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.