War Golems

From Tenebrae
Revision as of 08:37, 7 July 2010 by Earthquake (talk | contribs)
Jump to navigation Jump to search

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 they adopted, based on their memories of the ancient kingdoms, personas that are male and female like. War Golems take on a variety of proportions and sizes related to their intended functions. War Golems who bond with armor see this armor as their "skin," so to speak, and it takes on an idealized version of their appearance. Though technically sexless and unconcerned with matters of gender they do find that it is easier for them to interact with other species and to be identified via male and female personality traits and body types and so will adopt names and habits towards this end. 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.

Adventurers

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.

War Golems in the Pathfinder Campaign

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.

War Golem Racial Traits

  • +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.
  • Living Construct: See Below
  • Composite Plating: War Golems have a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus
  • Component Bodies: War Golems emerge from Creation Forges with basic armor components upon them which provide minimum protection. However they have the ability to bond with found and purchased items and to bond with components made explicitly for War Golem use. Attached components, once bonded, cannot be removed as long as the War Golem is conscious. 1-Handed Weapons which are attached cover the weapon hand and so that hand cannot be used for other actions unless the component is used. Two-handed weapons may not be attached normally. Heavy shields when attached still allow the War Golem to use shield hand to manipulate items. Light shields offer no benefit or drawbacks when attached. Slot based magical items may also be attached to the War Golem as well as misc. tools. A single wand per hand may also be attached but not scrolls or potions and they still require appropriate methods to activate. Finally, War Golem specific components may be available (See Equipment). War Golems must be proficient in any given item in order to be able to attach it as a component. War Golems who take an Armored Body feat are no longer able to attach armor via this method.
  • Normal Speed: War Golems have a base speed of 30 feet.
  • Slam: A War Golem has a natural weapon in the form of a 1d4 slam attack.
  • Languages: War Golems begin play speaking Common. War Golems with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Living Construct Subtype

  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion and effects that cause the sickened condition and energy drain
  • A War Golem cannot heal damage naturally.
  • As living constructs, War Golems can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to War Golems can be healed by a cure light wounds spell or a repair light damage spell for example. And a War Golem is vulnerable to disable construct and harm. However spells with the healing sub school and supernatural abilities that cure hit points damage or ability damage provide only half their normal effect.
  • War Golems take damage from heat metal and chill touch as if he were wearing metal armor. A War Golem can also be repelled by repel wood and the iron in his body makes him vulnerable to rusting grasp. The War Golem takes 2d6 points of damage from the spell (Reflex half, save DC 14+ caster ability modifier). A War Golem takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh; stone shape, warp wood and wood shape affects objects only and cannot be used on those parts in a War Golem.
  • When a War Golem is reduced to 0 hit points he can still take a single move action as a standard action in each round but strenuous activity does not risk further injury. When his hit points are less then 0 and greater then his negative hit point total, a War Golem is inert. He is unconscious and helpless and he cannot perform an actions. However an inert War golem does not lose additional hit points unless more damage is done to him.
  • As living constructs a War Golem can be raised or resurrected.
  • A War Golem does not need to eat, sleep or breathe but he can still benefit form the effects of consumable spells and magic items such as heroes feast and potions nor is he immune to imposed adverse effects.
  • Although living constructs do not need to sleep a War Golem wizard must rest for 8 hours before preparing spells.