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[✓] [World Lore] - Volatite and Boomsteel


squakhawk
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Material Name and Description (Raw form)

Rare would natives be found in the areas rich in ore, but a name did stick to the ore that bore curses of stench and fire- Volatite. Once found, the ore bears a chunky and uneven form typically in fistful sized nodes. They bear an acrid, vile stench that stings the eyes and nose to breathe in. With an ebony-black colour separating it from the stone surrounding it makes it separate itself rather clearly from the surrounding stone. The ore is incredibly dense and heavy, and most notably- incredibly unstable. A sudden amount of pressure, heat, or friction will almost certainly cause the ore to combust and to send piercing black shards out in every direction, alongside the concussive blast.

 

Red Lines (Raw Form)

-The ore requires incredibly delicate harvesting to be done to successfully craft. As such, this ore is not available unless harvested from a node.

-The ore if combusted in this form, will send multiple arrowhead like shards in every direction, and will cause an explosion dizzying and disorienting to targets within two meters of the explosion. 

-The ore explodes instantaneously once sudden pressure, heat, or friction is applied. Any form of throwing, dropping, or catching this ore would likely cause an explosion to the person performing the action. 

-The “Black powder” found near Volatite is not explosive, merely flammable.

 

Harvesting Method

Volatite is generally found in arctic, cold tundra or environments. The ore bears a composition of sulfur in some degree, due to a vile and sour smell that emanates from the ore, and clings to the cold air in ore-rich environments. It would not be uncommon to find a steam geyser or hotspring near Volatite rich environments- a dormant volcano would not be out of the question, either. The ore often in rich deposits will cause spikes out of the ground, in unpredictable and unstable patterns. This is due to the veins of Volatite erode the rock surrounding, giving it an irregular, jagged and spiked appearance given from corrosion. The ore itself often pitches the nearby rock with a black, powdery substance that taints the area with the scent aforementioned. To harvest such, one would do as they expect- mine it. Yet, this cannot be done with any normal pickaxe. Tedious and careful digging of the ore must be taken precedent, with smaller and more careful tools that moreso coax the chunks of ore out of rock, rather than take them out. 

 

Harvesting Red Lines

-Harvesting Volatite from a node would lead to most likely about a kilogram of yield in total.

-Harvesting Volatite would be a lengthy process, taking upwards of at least an hour for small amounts - if careful.

-Due to the heavy presence of sulfur within Volatite’s chemical composition, it is lightly toxic to soft membranes such as the mouth, eyes, and lungs and would cause coughing and blurred vision due to increased lacrimation without adequate protection or ventilation. 

 -Volatite must be safely gathered to procure it as a whole and without risk of explosion.


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Material Name and Description (Refined Form)

Volatite once refined would bear the same ebony black colour, albeit somewhat more intense- known then in this form and further forms as Boomsteel. There would be notable veins or streaks across the refined parts, and depending on the intensity. However, Boomsteel depends significantly on what it is alloyed with - or not alloyed with. Still bearing the explosive and unstable property, it is not nearly what it is compared to it’s raw form, having some tempering done to it. It would likely take a sudden, great amount of heat, pressure, or friction, or a steady battering or application. 

 

Applications (Refined Form)

Boomsteel is rather impossible to make as armor. This is due to it’s incredible weight or impracticality of explosive armor. Most often, Boomsteel is crafted into melee weaponry, sometimes even a shield - arrowheads, and throwing weapons like javelins or spears (Lovingly referred to by goblins as “Boom-sticks”, and falsely by humans as “Fire-Lances”.).

There are three primary tiers of applied Boomsteel.

High Density Tier


The dense variant of refined Boomsteel. The most noticeable trait of this type is its weight. Most people, even if built, would struggle in wielding a longsword from this tier; it is possible, though the wielder's swiftness would be obviously hindered. It would be ineffective for bucklers or any sort of light-armoured armaments. Although, while the weight is a huge factor, it is the toughest of the three tiers. It has a high durability range, with a lot of strength behind it; it wouldn't wear so easily. While this variant would have low malleability (quite difficult to forge with), it also has the highest conductivity of the three; being able to contain a large amount of energy while expelling it gradually. Although, contrary to the other two tiers, the high density type has the most stable, and lowest volatility. It can't combust, or generate enough heat to expel flames. At best, it's able to contain large amounts of heat, which is discharged over a slow period; causing the surface temperature to rise dependent on how much heat is contained (can be boiling hot, warm, or even just lukewarm depending on the absorbed heat.). Although, it's still capable of creating sparks & small embers.

 

While unable to both explode and produce flames, High Density Boomsteel items produce a unique “Thunderclap” effect. When striking with a weapon of High Density Boomsteel, one would find that upon contact the weapon would strike with a violent booming sound. With this, given the metals potential energy, it would kick back the weapon strike and add a concussive boom to the connected strike. The struck area (weapon, armour, flesh, etc.) would suffer from a heavy blow as if struck by something twice as strong as normal, causing connecting strikes to stagger, armor to cave, and parrying weapons to fly back and potentially even disarm. This effect would have a toll upon the wielder, causing a numbness and even intense pain in their striking appendage(s) as the thunderclap harms them aswell. When wielded, a user can only administer [5] thunderclaps before their arms totally numb and fatigue.

 

High Density Armour, while mostly nonpractical, would produce an effect similar with a thundering sound and rebound. When struck, the armour would cause the incoming blow to rebound, at a heavier cost to it’s wearer. Wearing this armour would cause the wearer to stagger, and suffer from broken bones at the impact site. Aswell with the increased volume of sound from a higher concentration of boomsteel, the Thunderclap would be much louder, and would interrupt concentration-based connection to magic within a 5 block radius in each direction.

 

Redlines

-The heaviest of the three tiers, High Density Boomsteel weighs FOUR TIMES as heavy as its steel counterpart - making it required to be both highly trained and not impaired in strength. Even still, one would not be as dexterous or agile with a high-density tier weapon.
-The Thunderclap's concussive boom is capable of harming the wielder with a force comparable to their base strength (not amped by Volatite). This results in the user only being able to strike [5] times before their arms become totally numb and fatigued for the remainder of the CRP. 

-Playable Constructs such as Automatons, Golems, Sorvians, Atronachs, ETC. too would feel the degradation of their limbs via lore appropriate means, i.e. cracking or malfunction, to supplement the [5] use counter.

-The Thunderclap effect is proportional with the size of the boomsteel density. Anything less than a fist in size would have no changed effect than normal. Projectiles of any kind would be mildly more concussive in nature, but would not be significantly effective. 

-Power enhancement of The Thunderclap effect is proportionally distributed to both wearers. Meaning, if the blow is magically enhanced in any manner, it will effect both users equally, along with likely shattering the appendage(s) used to deliver the blow.
-NPC constructs, if using High Density Boomsteel, will have their arms shattered by the thunderclap following the first use of it during CRP.

-With intense vibrations from each blow, Eidola would suffer a super-effective crack and break if hit by, or utilizing, high density boomsteel weaponry/armour. This counts for two hammer-strikes for each time used or wounded. 

-The Thunderclap effect from High Density Boomsteel is exceptionally loud and distinct in sound. Ologs in specific, would harbor a great, primal fear for it and would flee if witness to it’s sound. Horses/Mounts too would become terrified and throw its rider from its back if within a [4] block presence of a Thunderclap.

-The Thunderclap effect cannot be muted by any mundane means, and overpowers any mundane means of hearing impairment (Such as ear plugs).

-The Thunderclap effect from Armour specifically interrupts concentration-based magic connection (Such as Voidal Magic) within a 5 block radius in each direction.

-Toughest and most durable Boomsteel product; it would take a lot for it to see wear. In the event it clashes with Sharpened Carbarum, the product would not bend, chip nor warp; it may, however, be bitten into slightly.

-Low malleability, and high conductivity; it will contain energy and expel it gradually, with little for “give” upon it’s imprinted parts.

-Most stable Boomsteel alloy; low volatility. Cannot combust or create flames.

-Can contain large amounts of heat, which is discharged gradually (similar to conductivity).

-Can still create sparks and small embers from high amounts of applied energy; friction, pressure, heat, etc.

 


 

Medium Density Tier

 

The basic tier of refined Boomsteel, or mixed alloys with roughly the same density. Its toughness and durability aren't too bad; though it would wear much easier than the high density variant. At this tier, think of the durability a bit less than a steel alloy. The malleability behind this density would be a bit more difficult than your average steel, having a medium-low malleability. Although, in comparison to its higher density cousin, the conductivity in this tier can be unpredictable. It's incapable of taking in large amounts of electricity, as it expels this energy in the form of heat. Though it isn't as conductive as the other. It is capable of taking in large amounts of heat however; though the more energy that's poured into the metal, the more volatile the effects become. This tier is capable of producing flames as a way of expelling exponential heat; or even producing sudden flashes of sparks if the metal receives an enormous amount of energy at once. Though, this volatility can wear the metal easily. 

 

Redlines

-In middling weight of the three tiers, most would find medium density tier weapons and armor slightly cumbersome and clumsy. Weighing the same as a counterpart item constructed of pure gold (x2 steel). 

-Capable of producing flames (or sudden flashes of sparks), the flames produced by medium density boomsteel would last until manually quenched. Limited to the blade itself, or flickering just a couple inches above the blade’s metal. The flame is consistent enough to ignite flammable material should it be stuck to it, and would leave a sticking flame on flammable material it may touch.

-Wounds from medium density boomsteel may cauterize on slashes and punctures, causing searing pain in addition to the wound.

-The durability can be compared to a bit less than a steel alloy. While the malleability would be a bit more difficult than a steel alloy.

-Unpredictable conductivity. Not as conductive as higher densities, and incapable of taking in large amounts of electricity, as it expels it in the form of heat.

-Can take in large amounts of heat; though the more heat / energy, the more volatile it will become.

-Alchemy elixirs applied during Med. Density boomsteel's flaming, or before, have no effect on the fire's potency or duration, or upon the item the flames are upon. Such oils and elixirs would burn away, rendering them without effect.


 

Low Density Tier

 

The most unpredictable and volatile of the three tiers. This variant of Boomsteel is quite light in comparison to its others; it could be similar to a somewhat heavier titanium in regards to weight. It's durability and strength aren't too impressive however; being the most brittle of the three types of Boomsteel. It would be quite ineffective for armaments, as it can likely shatter with enough force from a blunt object. The malleability is the easiest of the tiers. While it still may be somewhat difficult for forging with, it can be shaped into almost anything with enough patience. Despite its light density, it has low conductivity.

It can't contain much electricity, or even heat; and a large amount of it would only result in the metal expelling it all at once, creating a concussive shrapnel blast. Its volatile effects can be extremely unpredictable. The shrapnel blast will be paired with a plume of brilliantly hot flame which covers roughly the same area. Though generally these 'explosions' are concentrated, rather than widespread; and more metal won't result in a larger blast, while having less than a fist-sized amount will result in no effect at all. Obviously, if a blast does occur, the metal will be irreparable; the shrapnel from it wouldn't have much use other than primitive arrowheads. It is capable of producing flames in incredible amounts, though due to how unstable this variant is, only for so long in a near uncontrolled manner. 

 

Redlines

-Very light in weight. Akin to titanium, or roughly half the weight of a standard iron item of the same size.

-These 'explosions' are concentrated, not widespread (5 meters at most). More metal won't result in a larger blast; though smaller than a fist won't have an effect whatsoever. These ‘explosions’ will as well produce a violent plume of flame, igniting flammable material and causing first degree burns on contact.

-Low durability and strength; the most brittle of the three types of Boomsteel. Can shatter with enough force from a blunt object.

-Medium-high malleability; still difficult to forge with, though can be shaped into almost anything with enough patience.

-Low conductivity, and can't contain much energy or heat.

-Can produce flames in manageable amounts, once per combat for three emotes. The flames would be limited to just a couple of inches above the blade’s metal, but would not be as easy to ignite other objects- requiring some effort to ignite flammable material. 


 

Red Lines (Refined Form)
-To refine boomsteel, it must be gathered through an RP node and the item must be ST Signed. The refined item aswell would be ST Signed. 

 

Refining Technique 

Refining Boomsteel is incredibly tough, and often unrewarding to do due to the danger it presents. 

-To heat Boomsteel, one would take the ore and carefully prepare it to be placed within a forge. The temperature must be exceptionally well monitored, with a very gradual rise in heat. Adding Boomsteel too suddenly, or to too hot a forge, would cause it to combust. 

-Boomsteel may be hot forged, warm forged, and cold forged so long as the process is gradual, and not sudden. Using any of these techniques will require most often about 50 °C higher temperatures than typical. 

-Without the added 50 °C, Hot forging would require temperatures of 1000 - 1300 °C, warm forging at 800-1000 °C, and cold forging at a temperature not exceeding a low wood or coal flame. If no heat is used during cold forging, the pressure of the process would cause the Boomsteel to combust. 

-Boomsteel is rather uniform in its forging process besides gradual heating, however often ores harvested from different areas would bear different qualities that the smith would need to be careful of, making minor differences in temperature or time taken to adjust and make the desired product. 

-Boomsteel often will create sparking sounds or sudden “bang”’s that can be startling or offputting. Aswell, if Boomsteel is not properly ventilated when hot-forging or warm-forging, would put off an acrid sulfur smell that would hang in the forge for a significant amount of time. This would cause persistent coughing, labored breathing, and sore throat for some time. 

 

Refining Red Lines

-If hotforging, the smithy must be well ventilated, or have respiratory protection.

-Boomsteel must be gradually and carefully forged with minimal friction or pressure to avoid combustion.

-A low flame of any kind must be used to cold-forge Boomsteel.

- When reforging a pre-existing Boomsteel item, the density of the reclaimed metal may be increased but never decreased.

 

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Purpose (OOC)

Boomsteel is certainly one of the more interesting lore materials well guarded by LT. I am hoping that with this write and reformat (And what criticism it may garner) it can continue under good oversight, and be properly reformatted into acceptance. I worked with Lark to make this piece exceptional, and a good addition to this project. 

 

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1 hour ago, SquakHawk said:

Most built Humans or Elves would struggle in wielding a longsword from this tier; it is possible, though the wielder's swiftness would be obviously hindered. It would be ineffective for bucklers or any sort of light-armoured armaments.

Why though?

 

1 hour ago, SquakHawk said:

-Boomsteel must be gradually and carefully forged with minimal friction or pressure to avoid combustion.

-A low flame of any kind must be used to cold-forge Boomsteel.

These are mutually exclusive. Cold-forging requires the use of mills to shape metal with high pressure.

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1 hour ago, Aethling said:

Why though?

 

These are mutually exclusive. Cold-forging requires the use of mills to shape metal with high pressure.

 

3 hours ago, SquakHawk said:

High Density Tier
The dense variant of refined Boomsteel. The most noticeable trait of this type is its weight.

 

3 hours ago, SquakHawk said:

Heaviest of the three tiers

 

3 hours ago, SquakHawk said:

Toughest and most durable Boomsteel product; it would take a lot for it to see wear.

 

3 hours ago, SquakHawk said:

Most stable Boomsteel alloy; low volatility. Cannot combust or create flames.

Can contain large amounts of heat, which is discharged gradually (similar to conductivity).

 

3 hours ago, SquakHawk said:

weight is a huge factor



cold forging does require mills yes but due to the unique properties of boomsteel being dense, and the intense pressure would not allow it to properly set and cast. The dulled heat allows the metal to normalize and soften with it’s heavily hinted sulfur composition, but not even break the melting point- requiring another great amount of celsius. A great amount of graduation is required to slowly get this metal to work with, being careful, it not exploding. With the heat and softened composition this allows the pressure to be applied oncemore gradually with a bit more laxness to it as the metal is attenuated to it’s new, hotter environment. 

 

3 hours ago, SquakHawk said:

-Without the added 50 °C, Hot forging would require temperatures of 1000 - 1300 °C, warm forging at 800-1000 °C, and cold forging at a temperature not exceeding a low wood or coal flame. If no heat is used during cold forging, the pressure of the process would cause the Boomsteel to combust. 

 

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Im happy to see boomsteel being refined more, this is very well made write up on the metal. +1 

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Thank you for submitting your piece! Your piece is now under review and a reply will be given once a verdict has been reached.

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This lore is pending, you will be sent a forum PM in the next 24 hours with a list of issues that need to be fixed.

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This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly.

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