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[✗] [World Lore] Ruibrium - Mage's Narcotic


JustMeMorgan
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https://www.youtube.com/watch?v=Ze7eweUQI9A

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"My senses tingle, I see colours past what I could imagine and even the stone bricks feel soft to my feet"

 

 

Unrefined

Ruibrium is found as clusters forming deeply rooted in the walls deep within caves. They feed off the atmosphere around its surroundings to slowly grow, absorbing moisture and what could be described as the air itself as those nearby it may notice the dryness of their mouth and tightness of breath. Ruibrium usually grows nearby geothermal activity such as geysers, geothermic vents and hot springs as they sap the humidity to grow. Present within the core of ruibrium crystals is a deep glow of a crimson colouration. If one was to crack open a raw crystal they would find that the centre core is powdery and as if a dust, whereas the outer shell has the same consistencies as obsidian.

 

Spoiler

 

 

Raw Applications

 

Raw Ruibrium crystals are not very useful, they typically can be used as ornaments or in stranger cases crude tools. Orcs have been known to cut out the outer shell of the crystal into shapes for axes and such, forming what could be compared to obsidian tools but of an interesting red colouration that they take a liking to. The dust also when unrefined is mostly useless, often used as a red paint that seemingly glows in dim lights

 

Harvesting Methods

Ruibrium crystals are best 'ripe' when the core of the crystal seems to be glowing at its fullest, this is when the process of the crystal growth has turned the centre into a dust through processes unknown. Although harvesting the crystal is not difficult, taking merely a pickaxe swing to hew it from the rock or smashing it apart with a mace, harvesting the dust in the core can be difficult as if the crystal shell is shattered, the dust may be blown into the air and all attempts of harvesting it rendered pointless less the person has a broom.

 

Harvesting Red Lines

Ruibrium can be harvested from deep caves and player constructed mines, although it does not require ST oversight I'd suggest making locations approved by ST for players to harvest from in roleplay, not requiring ST signing. This gives players the opportunity to go out and look for where the resource is hidden, steal potentially from communities that have constructed mines and businesses and gives a lot of opportunities for the player to just look for it themselves in caves.

 

Players who have constructed ruibrium mines should make it as if a deep mineshaft to find the material, with clear markers to suggest it is ruibrium - such as describing the thin air or arid environment present.

 

Refined Ruibrium

When processed, Ruibrium dust takes on an alluring red and brighter glow, having the consistency of sugar granules or fine sand it becomes much finer than it's original counterpart. 

 

Spoiler

Refined Applications

Processed ruibrium has two properties, depending on the clause of whether or not the individual is attuned or a user of voidal magic. If the individual ingesting the dust either by inhalation or swallowing is a voidal mage of any form (e.g. evocation user), they would find a euphoric experience, typically accompanied by tingling and sensitivity in their extremities and a higher awareness to sunlight - although not uncomfortably, seemingly taking in 'colours and the world' more than they could before. This could for all reasons be considered a high for the users of the arcane.

 

Those not voidally attuned also experience a high, though of a different capacity. Typically they will experience time passing faster and mild hallucinations, seeing shapes and more intense colours in their surroundings. These hallucinations are almost harmless (unless that player is wanting to have a 'bad trip') and cause no physical harm.

 

though not of a similar kind. Typically experiencing time dilation where they may not notice hours pass, appearing to them as only a few minutes, as well as mild hallucinations such as shapes or animals, though typically unless the individual is having a bad trip these will not be hostile in any capacity. 

 

Application Redlines

Processed ruibrium has no combat advantages, be it during or preparing for combat. Individuals cannot intake it to make themselves faster or stronger in any capacity, or force someone else to ingest it to make them more vulnerable. This also applies to circumstances such as spiking someone's food or drink with it to make them weaker

 

Bad trips also cannot be inflicted on a person, this is specifically for their own experience and gives rp opportunities. 

 

 

Processing

To process Ruibrium is quite a simple and easy task, it must firstly be heated in a bowl over steaming water as it seemingly 'activates' the crystals attempt to grow, once the crystals start glowing brightly they are then to be taken off the heat and ground quickly and thoroughly. This process is to be repeated till all the powder is fine and the glow seems to persist even when the dust has cooled down.

 

 

Purpose

Ruibrium has been repurposed into a narcotic, similar to an orc's cactus green but with more value for mages. It gives communities whom revolve around magic to have another thing to use or mayhaps worry about, maybe a drug crisis? Underground drug distributions? Maybe players from other nations will adventure out to find others who possess it, mayhaps some may become addicted to it and become violent if they are refused or prevented access to it.

 

Spoiler

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I'M DOING MY PART +1

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Could use a lore explanation of why it affects mages and non-mages differently

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Rephrasing what I said a sec ago*

14 minutes ago, sam33497 said:

Could use a lore explanation of why it affects mages and non-mages differently

 

 

I fully encourage the idea that players will develop their own headcanon on why it works the way it does, maybe making RP posts on the matter too. I find LotC has way too many pieces of lore that have a set structure on why things are the way they are, of which the normal player would have no reasonable method of gathering that information, such as knowledge that should by now be completely dead because of time, or knowledge out of our hands that could have only been bestowed to us through literal gods and demons. I appreciate and like the idea that we form our own head canons on things, and well if the general population all accepts it as a good canon maybe it does become officialised over time.

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This seems like a nice concept, however im unsure about the orc apart.

 

the only red steel orcs have historically used was bloodsteel, a raguk steel. Which was gatekept in the past and having one come out of nowhere would be quite unusual. 

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6 minutes ago, Jihnyny said:

This seems like a nice concept, however im unsure about the orc apart.

 

the only red steel orcs have historically used was bloodsteel, a raguk steel. Which was gatekept in the past and having one come out of nowhere would be quite unusual. 

 

Orcs using it was merely an example, red flashy crystal looks nice as a weapon. As said it'd be similar to an obsidian weapon, that being a sort of primitive crystalline weapon chipped into shape. An IRL example would be what aztecs have previously used (see below)

https://en.wikipedia.org/wiki/Tecpatl

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32 minutes ago, JustMeMorgan said:

Rephrasing what I said a sec ago*

 

 

I fully encourage the idea that players will develop their own headcanon on why it works the way it does, maybe making RP posts on the matter too. I find LotC has way too many pieces of lore that have a set structure on why things are the way they are, of which the normal player would have no reasonable method of gathering that information, such as knowledge that should by now be completely dead because of time, or knowledge out of our hands that could have only been bestowed to us through literal gods and demons. I appreciate and like the idea that we form our own head canons on things, and well if the general population all accepts it as a good canon maybe it does become officialised over time.

While this is a fair point to make, clarity in lore is far better than obscurity.  It can be written in a manner where characters would need to conduct extensive research to understand it--where they can form their own opinions [or just not be able to research it and form their own myths], but it should still have some mentions as to why it works the way it works.

 

It just helps further establishes its place in the server lore and could potentially open up opportunities for how other pieces of lore on the server could interact with it based on why it does xyz, while also ensuring no one has a crazy take about the lore that goes beyond what's been accepted in the past because of a grey area

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20 minutes ago, UnBaed said:

While this is a fair point to make, clarity in lore is far better than obscurity.  It can be written in a manner where characters would need to conduct extensive research to understand it--where they can form their own opinions [or just not be able to research it and form their own myths], but it should still have some mentions as to why it works the way it works.

 

It just helps further establishes its place in the server lore and could potentially open up opportunities for how other pieces of lore on the server could interact with it based on why it does xyz, while also ensuring no one has a crazy take about the lore that goes beyond what's been accepted in the past because of a grey area

 

 

Although I agree clarity is nice to have, I find that if I establish here and now a clear definitive reason why the crystals work the way they do then it stops any player from being able to discuss or argue their own ideas and reasons. I'll sorta use an analogy (putting in spoiler because it's a lot of text)

Spoiler

Player A and B are talking about a material that drains light and makes anywhere it is dark, player A says it could be the shard of a daemon of shadows. Player B says actually there's no way it could be a shard of a daemon, it must be some sort of spirit of shadows that is trapped in the stone.

 

Neither A or B has a way to permanently prove their theory, and over time, perhaps even events that the staff team feel like doing player A or B eventually gather enough evidence of their reason to make an RP post, this RP post for most people seems believable and thus becomes the normal canon

 

If I was to just simply write my definitive reason on why it works the way it does, player A and B would interact a lot differently.

 

Player A and B are still talking about that material that drains light, but player A believes it how it is written, let's say it is a shard of a fractured daemon, whereas player B believes irp that it is some sort of spirit. Now rather than ever being able to change player A's mind, or in fact making anyone else in the community also go along with this head canon, player B is just ignored and rebuttled because well, in OOC they're wrong and as someone whose seen this stuff over time, if you're wrong about something OOC but your character thinks otherwise, you are just going to be ignored.

 

I'd much prefer to leave my lore open ended, dangerous is not really how I'd describe it. I mean it's just some magical dust that makes wizards high but effects non mages differently, if there are cases where it is abused it can easily be amended. I put faith in the community I'm in to not exploit something just there for roleplay and has quirky, funny or unfortunate effects to people in the world.

 

tl;dr I want to create fun lore with a wide possible applications in rp, from doing lines with your mage buddies, tripping balls within your noble house because you found your father's stash, maybe you're just curious of what it really is and you write a lore post talking about how you found some and what it's like, and maybe a theory you sketch up that people take a liking to.

 

p.s. it's also why I didn't put a stupid list of side affects, I like the idea of people deciding how it'd affect their character themselves, rather than just picking up from a list, I mean if you take constant shrooms it does affect your psyche, if you live every day inhaling the stuff and you go sober what would happen to your character? it's up to them to decide.

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4 minutes ago, JustMeMorgan said:

snip

 

 

 

 

Personally, I feel like even if lore provides a lot of context as to why it does what it does - there is still room for character interpretation and theorizing.  It can even be clarified in the lore that how it works isn't known in RP.

 

If you're concerned that providing background context will discourage players from wanting to form their own headcanons, then I'd personally have a lot of doubt of them forming headcanons on their own.  Lore and narratives on the server are what we make of it, I personally feel like we ought to just encourage players to form more creative perspectives of things on the server--even for some small thing as a drug--and not always rely on lore backstories to always make the narrative for us.  Some people do it already with theories about the void, alchemy, and some other magics.  From my experience as ST, I doubt this would be passed without clarifications being requested

 

Having read through your lore more thoroughly too, I'd personally suggest heightening the effects of the Ruibrium to be something different than cactus green for orcs or a minor hallucinogen [also might want to add a redline that you can't sneak this drug to other characters without them noticing, as well as explaining more how strong/durable weapons and tools of the raw form actually are, and if there's any chance of an overdose]. 

 

If it's meant to be an ST material [with how you mention the nodes], there should be something more special with its properties.

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17 minutes ago, UnBaed said:

snop

 

(making pasta in a mo' so will reply n update later)

 

I agree with the latter paragraph and closing sentence, I'll probably update it to not really require ST oversight, mostly was just me still in an older player mindset on stuff, I'll also try being a bit more definitive and unique compared to cactus green, one reason I like the idea of a non-cactus green narcotic is because cactus green is very typical and thematic towards orcs, having other options that do similar things allows for more diversity, though I will be making it a bit more unique overall.

 

In times of the first para though, as someone whose been a player whose both attempted and seen attempts at forming headcanons that go against the lore narrative they always tend to fizzle out. I don't really want to write up this big cosmic idea of this crystal being a shard of xyz deity of debauchery, having come down in spiritual shards to be consumed by the descendants, a final piece before the aengul fizzled out bla bla bladdy bla I want to inspire people to have ideas and not feel persecuted or reluctant to share or create those ideas because they don't fit in with the forum page narrative of the lore.

 

Think of this as at least a harmless experiment, testing if leaving things as an harmless open narrative is both appreciated and approved by the community, rather than having to lock it into the same 'must require a direct cause and effect explained, with diagrams included' piece of lore. 
 

i guess what I’m tryna say is I just want to make some lore that doesn’t have to be tied down in a pretty bow, just have something that I know I’ll have fun with and many other people can also freely enjoy without persecution or resistance in what they want to do with it

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1 hour ago, JustMeMorgan said:

 

 

Although I agree clarity is nice to have, I find that if I establish here and now a clear definitive reason why the crystals work the way they do then it stops any player from being able to discuss or argue their own ideas and reasons. I'll sorta use an analogy (putting in spoiler because it's a lot of text)

  Reveal hidden contents

Player A and B are talking about a material that drains light and makes anywhere it is dark, player A says it could be the shard of a daemon of shadows. Player B says actually there's no way it could be a shard of a daemon, it must be some sort of spirit of shadows that is trapped in the stone.

 

Neither A or B has a way to permanently prove their theory, and over time, perhaps even events that the staff team feel like doing player A or B eventually gather enough evidence of their reason to make an RP post, this RP post for most people seems believable and thus becomes the normal canon

 

If I was to just simply write my definitive reason on why it works the way it does, player A and B would interact a lot differently.

 

Player A and B are still talking about that material that drains light, but player A believes it how it is written, let's say it is a shard of a fractured daemon, whereas player B believes irp that it is some sort of spirit. Now rather than ever being able to change player A's mind, or in fact making anyone else in the community also go along with this head canon, player B is just ignored and rebuttled because well, in OOC they're wrong and as someone whose seen this stuff over time, if you're wrong about something OOC but your character thinks otherwise, you are just going to be ignored.

 

I'd much prefer to leave my lore open ended, dangerous is not really how I'd describe it. I mean it's just some magical dust that makes wizards high but effects non mages differently, if there are cases where it is abused it can easily be amended. I put faith in the community I'm in to not exploit something just there for roleplay and has quirky, funny or unfortunate effects to people in the world.

 

tl;dr I want to create fun lore with a wide possible applications in rp, from doing lines with your mage buddies, tripping balls within your noble house because you found your father's stash, maybe you're just curious of what it really is and you write a lore post talking about how you found some and what it's like, and maybe a theory you sketch up that people take a liking to.

 

p.s. it's also why I didn't put a stupid list of side affects, I like the idea of people deciding how it'd affect their character themselves, rather than just picking up from a list, I mean if you take constant shrooms it does affect your psyche, if you live every day inhaling the stuff and you go sober what would happen to your character? it's up to them to decide.

 

The closest comparison I can think of is magegold/arcaurum.

 

Like Ruibrium Its a mage material that is ultimately pretty vague as to its inner workings aside from hinting at ‘Lithium’ which has no lore backing. I would only suggest using it as a comparison piece.

 

Magegold ultimately exists freeform and unhindered by red tape, yet is quite different from this submission. 

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5 minutes ago, Luxury said:

 

The closest comparison I can think of is magegold/arcaurum.

 

Like Ruibrium Its a mage material that is ultimately pretty vague as to its inner workings aside from hinting at ‘Lithium’ which has no lore backing. I would only suggest using it as a comparison piece.

 

Magegold ultimately exists freeform and unhindered by red tape, yet is quite different from this submission. 

 

I'm checking out magegold now and it does look like an awesome comparison to what I'm trying to convey, I'll probably use some of it's detailing to help build up this lore too (mostly for redlines and whatnot) so thank you for drawing the comparison!

Redlines also updated to further prevent use in combat or preparing to attack someone!

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Well written and all, but to me it just looks like Krugamine with extra steps

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