be permitted to see akin to any descendant, assuming the sigil is installed upon the golem where it may function akin to eyes (i.e. the head). Hearing Sigil One of the three primary sense sigils, allowing the Golem to hear as if they had possessed natural ears. Though they are not inherently capable of such, with this particular sigil etched upon one of the faces of the core, a Golem would be capable of hearing akin to that of a regular descendant, albeit still limited to the same range, frequency, and sensitivity of hearing as any mortal. Touch Sigil Another of the three sense sigils, allowing the Golem to feel as any descendant, allowing them the ability to feel pressure and texture, so long as such remains etched upon them, oftentimes upon their hands and feet, though one could install a touch sigil upon any surface of the golem. Activation Sigil A temporary Sigil, though nonetheless crucial in function, essentially birthing the Golem among all other Sigils employed. Once this Sigil has been inscribed upon the core of the Golem, it will activate them, whilst also disappearing shortly after as to prevent the core from being reverse-engineered by one who does not understand the intricacies of Golems. Auxiliary Sigils are optional carvings which a golemancer might employ within their construct, granting them unique capabilities beyond that of regular golems. These can be created by the golemancer themselves, or learned from others. Auxiliary sigils use up extra power from the golem’s core, and how many one can install upon their golem depends on the type of golem they have created. All of these sigils have various types, which decide how long or how many times a sigil can be used, as follows: Permanent sigils are what they sound like, able to be slotted into the golem’s body and left there with little to no maintenance aside from repairs if it becomes damaged. Temporary sigils act like permanent sigils, but they are not passively activated. These sigils have a set number of uses, and once it has been used up, the sigil itself will crack, break or shatter, falling out of the slot and leaving it empty. Single Use sigils are mostly self explanatory, they are not passively activated, and when used a single time, they will crack, break or shatter, just like temporary sigils, but depending on the sigil and what it’s for, its effects might linger after breaking. These however cannot be permanent effects. Preservation Sigil A semi-permanent sigil, though built differently from most of the others, which provides a golemancer a way to protect their golems from complete core erasure. This sigil is carved into a small palm-sized portion of material, and then slotted onto a face of a metal cube made from thanhic steel. Upon activation by the golemancer’s power, the sigil will be able to store the memories & knowledge of a single golem at a time. Each time the item is used on a golem, it overrides previous uses, creating a sort of updated back up. When it is needed, the sigil can be tapped gently against a newly made core, and all the information it holds will transfer, destroying the sigil in the process. Be careful, though, as any golemancer is able to use the sigil. It is recommended that the preservation sigil of a golem is kept safely in the hands of their golemancer. Redlines Illumination Sigil A temporary sigil, when carved onto a palm-sized material that is at least somewhat translucent like glass, polished quartz or gemstones this sigil will emit light equivalent to that of a torch. The color of the material also has an effect, for example, emeralds produce green light, rubies produce red light, polished quarts or diamonds produce white light, etc. This sigil will last a total of 5 uses, lying dormant where installed on the golem until the golem activates one of its charges. Its light will be able to last continuously for at least 1 narrative hour, before flickering and turning off. When it’s last use is consumed the material it is made of will shatter and fall out of the golem’s now empty sigil slot. Redlines Compass Sigil A permanent sigil which can be slotted anywhere in the golem, it is carved onto any material of palm-size. When installed, this sigil gives the golem the ability to always know which cardinal direction it is facing or travelling. Unless damaged or broken, the effects of this sigil are passive. Redlines Disruptor Sigil This sigil is similar to the preservation sigil in that it must be made separate from the golem. However, the disruptor sigil is temporary, and may only be used one time. When carved into the surface of Aurum, this palm-sized sigil can be slotted into a tool of some kind, such as a hammer, where the sigil is placed on the flat striking surface. Upon striking a golem with the disruptor sigil the golem will become temporarily stunned for 2 emotes. The sigil will shatter against the golems body and release a small surge of the golemancer’s mana and soul essence which will throw off the core for this short moment, causing the golem to temporarily lose ability to function. Redlines Creating your own Sigils Learning and Progression Golemancy does not have a particularly set Tier System, however, it is recommended that an individual be taught the use of the sigils gradually as to ensure they have a firm grasp upon each of them before moving onto the next, requiring much persistence and caution as even the smallest imperfection in the sigil may hamper if not prevent its function. However, as the feat requires the use of innate mana and soul essence, only beings with a greater soul that have the ability to manipulate their mana and soul essence may learn this feat, preventing lesser beings from learning and practicing such. In order to first start one’s learning of the runes, they must be able to establish a connection to their own mana and soul essence, though by no means akin to that of establishing some Voidal Connection, rather, reaching into themselves to distinguish such things. Once this is done, their teacher will aid them in filling a golem with the mana and soul essence, though should they be self-teaching this would be far more exhausting to them than without aid. The third tier of this journey is the grueling task of creating the parts of the golem’s body. The student will learn here, how to construct the stonework that makes up a golem. Starting usually with the head, though one could truly start from any point, they will learn to carve and eventually build an entire golem body within this period. This tier of learning usually takes the most time, as not only are they learning how to fit these complicated, detailed pieces together, they are also learning the basics of stonework if they did not already have such knowledge. The student will learn about carving slots for sigils during this time, as well as where to install the core, and how to build their construct to accommodate for such before the core is made. The fourth stage will involve the work of sigils. The student will learn first how to select materials for their sigils in order to see the difference between Permanent, Temporary and Disposable sigils, how to carve them properly, activate them with mana and install them into the body. During this process, the student will also learn why and how it is that the core supplies power to the golem and what this means, as such is necessary to understand what kind of sigils can be installed. When the student is able to create & activate sigils, they will move on to the next step. Once all this is said and done, the individual will have fully understood the art of Golemancy. They now have almost all the skills and knowledge required to create these stone constructs, and now must learn how to give them life. The student will learn first how to forge their own Golem Anvil, as is and has always been tradition. When they complete their final Golem Anvil, they will move on to the core. The teacher will grant the student the knowledge of the differences between each type of core, and they will teach the student how to forge one. From creating the initial cube, to inscribing its sigils upon its faces, and then finally, activating it with their mana and soul essence. When the student is able to make a golem core that their teacher may approve of, they will have officially stepped into the world of Golemancy, yet what it is that they do with it from here will ultimately be their own path to tread. Golemancy is a feat filed under Miscellaneous, requiring a valid Golemancy FA to use. Its practice requires one to possess a greater soul, excluding things such as Wonks, Machine Spirits, and Sorvians from learning it. Golemancy may be learned under a Golemancer with a valid TA in the feat. Alternatively, it may be self-taught at an ST run Self-Teach Altar. While Golemancy does not have set tiers, it is unlikely that an individual would be able to master the creation of golems within a short time frame, requiring several sessions of roleplay to learn then practice and apply. If this is abused and too many golemancers going from MA → TA in a matter of days pop up, a structured week by week system may be implemented without notice. When an individual has completely mastered the creation of Golems and Golemancy, they may apply for a TA. As is the usual for crafting feats such as this, a Golemancer may only make 3 golems every 3 months, or 1 golem per month. [Yes, you could make 3 golems, and then wait 3 months, rinse and repeat] Golems can be emoted by the golemancer as an NPC, however this cannot be done in combat. It will be up to ST discretion whether or not an NPC’d golem may be used in an event. You can place NPC golem guards at your gates, and they can ask people questions or the sort, but they cannot engage in combat. A player for the golem with an accepted CA will be required in order for them to be anything more than slice-of-life golems. As a quick recap, items needing ST Signatures that can be made by golemancers are: Golem Cores Disruptor Spikes Sigils of Preservation Golem Limbs Credits
  10. For the golem feat lore, reference this piece: Golems Golems, the pride and treasure of dwarven kind. For thousands of years these hulking stone constructs have been roaming dwarven halls, delving into the deeps, and bolstering the fighting forces. In the beginning, when these stone beasts had begun to spread among the Dwarven kind, they were bulky and awkward. Larger than the golems of today and built with experimental, uneven proportions. These were barely able to follow exact commands, though they tried, it had become apparent at this point that these constructs required instruction from their masters. It was not the true sentience they sought.. But they were intrigued. Over the course of hundreds of years, the technique for building them was honed into what was nearly an art, among the dwarves. Carving out their bodies with balanced proportions to ensure it could move fluidly, while retaining its strength. The constructs became smarter with lighter bodies, and the Dwarves experimented with this as well. When the discovery of the true applications of the runes on their bodies was made, and the golemancers were able to turn them into more specific bindings, it was then that the golems which many are familiar with today had been born. Even though this was hundreds of years ago, the golems remained the same. The golemancers had achieved a point at which the golems were nearly what they had imagined, but had stagnated in terms of innovations for their designs. The limitations of the golems themselves brought in the problems that kept the golemancers from continually moving forward, and so, they remained the same. Glowing runes carved up and down the golems bodies, one golem no different from another… A small group of golemancers continued down the road of experimentation, however, in search of a way to once more break through, and bring unique qualities to the golems that hadn’t been seen before. By the sweat of their brows, and many singed hairs of their beards, the Sigils were born. A great advancement that spread through the golemancer community like wildfire, the sigils were far more efficient than the runes. They could be replaced when damaged, making the need to replace the entire body something that happened less often. Because of this, the golemancers could safely use more expensive materials for their creations. Though some were disappointed that the sigils still did not interact well with metal, others were pleased just to not have to repair the entire body when their golem falls down a flight of stairs. In recent years, golemancers have already been moving their golem’s cores into new bodies, though it is not entirely necessary as the golem may continue to function in this state, it has already become clear that the use of old golem runes has become obsolete... Appearance Golems are constructs of stone, large man-shaped beings constructed by Golemancers. Their hulking forms are carved painstakingly from various materials, brought to life by the use of a Core, and the Sigils which give them function. Most golems will be used by their creator to perform mundane, repetitive tasks, while other golems may be set to work in the field of battle. The ways in which one could use a golem is incredibly versatile, teach it, and it shall do as it is told. A golem only needs the knowledge and the practice, to perform a task that it is given. A mindless construct, with no will or true thoughts of its own, it will do everything in its power to complete the orders it is given to their fullest. A golem can appear in many ways, with very few limitations to how one could be constructed. Through the use of different materials, a golem could achieve a different aesthetic. While all golems must be made in the image of a descendant, two arms and two legs, their overall appearance is up to their creator. Golems can be made from materials such as Wood, Stone, and even more curious materials such as minerals like Jade or Opal. Through bouts of experimentation, the golemancers have found that materials such as metal or iron wood do not pair well with the core’s ability to power it, and the golem will not be able to move the body. Even if only parts of the body were made from these materials, those parts would cause the core to malfunction, leaving the golem immobile. Appearance Redlines Golem Body Integrity Behavior Though golems have changed physically over the past few hundred years, not much has changed in regards to how they behave. The first golems were lifeless stone beings in need of constant direction, but as the golemancers honed their techniques and created more advanced forms of these stone beings, they became more and more sentient. Though the breakthrough of emotion has never been made, with this new usage of the sigils, something close to life has been achieved. When the core of a golem is created by the golemancer, a piece of the golemancer’s soul is embedded within. It is not a piece in size, big enough to grant the golem usage of it, but it does have an effect. Most of the time, the golem will take on parts of the golemancer’s personality, in its undeveloped state. They speak their golemancer’s language as their first language, and may act or behave similarly to them. If a golem’s creator is a violent or short tempered person, it is possible that the golem may lean more towards rash or violent actions when completing their orders. A golem’s “personality” is not solid upon creation, as they will learn when they develop, interacting with descendants and perhaps picking up pieces from their experiences. Though they do not experience, nor can they express emotion, these curious quirks that they have can have an effect on how they carry out orders. A golem who has known only war, suddenly handed off to an Impera who tries to make them a tavern-hand may find itself still using violence to complete its orders. A golem who was used only for menial, tedious tasks requiring many steps to complete, being given to an Impera who speaks simply, may find themselves creating complicated and structured responses to their orders. There is an endless amount of possibilities in this regard, and it is one of many reason why as the golems become more advanced, their Imperas find themselves having to be careful with how they instruct their stone helpers. An order interpreted incorrectly by a golem can be amusing, but it can also be rather dangerous. Though advancements in golem creation have been made, unfortunately replacing speech runes with a sigil still has yet to create a way for Golem’s to process and utilize language as seamlessly as Descendants do. Golems often pause in their sentences, and lack the ability to speak with tone, or inflection. [ Because.. Of this, Golems often, speak.. This way.] [There. Are. Many. Ways. To Do. It.] [How-ever. You can-not, use. Punct-uation. Like.. ?.. !..] -When speaking, golems cannot use the ? or ! marks, as these imply the usage of tone or inflection. Golems seek out orders, a purpose to fulfill, as their Core Purpose is to follow the orders of their Impera. Because of this, it is not often unheard of for golems to become “selective” of their Imperas. Like a fickle game of moving from one descendant to the next, a golem will seek out an Impera who gives it orders it can complete, and enough of a number of them that it may stay busy. An Idle golem has no purpose, and if it has no orders to complete, then it will default to its Core Order, of finding orders to complete. In this sense, a golemancer or Impera must make sure to maintain their golem regularly, giving it orders, checking in to be sure it is completing the ones it is given, and giving the golem maintenance if it is needed. A damaged golem is inefficient, and the golems know this, if left damaged for too long a Golem may seek out a Golemancer for repairs, or else it might not be able to complete its orders efficiently for Impera. Among the many capabilities of golems, there are a few flaws. Golems lack Emotion, or the ability to express it, but they also lack any semblance of a creative mind. They cannot form their own creative ideas, like designing recipes, or crafts. They can follow recipes made by others, or repeat tasks which can be repeated, but they cannot design on their own. Asking a golem to smith a hammer will likely end in disaster, but if you can find a way to teach the golem a “recipe” for said hammer, a set of listed actions it can take that would result in exactly the same product every time, it could potentially be done. Mistakes may still happen, but success is not impossible. Behavioral Redlines The Core: The core is the golem’s Mind, and some may think of it as their soul. Though thanhite golems do not house a soul, if functions in the same way. The core houses their memories, their state of being, where the core is moved that golem’s consciousness will remain. Because of this, a golem can be moved from one body to another and still remain as the same Golem with the same Impera. A core on its own will still be conscious, while the senses of sight and touch are not present, the sigil of hearing is inscribed upon the core and it will continue to be able to hear its surroundings while removed from the body. It may continue to have passing thoughts, or what closely resemble thoughts in a golem's mind, and collect information that it hears. The core of a golem will usually be installed somewhere in the main part of the body, as this is the thickest portion of the stone creation, and therefore the safest. Cores are always somewhat fragile, due to the fashion in which they are made. Created from an alloy of Aurum and Thanhium, it is not an easy process. While one might think that a core being made from metal would make it strong, it is not the case here. Because of its fragility, the core is usually placed inside a cavity in the golems body, which is then sealed up by more stone as much as possible, perhaps with a carefully cut out section that is then placed back in with some kind of strong adhesives. To remove a core from a golem body, it is usually required that the covering be carefully chiseled away to avoid damaging it. In order to create a Golem Core the proper forging process requires that once a shape with 6 faces is made, the core will be cooled rapidly. This tightens the bonds of the materials in the core and allows the thanhium to be able to conduct throughout it, but it also forces the core to become terribly brittle. In the end, it has a durability akin to thick glass, able to be dropped from waist height safely, but if given an underhanded throw it would surely shatter. Because of the Thanhium alloyed with the Aurum, the core is always cold to the touch as well. A core cannot be housed within a limb of the body, such as arms or legs, as this would severely diminish the core’s ability to power the rest of the body. It must be central to the body in order to reach each part effectively, beyond that, it could be anywhere. Core Redlines The State of Blue and Red Blue: All “healthy” golems, or otherwise undamaged, are naturally in a state of blue. The name “blue” comes from an ancient style of core forging which resulted in the core of the golem glowing a dim blue aura. In the state of blue, the golem is as it should be, obedient, has a sense of self preservation, and will do no intentional harm to their Impera regardless of orders given. In this state, the golem will do its best to follow and complete its orders as given, and will naturally protect their Impera. A blue golem will also have enough of a sense of self preservation to refuse, when ordered to do something that may potentially end in serious damage or complete destruction of the golem itself intentionally. [Such as ordering the golem to jump off a cliff, carry a bomb somewhere to detonate point blank, etc. In situations where it is ordered to simply engage in battle, the golem would only refuse if it was obvious that there was absolutely no way for it to “win” or complete the order given without total destruction.] Red: When a golem is called Red, this is in the same sense as blue, referring to the literal change to the old cores. In the first and second iterations of golem builds, when a core was damaged it would literally turn red. Though they may not show this externally now, this state of being is still existent. When a golem receives “non-fatal” amount of damage to their core, they will sometimes transition into the state of Red. When a golem is Red, there are many ways that it could be displayed. Some have gone into full rampages, losing all sense and attempting to destroy or kill anything in sight, including their Imperas. Others, displaying somewhat less berserk symptoms, might intentionally misinterpret their orders in order to harm or injure their Impera, and perhaps even killing them. While they are this way, Red golems who have not gone completely berserk do still require an Impera and orders. It is not unheard of for a golem in this mild form of Red to move from one Impera to the next, enacting violence with their orders until their Impera is destroyed, then seeking out another. An endless loop of carnage. The Sigils: Sigils are the thing which gives the golem body function. While the core powers the golem and gives it a working mind, the sigils make the body work, receiving power from the core to do so. Sigils are used via the golemancer carving slots into the golem’s body to later place them into. They are symbols which are carved to any medium [except metal] which will then be inserted into an empty slot. A sigil appears as a symbol or glyph carved into the item in the slot, and while active, will dimly glow. There are many kinds of sigils to use on a Golem’s body, but there are a few basic needs in order for a Golem to function properly. While the sigil of hearing is applied to the core, alongside the sigils of Memory, Language, Power, and Activation, the rest of the sigils needed for a golem to function are applied externally to the body. Sight sigils will usually be applied to the head in place of the eyes. Touch sigils will apply to the body part they are attached to. If a golem only has Touch sigils on its hands, it can only sense touch from its hands. The same for its feet, and other parts of its body. They must be applied individually. There are different types of golems with different limits to how many sigils they can have active at one time, however this does not apply to the sigils required for basic function. Sigils are also used in the process of forcing the core to determine what type of golem is being made. With a Speed, Brawn, Task, or Soulbound sigil, one can be sure to force the core to exert the amount of power that is needed to keep the golem from destroying itself upon activation. Leaving the core without a type sigil will have the core activate as though it were to power a thanhite golem with no particular type. There are also temporary Sigils, applied to the golem via these slots usually using disposable materials like stones or glass. The sigil will activate only when the golem uses it, glowing during that time, and after it has expanded its limited uses it will need to be replaced by the golemancer who created it. It has been heard that some golemancers have managed to create new sigils, which have varying purposes, which they install on their golems for new uses. Such as a sigil that gives a golem an internal compass, able to know the direction it is facing at all times. Or perhaps a sigil that could provide light equal to a torch, though it would burn out after being used too many times, a temporary sigil to be maintained by the golemancer. Sigil Redlines Golem Types: The Thanhite Golem The Speed Type The Brawn Type The Task Type The Soulbound Golem Credits
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