EXCERPTS FROM CULTUREBOOK: RUBLUG

* * * * *

Honesty
  
  Compared to other cultures, Rublug often seem mean
  or gruff. Although not intentionally offensive,
  Rublug prefer honesty over flattery and see no problem
  with calling a spade a spade. They have trouble
  understanding cultures that are emotionally
  "delicate," and their forwardness can be disarming
  to someone used to social politics or etiquette. 
  
  This honesty applies to action as well as to speech:
  A Rublug who is angry with a peer thinks nothing
  of walking up and punching him in the face. Heavy
  brawls are not uncommon between friends, and afterwards
  no one will even hold a grudge, since the participants
  were just expressing their feelings. Rublug frown more
  on those who mask their feelings with civility,
  because they are in essence being dishonest
  to themselves and others.
  
  Literal in their communications, Rublug will do exactly
  what they say they will do. Because promises are not
  made to be broken, the act of making a promise
  guarantees that the action will be carried out.
  Because of this integrity, Rublug are very insulted
  when others do not trust them and are utterly enraged
  when betrayed.
  
  In a sense, this integrity could partially explain
  the affinity between Rublug and stone. Just as rock
  is rough, unyielding -- exactly what it appears to
  be -- so are the Rublug.
  
  Honesty is also a form of efficiency (lies tend to
  be convoluted and misdirecting), and efficiency
  is a Rublug trademark. Extremely practical, Rublug
  do not like new or strange ideas unless they are
  of obvious benefit to the community. An action
  or creation that has no pragmatic purpose is
  considered a waste of time. Rublug best express
  their creativity not through abstract arts
  but through functional crafts.


* * * * *

Vaal's Curse
  
  Although originally surface dwellers, Rublug have now
  lived underground for thousands of years. They
  have grown accustomed to a compact environment
  with little natural light, open space, or climate
  fluctuation. Only the karbuk ("crazed ones") ever
  make an effort to travel on the surface, since
  Rublug have many reasons to avoid it.
  
  The best reason is Vaal's Curse -- where Rublug
  exposed to sunlight presumably explode into flames.
  But even without The Curse, the surface world
  would be terrifying. Just the light of a bright
  full moon would be blinding to someone used
  to the darkness. The surface's random weather
  and temperature fluctuations are almost violent
  to Rublug used to a stable environment.
  And the sensation of vast space compared
  to the secure embrace of stone makes Rublug
  feel extremely vulnerable.
  
  All these things help explain why Rublug seem
  so fascinated by armor and have reputations
  of living inside these metal shells. First,
  armor offers physical protection against enemies.
  It also wards against sunlight, if a Rublug was
  ever caught in the flames of Vaal. The thick metal
  plate also negates the agoraphobia most Rublug feel
  when traveling in the vast open surface world:
  Armor acts as an emotional "security blanket,"
  lending a sense of comfort and safety.
  
  Better yet, because rock is Ardornella's province
  [Note: Ardornella is part of the religious faith],
  and because armor is made from ore mined from the
  rock, wearing armor on the surface is (in a sense)
  like keeping oneself within the embrace
  of both the earth and Ardornella. Similar
  to a "diving suit" that enables a person
  to enter a new hostile environment, armor
  is total security (physical, emotional, and
  religious) for Rublug against the perils
  of the surface world.
  
  Rublug never remove armor on the surface world
  if at all possible, and especially not during
  the day (since they believe that the sun's flames
  will kill them if they do). Rublug stripped
  of their armor in such situations become insecure
  and react poorly in most situations. Even Rublug
  familiar with the surface, who have realized that
  The Curse might no longer exist, are still
  relunctant to move their armor without good cause.
  


* * * * *

Historial records
  
  Main historial records of all outposts are enscribed
  within the heart of Aka-Demiand, within the
  literal and figurative bosom of Ardornella. Entire
  caverns and cave systems are enscribed with these
  past happenings. Although parachment exists, it does
  so in minute quantities, already contains writing,
  and is not as durable as rock. Only the bare rock
  lives forever, and since rock is Ardornella's
  domain, it makes sense for the lives of the Rublug
  to be enscribed upon her heart. Note that, since
  the beginning of the Curse, very little history
  from other outposts besides Aka-Demiand has been
  recorded in The Ademian.
  
  Rublug can write with either the symbol language
  or the word language. The symbol language can handle
  all common communications and is recognizeable
  by sight or touch (allowing all Rublug to "read
  in the dark" by merely tracing the symbols with
  a hand). However, only scholars and others
  with need or desire have taken the time necessary
  to learn the written language. Much of the history
  recorded in stone is written in the formal word language.
  
  Most writing occurs on rock. Although some actual
  tomes exist, they are not nearly as durable as stone.
  In addition, the ingredients (such as wood pulp)
  and processes (such as sun-drying) necessary to make
  paper inhibit its creation by the tunnel-bound Rublug.
  Although animal and mushroom hide offer a plausible
  writing surface, these materials are again not as durable
  or as easily found as rock.


* * * * *

Rune types
  
  Although today's Runemasters are not as powerful
  as their forebearers, they have developed a new ability
  to create temporary as well as permanent Runeweapons.
  Temporary runes are called "water runes," while
  permanent runes are called "stone runes." All powers
  demand the use of 1-7 stone/water runes, and Runemasters
  can imbue any power as long as they know which runes
  are required for the power to function.
  
Stone Runes
  
  Permanent in nature, these original runes are preferred
  by Runemasters but take much longer to apply than
  water runes. In addition to forging a superior weapon,
  a Runemaster must spend one month carving each stone
  rune on the weapon. This time can add up quickly
  depending on the desired power, because stronger
  powers demand multiple runes. (To imbue a one-rune
  power on a weapon would take one month, while
  bequeathing a four-rune power would take four months.)
  
  Carving wands are required to create stone runes,
  and only a fixed amount of carving wands exist.
  New Runemasters can generally only acquire
  carving wands from retiring Runemasters. Carving wands
  cannot at this time be manufactured or duplicated.
  
  A Runemaster can choose to place stone runes on a sigil
  rather than a Runeweapon, under the same limitations
  and time constraints as if creating a Runeweapon.
  A sigil is a stamping tool: A small hand-held device
  that contains raised impressions of runes on
  a rotating metal belt. Sigils are used by Runemasters
  to create water runes on normal weapons, imbuing them
  with temporary powers.
  
  To place a rune on his sigil, a Runemaster must use
  a carving wand, roll a D+ success in the appropriate
  Rune category skill, then roll an H success
  in Stone Runes. 
  
  Due to the potent magics involved with the Runes school,
  a Runemaster can safely carve only [3 x LL] permanent
  Runes (on weapon or sigil) during his entire lifetime
  (maximum of 30 runes). Regaining lost LLs does not
  allow any extra runes to be carved.
  
  These runes can be used in any combination -- perhaps
  to create 20-30 Eversharp blades, or one terrifying
  weapon with multiple powers and defenses, or
  a comprehensive sigil bearing an entire repetoire
  of runes. But as each rune is carved, that's one less
  rune that the Runemaster can safely carve
  within his lifetime.
  
  Tales are still told of Runemasters who, while
  in dire need, have tried to carve more than their
  allotted share of runes. Some of these ventures
  have met with success -- but not without cost.
  For each extra rune carved, the Runemaster permanently
  loses 1 advantage level (GM's choice). In addition,
  each time an extra rune is carved, there is a
  25% chance that the Runemaster will lose control
  of the powers involved and be torn into
  microscopic pieces (no save).
  
  The Indestructable rune is often the "finishing"
  touch to permanent Runeweapons, because it makes
  them impervious to physical harm and time itself.
  However, once this rune is set in place, the
  Runeweapon is impervious to ANY change -- including
  the addition of more runes. Runeweapons without
  the Indestructable rune can have additional
  powers added by other Runemasters, even centuries
  after the weapons were first created.


-----------------------------------------------
(c) 1997 by Erin Laughlin. All Rights Reserved

All parts either written totally by David Mc
or heavily edited for conformance to concept.

Material to be used solely in regards to examining
my credentials for employment.
    

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