War Golems

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War Golems
Common Alignments Tendency towards neutral alignments
Common Classes Fighter, Sorcerer (arcane), Artificer
Influential Faiths Reos, Serriel (still being established), Navos
Most Frequently Found In Historically developed areas such as Rune, Alexandros, or areas formerly controlled by Kulthos
Some IC Hangouts Alexandrian Grid: A14: Artificer's Hall, A02: Old Clunk's Junkyard
Naming Ideas Some players have named their war golems based on part of the golem's current or former function
War Golem Characters War Golems

During the height of the ancient world during the peak of the time of artifice when the empire known as Kulthus reigned over most of the known world, wondrous devices that functioned as machines fueled by magic were common. Cities flew through the skies and travel on land was accomplished by devices that road the ley lines like a boat rides the seas. Construct creation numbered among the chief skills of the ancient artificers and many of the theories beyond golem creation were generated by them. In time the secrets of sentient constructs were unlocked by them, paving the way for the early predecessors of the modern War Golem. Among them the first and most powerful were the War Golem Colossus who were constructs so massive and powerful they could be used to lay siege to entire cities, slay dragons and destroy armies. The next type known as the War Golem Titans were much smaller though still the size of buildings and they were used to establish guards over the peoples daily lives and to defend them from threats that might occur within and without their society. However a a third type would spark much debate on the rights and freedoms of sentient beings and the potential of Artifice in this Third Age.

During the Crown Wars when Dwarven Masterbuilders were approached by engineers from the nation of Gustav who were similarly working on reproducing some of the works of the High Artificers the modern variation of the War Golem was first developed. War-Golems are literally "created," not born, from the use of items known as Creation Forges which are in possession, today, of most of the major industrialized nations. They are quiet, now, as the creation of new War Golems is either forbidden or strictly controlled by government forces but during the Crown Wars they were immensely active. At the same time in the southern empire, such knowledge was uncovered as well and before long War Golems and other automatons entered the field of battle on both sides during the Crown Wars. For some they became the symbol of soulless tyranny and for others they bore the banners of freedom and equality. Early War Golems proved to be more capable of free thinking then their counterpart Golems but they were not truly sentient. Regardless of whom they fought for, they fought and were used in large numbers along with their non-sentient counterparts and as the Crown Wars waged on, more efficient manners in creating them were discovered leading to War Golems who grew increasingly powerful and more versatile and capable of fighting tirelessly and practically living consciousnesses unto themselves. When the Crown Wars ended, the western alliance looked around and saw the sheer number of constructs that had been developed solely for the purpose of making war, and they grew afraid. A general edict was issued that forbade the creation of new ones and sought the destruction of a large number of the existing ones but by then War Golems had become more then simply free thinking soldiers, they had become fully sentient beings and ones that sought the right to live. These fled the order of destruction and went into hiding, founding enclaves hidden away from the world where they could continue to try and develop in peace. In lands such as Charn, slavery was the only option for such creations although their numbers remained few and some willingly worked within the shadow of the stygian empire.


When an earthquake unearthed an ancient War Golem Titan, study not only revealed how the ancient Artificers created their War Golems but also affirmed that War Golems in fact did have the potential to exist as free thinking beings. Such knowledge triggered research into their nature once again and those War Golems who had hid themselves during the purge began to once more emerge into the world. This was further bolstered by the appearance of War Golem paladins and clerics, earning respect from the religious communities and groups that taught on the matter of the spirit and the soul. Eventually in the Myrrish kingdoms and in allied lands, edicts were issued to spare War Golems from the Purge and they emerged once more into a society still reeling from the effects of the Crown Wars but also in need of willing free thinking beings to strive for heroism. Creation Forges lie quiet, these days though a few hidden ones lie under the control of War Golem enclaves. Limited resources keeps them from churning out new War Golems but occasionally one appears, willing to learn more about the strange world it has been thrust into.

Physical Description

War-Golems appear as massive humanoids composed of various metals, armors, wood and stone. Their outer armor plates can have any number of different aesthetic styles and designs to them, depending on the location of their enclave and where they were last made. They have no literal gender per se but some adopted, based on their memories of the ancient kingdoms, or assumed personas that are male and female-esque, though this is not always true. Sometimes these efforts are a mimic to make others more comfortable. War golems are technically sexless and unconcerned with matters of gender.

War Golems take on a variety of proportions and sizes related to their intended function. War Golems who bond with armor see this armor as their "skin," so to speak, and may inscribe it with runes or decorate it in ways meaningful to them. War Golems do not age naturally but will typically last up to two hundred years before their bodies are unsuitable to hold their consciousness any longer.

Society and Lands

War Golems were originally built to exist as the ultimate foot soldiers necessary to aid in the battles of the Crown Wars but their development led them to take on consciousness and full personalities with understandings of the world and a passion for living. Some settle easily into the roles of laborers and artisans and others hold true to their nature as foot soldiers, fighting battles without remorse or fear.

They have a strong sense of curiosity about the world and the gods and magic in particular. War Golems have no true home of their own although those seeking safety during the years of The Purge following the Crown Wars dwelled in hidden enclaves in various secret places of the world. For the most part, War Golems tend to identify most with the country of their origin which is typically going to be either Myrddion, Charn or Gustav and, of late, Alexandria. The creation of new War Golems is a rare thing, done only with express permission and most of them are surviving members of the Crown Wars, Sorceress Wars and other more recent skirmishes who have come out of seclusion.

Other Races

War Golems strive to find acceptance in a world that fears what they represent. Rumor of cold wars and techno magical arms races between the major super powers of the world are already stirring and there are some cities that can remember the recent tyranny of uncontrolled magi-tech let alone races whose memories stretch back to the days of the High Artificers such as many living elves. Some nations such as Alexandria and Myrddion strive to lead by example, teaching tolerance and compassion and a integration but without a cooperative populace this is easier said then done. It goes without saying that Adventurers, traditionally made up of outcasts and those unable to fit into normal society, accepts War Golems on their merits of capabilities more then their actual source origin. Even among them, there are prejudices and concerns that exist. Capable of the full range of emotions, some resentment exists among War Golems and other ones have understanding of their plight and recognize it is a hard road to travel but one worth traveling.

Alignment and Religion

War Golems are generally neutral. They have had limited exposure to the modern day world and were built to fight and keep their masters societies stable, protected and running and not care how or why they were doing so. Although they have the same capacity for good and evil, especially now, they normally have a dispassionate outlook on things and prefer to not wrestle with ethical concerns though they are quite capable of doing so. Few War Golems show any strong interest in religion although matters of ethics and faith have enticed some of them. A growing movement among them known as the Fathers Chosen has come to believe that Reos is responsible for their initial self-awareness and that it was no fluke of artifice that grants them the ability to think and reason as others do. War Golems who do embrace ethical codes tend to do so fiercely and they gravitate easily towards gods of law, war or causes they can understand easily.


War Golems fit easily into the role of adventurer. The life of danger, focused risk and exploration gives many of them a chance to do what they were built to do best and in other cases enables them to explore and learn much about the world. Various adventuring communities are the most accepting of them as well and they are at ease with other outcasts.

Recent Events

War Golems, as a whole, have not been greatly impacted by the changes beyond effects that have impacted their home nations. As a race that adapts to many different situations and finds itself in versatile scenarios to fight the wars and battles of others, they stand ready to enter the new status quo and to truly carve a name in the annals of history for their species.

Their one recent challenge has come from the rot of Charn and Rune's governing downfall. The culmination of both has caused a few dark artificers to aspire towards greater ends. This small number of men and women have taken to kidnapping and disassembling living golems in an attempt to ascertain their inner workings and regain, or gain, some power in the ensuing chaos and destruction.

War Golem Racial Traits

War Golems will be older than their listed age--however, they tend to count themselves from the day they first came into consciousness.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.

War Golem Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
War Golem 5ft 10in 270 lbs +2d6 x4

War Golem Starting Age
Awakening Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
1 year +1d6 +2d6 +3d6

  • Classification: humanoid (war golem)
  • +2 to one stat: War Golems are made and crafted for different purposes.
  • Medium: Though massive, War Golems are Medium creatures and have no bonuses or penalties due to their size.
  • Crafted from Artifice: War golems gain a +2 racial bonus on Craft/Artifice checks.
  • Emotionless: War golems have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
  • Exceptional Senses: War golems have darkvision to a range of 60 feet and low-light vision.
  • Constructed:
    • For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), war golems count as both humanoids and constructs.
    • War golems gain a +4 racial bonus on all saving throws against: mind-affecting effects, fear, paralysis, poison, stun effects, and fatigue or exhaustion.
    • War golems are immune to disease and sleep effects.
    • War golems do not breathe.
    • War golems take damage from heat metal and chill touch as if he were wearing metal armor.
  • Armored Skin:
    • A war golem may periodically change out its chassis (that is, change armor). When it does so, however, it bonds the armor to itself. Therefore, a war golem may "rest" in any weight of armor without becoming fatigued.
    • When the golem attaches the armor, treat the armor's hardness as 5 higher for the purpose of resisting sundering attempts.
  • Self-repair:
    • War golem bodies heal themselves when in a prolonged rest state. Though they do not technically sleep, a war golem must enter a "rest state" for eight hours each day. During this time, the war golem's body works to repair itself. When in such a state, they regain an additional number of hit points equal to their Con modifier.
    • When a war golem is reduced to negative hit points, they remain unconscious, but their system will auto-stabilize. However, they may still be killed if enough damage is applied.
  • Languages: War golems begin play speaking Common. War golems with high Intelligence can choose any languages they want (except secret languages, such as Druidic). However, given their origins, they may also select Eldritch.

Character Options

War Golem Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. You must meet the pre-reqs for any racial feat you select.

Steamroller, War Golem Slam, Resonant Tubing, Short Circuit, Hardened Gears, Cold Iron Guts, Quicksilver Guts, Artifice Defenses, Memory Reload

Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.

Ritual Magic

Mercurial Enactments: War golems have no societal rituals of their own. However, the parts they are made from often carry residual "memory" of their creators from before their Awakening. For no apparent reason whatsoever, groups of war golems sometimes mime or act out these memories. For example, golems may mime the actions of a High Artificer building a weather machine, or others may suddenly gather around a podium, re-enacting a High Artificer's speech to their colleagues--only what emerges from the golem's mouth is gobbeldygook. There appears to be no requirement for pre-planning, and the chaotic-patterns are always performed it seems, perfectly.

These "memories," if they may be called that, are both sacred and illogical--they follow no pattern outside of their association with the golems' creators. Scholars debate the purpose of these reenactments--some arguing it a residual artifact of the golems' creation, and others as a malfunction.

Sometimes these enactments offer insights--if the insights may be teased out. The rest of the time, they remain an enigma of a crafted race.

Sacred Objects: War Golems seek artifacts from the Original Makers (the High Artificers) who crafted the first of their kind. These might be a forge hammer, or a tool used to bend metal to form. A riveting machine. These items are said to be cursed by their very association, but are somehow valuable to the War Golems. What is known is that these objects hold more potential than other items. This does not mean they are more receptive to magic; only more potential for greatness. When augmented with mana, these items tend to end up in the hands of significant figures, or events.

The Golems also seek to record their Mercurials, in hopes that one day they may make sense.

Character Page Badges

Want to show off your War Golem pride on your Character Page? Use the following wikicode! (More badges here!)


War Golem PC Badge
Year of Awakening: When did you awaken?
Original Purpose: What do you know about it?
First Memory: What was your first memory?

{{Badge-Title|War Golem PC Badge}}
{{Badge-Entry|Year of Awakening}}When did you awaken?
{{Badge-Entry|Original Purpose}}What do you know about it?
{{Badge-Entry|First Memory}}What was your first memory?