@Elephant Charge
We've always had magic, but we don't have means of using it offensively (lack spellbooks, wands, staves, what have you)
@evilcherry
Pretty much. :3
@techno65535
I had forgotten fishes have hearts.
@10ebbor10
Welcome~
@cheesemcmuffin88
Technically they're not powered by hearts. Hearts just happen to be the most efficient core. Gems are 2nd most efficient.
I'm going to dial down the civil unrest. It's a little early and riots won't be big enough. -shrug-
=====================
Current Votes are:
Organs: 3
Gems: 2
Not-Organ: 1
=====================
=====================
Event - Newcomers
=====================
HOLYSHITWEHAVEWALKINGROCKS
Ahem. Right.
Yesterday a bunch of golems walked into camp. Apparently ever scout failed every check in the history of forever. The hell's a check anyway?
I have to admit, the idea of a summoned creature gaining sentience terrifies me. Most summons are just a giant shaped blob of energy. Imagine if the bread you're about to eat suddenly started singing at you about the subtleties of life. Yeesh.
In all fairness they're...uh, friendly? It's hard to tell. They're not going bonkers and killing shit so I'm gonna guess they're friendly.
===================
Event - Summon Familiar
===================
Votes are currently tallied towards using the abandoned hearts of hunted animals as the core; once the mages finish the final touches the binding can begin in earnest.
=========================
The New Race - Ancient Golems
=========================
(inconsistencies should be addressed for the sake of fluff, but they won't affect gameplay.)
-!Lore inconsistency: Sentience = increased magic use. See the magic addendum for estimated summon life length.
(In other words: They be big magic eaters)
(If they're created (like our familiars) then they'd be big eaters, if they were gated in then they're, uh, different life forms, I guess)
Give me a rough idea of what these things are: a picture for reference would be nice.
==========================
Exposition - Summon Familiar
==========================
Despite being called a "summon" type spell, it's more of a creation type spell. A core is used to stabilize a large amount of magic power with rudimentary capabilities and usefulness.
Command input - requires a mage to act as a handler. However, a single mage can configure many familiars at once.
In Battle - Familiars are driven by command and thus cannot differentiate between friend and foe. Also they explode on destruction if the core is severely damaged. (As in: spear to core -BOOM- knife to core -boom- scratch at core -no boom-).
Average Life Expectancy (Assuming periodic maintenance)
Maintenance = Someone pumping more magic into the core.
Heart Familiar - At best a year.
Gem Familiar - Until the gem breaks. For a noncombat familiar this means they last effectively forever.
Without maintenance
Heart Familiar - A week, tops. (Heart deteriorates faster due to magical wear and tear. BOOM)
Gem Familiar - A month.
A live heart would work better, but then it would just be..y'know, a bunny, instead of a familiar with a bunny heart core.
Familiars - Combat
-Magic Touch
Familiars have no physical component besides the core, thus they ignore armor and attack a target's soul directly.
Problem: This means a sufficiently high morale being can convert a familiar through direct contact.
-Incorporeal
Familiars are blobs of energy: attacks pass through them.
Except if it hits the core, then BOOM. (or boom, or no boom)
=============
Trivia - Familiar
=============
Any object can be used as a core for a familiar. Gems and hearts rank the topmost (with our current magical capabilities) due to (Gems) their inherent ability to contain a large amount of magic and maintain stability and (Hearts) their inherent build as a "center" of a swirling mass of magic, the soul.
Other attempts to summon a familiar includes using a leaf, or a rock, or the feathers of an Avian. The summon that was created was far too unstable and had a lifespan too short (lasting, at most, a few minutes) to be useful in any real fashion.
=================
Addendum: Race sizes
=================
A human <- default (say, 6 ft or so)
A Neko: Slightly smaller than humans in general. Have cat ears, cat tail, retractable claws, and (for a human) unusual hair color. Hide those and they'll be human-ish.
A dwarf: Er...About 3/4? Like a Armokian Dwarf but less competent when intoxicated. Still good at heavy machinery.
An Elf: slightly larger than an average human. Pointy ears, lighter hair color, the usual. Compared to an Armokian Elf they have: Sense of humor.
An Avian: Human size. Lighter than your average human but with stronger muscles. Basically a human with wings, claws instead of fingers (thumbs included), and some feathers. If they wore clothes and trimmed their nails they'd be humans at a convention.
A goblin: Between a dwarf and a Neko. Good at fine crafts (such as jewelry). Nimble fingers. perky ears, slightly lighter skin when washed. (Spends a lot of time indoors/at night).