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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