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  1. The Ents of the Forests OOC Disclaimer; With this rewrite, ents will no longer be a playable creature. This is because it made no sense to be a playable creature. It requires intense knowledge of not only the world, but druidic history. As a playable creature, they’re extremely restricted, difficult to play, and simply unappealing. Instead, they will be restricted exclusively to events, and player events (with LT permission) only. Any and all current personas with an ‘ent’ tag are to be abandoned, and the creature passed on to the active lore holder (who will then pass it on to LT), or the LT management. The ent rewrite is inspired from the original lore done by YifengZhong (Song Druid Arik). The section on ‘entlings’ is a written version of an unwritten lore piece that has existed through druidism for years; often being described as ‘smaller ents that druids can summon’. Enjoy the read! Story "The silence.. The echoing silence of that forest makes you go mad." (Lumberjack, 1498) The aged lumberjack set out through the deep forests. Dawn light piercing through the orange canopies. Each step beneath his boots ringing a ‘crunch’ from the stray twigs and brush. The nature around was quiet and melodic. The faintest buzzes sounding from luminescent blue beetles that scoured branches in search of a home. The grizzled dwarf hoisted the lumber axe atop his shoulder. His calloused hands running against the bark of some trees. Though the deeper he delved into the forest, the more curious his pace became. The trees were different. Not malformed, or misshapen. Just different. He felt eyes upon him with every move, though he did not hesitate; he was armed after all. The air around felt thick, and the light fading from above as he was met only with guidance from the glowing insects. It wasn’t long until this lumberjack spotted a small clearing. The thick canopy still blockading the light. Though through his years he had never seen such a tree. Magnificent in stature, and ancient. Despite the moss and vines hanging from its form it showed no sign of weathering. The dwarf stepped forward, palm pressed firmly to the hardened bark as he grinned ear to ear. The potential in this. The gold he could make from this material. Nature grew almost completely silent around the dwarf, eerily so. Though Urguan’s greed overwhelmed his senses, and instead he heaved the axe up. His shoulders straightened, and the axe pulled back on his right. He gritted his teeth as he forcefully sent his form towards the tree’s centermost area with the axe in tow. Though he was not met with what he had expected. A loud ‘ring’ echoed the deep forest. Metallic shards soaring past his widened eyes as the axe’s iron head had completely shattered. The only mark left in the tree being a small indent. A deep thrummed groan escaped the isolated tree. The soil dropping beneath it as it begun to move slothfully. The dwarf had fallen onto his rear, scrambling backwards as his large eyes lifted to the goliath of a moving tree. He witnessed the vines and leaves dropping from a face-like figure, forming a beard of sorts. The leafy canopy overhead dropping akin to a mane against its back. The rooted arms erupted from the earth as it begun to pull its form upwards. The trunk-like legs stepping out from the hole it was once in. The dawn light beamed down past its figure as the canopy was broken. And soon enough, green fire-like orbs flared to life within the sockets of the ent’s face as it stared down to the fallen dwarf. “Greetings.. Child .. of .. Urguan.” Scribed by Wisteria Druid Renn. Written by (Murlocs). Creation The scarce ents are considered the offspring of great Elder Trees. Only to be called when the Elder Trees deem them necessary. Or as a way to vocalize the stories of time. It is uncommon to even see an ent, let alone behold its creation. When the Elder Tree deems itself in need of a guardian, it will go into a state of similar to hibernation. A dormant state that makes even the strongest of winds create not a single sound from the elder’s leaves. As time passes, years at a time, signs of nature flourish around the site. Animals and fae creatures alike gather, drawn into the natural energies that thrive within the area. Fauna and flora alike flourish as they indulge in “... the presence of the Aspects themselves.” (Lost Druid, 1434). When the time is finally right, and the Elder Tree has named its matured sentient successor, nature stills and lulls into absolute silence. The earth around the base of the tree falls loose as a creature of unimaginable size, strength, and wisdom is conceived, growing thereafter. This creature being the ent of the forests. Nature rejoicing at such a miraculous event. Appearance "Monstrous beasts- beings, I should say. Though they show some .. similarities." (Unknown, ???) Ents are enormous sentient beings made from the elderwood of their tree. They generally share distinct humanoid features, though replaced with materials of the forest. Such as a beard of grass or leaves, arms and legs woven from entwined roots and trunks, and so on. They represent nature, and share striking similarities with the trees that surround them; they can easily be mistaken for a tree themselves if one does not have a keen eye. They will often feature a glowing set of orbs where their eyes would commonly be, and faint green mist surrounding it. With each slow movement, they would creak similar to a tree swaying. Most ents can be seen around heights of 50 to 55 ft (though there have been exceptions). The weight of an ent approximately at this height would be around 13 to 15 tons. This can be dependent on age, and the conditions of the Elder Tree that sprouted it. The size of an ent is unparalleled by any other natural creature, and makes them formidable opponents to anyone senseless enough to challenge the otherwise passive beings. Language Ents are known to be quite sluggish. Their worn elderwood frame and large stature comes at a price of unwilling slothful movement. These great beings of the forests are able to speak in any language they so desire (with exceptions of ‘darker’ or more unknown tongues). However, their voices come across as slow, elongated, and deep. Described as a ‘deep, throat-like thrum’ with each and every syllable as they ponder over words for extended periods. As they are wise, they are also naive of mortal time, and tend to take a bit too long with speaking. These guardians are able to communicate with one another and, in comparison to their normal speech, can do so with swift ease. The ents do this by rustling their leaves and offering subtle physical gestures to express their ancient language. Each Elder Tree is knowledgeable on this language, and passes it on to their guardian. Traits The ents of the forest are as wise as they are immortal. Said to be the Keepers of Time, or even the Bastions of Knowledge. They stem from the eldest of druidic trees, and contain wisdom unparalleled by most. With this, they have learned that they best persist and survive through a passive nature. A life of peace, tranquility, and observing through the countless millennia they exist for. However, when an ent’s Elder Tree, themselves, or the area that they swore to protect is put under danger they show no restraint to attempt in erasing the threat. And they do so effectively, being able to challenge most without any trouble. But it is rare to see these beings resort to any level of violence. The ents’ personality matches that of one who has witnessed both the whimsical wonders of life, but also the atrocities committed. Despite this, they are slow to anger or even irritate. They may show sympathy, mercy, or sometimes even distaste. They will never speak concisely, and treat most situations without haste. Though each of these creatures may differ in their approaches. Each elder ent will have a specific appearance or set of traits that define them. Such as some being conceived from a cherry tree, others wearing features like a beard, mane, or even differing in the shape of a body. They are also characterized by name, usually of ancient druidic origin, and the region of both themselves as their Elder Tree. Ents are not common knowledge. Their existence is legend and myth to most. Their locations even moreso as a majority of their time they spend idle, existing identical to a tree. However, they cannot travel too far from the tree that conceived them due to their oath of protection; this is limited to (500 blocks), with the exception that masterful druids may influence them to leave their post temporarily. Elder Trees are extremely uncommon, and within one continent there will only exist a couple or few at any one time - with some notable exceptions. Not all Elder Trees find need to produce an ent of their own either. And so it is only within the deepest of forests or groves, to a select few fortunate individuals that they witness the ancient immortals of the forests. Death, Rebirth, and Corruption As natural as ents are, this also opens them up for corruption. Anything that may affect natural flora may also afflict these creatures. Blight can wither their forms, necromancy can drain them dry, and magics that can turn the wilds wicked may also plague the ents. There have been one or two seen cases of corrupted ents; turning against druids, destroying the wilds, and becoming a machine of chaos. This torment can be healed, though with the severity of their damage they will almost always want to return to the earth instead. Death is possible for an ent, as timeless as they are they are not invincible. Through a number of exploitable weaknesses these creatures can be brought down, most notably being dragon fire. Once the ent has been properly ‘destroyed’ their Elder Tree will wail in distraught and distress. A call heard by all connected druids across the realm. Ents can be reborn, with their memories and all still intact. This process requires the original ent’s body to not be completely destroyed. If there are some remnants that remain, a large tree will grow in place of where the being once was. Through time, this tree will form into the ent again, and resurface from the soil. Entlings "..." (Squashed grove assailant, 1504) Entlings are a simple minded, smaller variety of ents, created by druids themselves (and roleplayed by that creator). The tale stems from druids of the past bringing about these beings in a desperate attempt of defending a grove or otherwise. The process of an Elder Tree awakening an ent requires intense connection to the Aspects over long periods. While a druid is unable to mimic this, they can perform a smaller ritual for an entling to serve a certain purpose. These creatures exist only temporarily due to the constant energy demand, after which they will return to the earth. To create one, a druid must connect to any mature tree. It takes a minimum of four (4) emotes for a Tier 5 druid to perform. This would be: focus, connection, communing, and growing. This ritual can be done also with gift-sharing among druids, hastening the process by reasonable amounts. Entlings are often smaller than spriggans. Their strength can be defined as ‘... the punch of a brute orcish warrior.’ (Lost Druid, 1434). They are more exposed to any type of flame, and cannot use any druidic gifts themselves. These creatures cannot speak, and will only exist to fulfil the purpose they were summoned for (In the case of combat, once the combat concludes they would return to the earth). Once an entling is summoned, they must remain within view distance of their summoner, otherwise they will automagically return to the ground. Their existence requires a druid's focus after the initial summon. This focus does not disable the druid completely, however it will render any further druidic abilities impossible as well as complex physical actions (such as, no advanced fighting, no sprinting or intense climbing, rapid dodging, etcetera - feel free to ask on further situations!). With this mandatory constant connection, a bond is also created between the semi-sentient entling and druid. When the entling is destroyed before completing its task, the druid will feel fatigue upon their physical form until they rest. Redlines Ents are naturally very slow. Their lumbering size and wooden tree body results in sluggish movement. A good reference point is how ‘ents’ are often displayed in movies or TV shows. Ents are extremely rare. It’s near impossible to see one located in an urban area. They are dependent on Elder Trees; which are highly scarce as it is. If an Elder Tree believes it’s needed, an ent would be created. Ents remain only within 500 blocks of their Elder Tree. Only a Tier 5 druid is able to influence them to leave their post temporarily. The creation of an ent takes at least a decade (in roleplay) to completely go through the process. Ents have drawn-out, slow speech. They cannot speak hastily even if needed. They are sworn protectors of their Elder Tree, and will not shy away from combat if their ward is put in danger. While ents cannot be harmed by mundane or even basic fire magics, they will light up a like a torch if met with dragon fire. Voidal magic doesn’t have as much of a destructive effect on them, though with applied force it can be harmful. Ents are exposed to any and all type of magics that affects flora (the natural environment). They may be blighted, drained, and even corrupted. Unless every remnant of an ent is destroyed, they will be reborn. Though this process takes extremely long periods. Druids may summon an entling, from a matured tree, with a minimum of four (4) emotes and are required to be tier five (5). This process can be gift-shared, and will take less time (within reason). Entlings exist to fulfil a certain purpose, which is conceived during the entling’s creation. This task can only relate to serving the Aspects. Once this task is complete, they will find a spot to root and lose their conscious permanently. Entlings require mandatory focus upon them from their druid. This does not disable the druid completely, but will render all druidic abilities impossible (no further communing), and complex physical actions (advanced fighting, sprinting, intense climbing, rapid dodging, etc). Due to a rather simple mind, entlings must stay within viewing distance of their creator. Entlings cannot speak, are vulnerable to any type of fire, and do not possess any magical abilities. Entlings are generally smaller than spriggans, and much weaker than ents. Their strength could be equal to that of an orc. Though no where near an olog. If an entling dies, the druid who summoned it will be taxed physically with fatigue until they rest. The effects of a shared-connection being torn apart forcefully. I’m open to any questions, so feel free to toss it in the comments and I’ll reply the best I’m able to. On top of that, if the lore team requires any changes, removals, or additions to be made to the post then I’m more than willing to work with it.
  2. (Goblin) Boomsteel - Nether's Harvest A raw chunk of boomsteel from an unearthed deposit. [!] Dull and almost silent whistles passed by the defaced, old remains of what once was a bustling uruk encampment. Though one distinct difference could be said about the ruins, for even the most dimwitted observer. Goblin tinkering. Charred remnants of the darkened earth was seen littered amongst the once-inhabited land; the bitter stench of metal still filling the air, despite the many decades that had passed. Sat atop a lonesome, decrepit workbench was a single journal. The only ‘decipherable’ piece atop its crusted cover being the thick grime of dust, mud and filth alike. While the aged lock at its side was difficult to pry open, the worn pages remained somewhat legible, with most containing drawings… [A segment translated from basic blah] “... We set up multiple camps around the northern tundra. The black rock [was] everywhere. It took us years before we were able to harvest and use it. We had to be careful; even small mistakes cost us. The rock would shatter, shards flying at us [with the] wrong swing. ... Boomsteel we called it. It would [ignite and] spark, even more. Making the metal was difficult though. The heating had to be specific and gradual, or it would explode. At first, it cost us. But we made use [of it] with good crafts …” Though throughout the period of these deposits appearing, other races found and made uses of the metal. Adopting traditions and craftsmanship from the methods of past goblin tinkering. Despite the extreme rarity in finding a smith willing to experiment with the boomsteel, some were willing. Mainly including aspiring dwarven smiths, or devout humans to the Creator firm in belief of purifying flames. -- Raw Ore & Metal: An extremely heavy ore notable by its ebony-like hue. Distinguishable from other similarly-coloured veins by the acrid, metallic and sour smell in raw form. In this state, it’s extremely unstable. An added amount of pressure, heat or friction is likely to cause the ore to combust and burst into shards. Some miners of way old had confirmed these ores to sometimes naturally destabilize; whether from shifting earth, or nearby pools of magma deep within the ground. In regions where these deposits are prime, descendants are often warned when spelunking. The dark-hued refined metal, if done correctly (see ‘Refining & Crafting’ below), shares similar traits to its raw stage though somewhat more stabilized. Despite whatever may be done when refining, the metal still retains its sizeable weight. It’s said to be extremely ineffective for armour plating or chains; due to not only its density, but its volatile properties. Simple smiths didn’t see much use of the metal; though the more creative types experimented. A majority of these were at the hand of goblin engineering. An example of this use was utilizing the instability of the metal to allow it to combust by applying friction; creating heavy, yet semi-effective flaming weaponry. Whether that be arrowheads, or blades. A small, drawn chunk of the raw ore. -- Deposits & Harvesting: Historic literature of the goblin engineers in past times told of this resource coming in abundance beneath cold earth. For this reason, most mining sites for the mineral were set up around vast tundras or ever-frozen riverbeds. While the ore’s presence is seemingly more sparse compared to what old writings told, it is still possible to find larger deposits. Rich locations of these deposits exhibit a few oddities that allow miners to track the boomsteel ore. The distinguishable smell detailed above; being an acrid, sour stench when delving into caves. A pitch-black dust will also seem quite plentiful near these locations; either aboveground or within the caves. This dust, while not explosive, can make for lasting tinder. Another known oddity is the rough terrain above where deposits are likely to be located. Fractured ebony stone jutting upwards alongside littered fragments of flint. While not every location has this feature, it’s more than likely to find a deposit beneath the odd shift in terrain. Movements in the earth below cause rough friction and pressure on the ore; often causing it to rupture upwards. Found near low temperatures. I.e: Tundras, mountain peaks, frozen riverbeds, etc. The smell of this ore is described to be an acrid, sour stench. A pitch-black dust can be found near deposits of the boomsteel; this dust wouldn’t be explosive, but can work as tinder. A deformation in the terrain can indicate a rich deposit below. Fractured, darkened stones jutting upwards with nearby shards of flint. A reference picture as to how the fractured, protruding stones may look. Credits to Whimsy for the picture. Accurate depiction of ancient goblins venturing through the snow lands to harvest boomsteel. Credits to Jolly .. for the above picture. -- Refining & Crafting: The refining process of the goblin boomsteel is not only tedious, but at times dangerous as well. An ill-tempered ingot can be far too unstable, and often times results in a sizeable shrapnel explosion. The refining process of the metal plays a huge part in the effects behind the finished product; minute changes in the forging practice can lead to major differences. Whether that’s a more unstable product, allowing easier combustion at the cost of durability; or a stabilized version, allowing sharper and more defined equipment at the cost of reduced effects and weight differences. The goblin boomsteel requires a much more precise process of forging. For it to be malleable, it must be heated to a high temperature like most other metals. However, this temperature must be achieved through a gradual rise in heat; rather than immediately engulfing it. This ensures the raw properties stay intact, and the metal doesn’t burst. Hot-forging, warm-forging and cold-forging are all achievable with the boomsteel. Though it does require the initial process of gradual heat for any type of those applications, and craftsmen will find that most chunks they work with the metal will require an added 50 °C to their techniques. Hot-forging being 1000 °C to 1300 °C, warm-forging at 800 °C to 1000 °C, and cold-forging can be achieved through only a minor application of heat such as a dulled flame. If this flame isn’t used, the density of the metal will allow next to no tolerances when cold-forging. When hammering and tempering the metal, extreme care must be used. Each source of the ore tends to have minor differences. The blacksmith must ensure he’s aware of these differences, as it will make him know whether he’ll need more or less strength in hammering; or, more or less heat and cooling when tempering. Other than that, it follows the same properties of working with steel. It’s not uncommon to find that when working with the goblin boomsteel, despite how careful the craftsman is, minor sparks can offer a sudden ‘bang!’ While the small explosion won’t cause immediate harm to the product or blacksmith, it can still add an extra worry when using this metal. Minor changes in forgery practice can lead to major differences (Creativity is allowed to the blacksmith). For it to achieve a malleable state, it must be heated through a gradual rise in temperature. Not doing this will most definitely lead to a volatile result. Some chunks of the boomsteel may be different to others; and may require a variation in hammering and tempering. Often, when working with the metal, minor bangs of sparks can occur; from the volatile energy. An ancient Dwarven smith experimenting with the properties of boomsteel. -- Alloys: Creating mixed alloys from the goblin boomsteel can be a rather risky process. It’s compatible with most metals around its density. Though, when creating a mixed alloy with the boomsteel and a less dense metal, the volatile effects and instability of the alloy will increase (dependent on the density of the lighter metal, of course). Most results from this will yield an alloy capable of completely engulfing in flame; though at a severe cost of durability and wear. If the craftsman were to go too far, it’s possible the mixed alloy can simply explode if given enough pressure, or heat. On the other end, when using a more dense metal than the goblin boomsteel, the effects become more stabilized. Still dependent on what type of denser metal is used, the mixed alloy will often spark and show embers rather than combusting like its former state. The alloy would contain the heat, rather than expel it. The usefulness of this is dependent on the craftsman; though it can range anywhere from shields with the ability to create immense heat, to cookware molded from the dense, mixed alloy. Mixing a less dense / lighter metal with the boomsteel, will yield a more unstable alloy, with more volatile effects, less weight, but at the severe cost of durability. Mixing a more dense / heavier metal with the boomsteel, will create a more stabilized alloy. While heavier, this will contain the heated reactions. An average ingot of boomsteel; to display the simple coloration. -- Durability & Wear: There are three styles of refined boomsteel, when mixed into different alloys. These 'tiers', while having roughly the same theme of boomsteel properties, vary in a number of factors. These include: weight, strength, malleability, durability, density, volatility, and conductivity. However, these tiers are based on their density; ranging from a low density boomsteel product, to a medium, and finally to a high density boomsteel product. High Density Tier (Heavy) The dense variant of refined boomsteel. The most noticeable trait of this type is its weight. 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. 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). Although, it's still capable of creating sparks & small embers. Heaviest of the three tiers (most Humans and Elves would struggle in wielding a blade made from this type). Toughest and most durable boomsteel product; it would take a lot for it to wear. Low malleability, and high conductivity; it will contain energy and expel it gradually. Most stable boomsteel alloy; low volatility. Can't 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 enough energy; friction, pressure, heat, etc. Medium Density Tier (Stable) The basic tier of refined boomsteel, or mixed alloys with roughly the same density. While most races (excluding halflings and anything around that size; racist I know) would be able to wield an average piece produced at this density, it is still rather heavy and can be hindering. 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. An average product of refined boomsteel alloy (at this density), would only be able to produce flames eight (8) times before it would require repairing. Sparks and small embers (excluding the flash of sparks) don't count towards the wearing. Most races would be able to wield an average medium-tier density product, though it would still be rather heavy and hindering. 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. Capable of producing flames (or sudden flashes of sparks), but is only limited to eight (8) of these effects; before repairing is required. Low Density Tier (Volatile) 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. When the concussive shrapnel blast occurs, it'll have the chance to be coupled with discharged flames (Toss in a 50/50 roll for it). Though generally these 'explosions' are concentrated, rather than widespread; and more metal won't result in a larger blast, while having too small 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 manageable amounts, though due to how brittle this variant is, this can only occur three (3) times. Light in weight. Think a somewhat heavier titanium. 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 create a concussive shrapnel blast, which has a (50/50) chance of being coupled with discharged flames. These 'explosions' are concentrated, not widespread (2 meters at best). More metal won't result in a larger blast; though too small won't have an effect. Can produce flames in manageable amounts; though the brittleness only allows this to occur three (3) times. An accurate example of Medium-Tier boomsteel, and the effects of applied friction. -- Red Lines: When mining the ore through roleplay, care must be acknowledged. Without following this, it’s more than likely miners would be injured due to the shattering and combusting bursts of shards. (See ‘Raw Ore & Metal’). The density and weight of the metal must be roleplayed correctly (See 'Durability & Wear'). It is heavy; even for a well-built, trained human. (I’d also like to avoid numbers, so think a thicker variant of steel). When refining the metal, creativity is left to the blacksmith. However, the instability & heating process must be followed. (See ‘Refining & Crafting’). Besides, it adds more to the roleplay rather than /whack ingot. The flame & heat produced by the metal (when given manual energy; i.e: friction, pressure, etc) is completely natural; meaning, it is able to be utilised by a shaman, able to be extinguished by anything capable, and can set fire to other flammable objects. Properties of the goblin boomsteel must be roleplayed correctly, dependent on the 'type' of product. (See 'Durability & Wear'). Conductivity can play as a weakness to medium-tier & low-tier boomsteel densities, and must be roleplayed correctly. (See 'Durability & Wear'). -- Goblin Origin & Implementation: I feel the goblin playerbase, or culture & race in general doesn’t receive enough light. In the past, I’ve had a goblin myself and tried to expand upon that roleplay. Though I couldn’t maintain a steady schedule with it, and eventually had to drop it. I feel the concept of LotC’s goblins has an incredible amount of potential. And that’s why I wish to expand upon the history of the race, add a more exciting and rich element to it that may encourage more players to give it a shot. If this is accepted, it’ll be implemented through the use of events; assisted by the Event Team. This will allow a more dynamic approach to experience a potentially enjoyable story while adding more to smithing and crafting roleplay. With the added benefit of possible loot! I plan to submit upon more goblin-orientated pieces throughout the year, and I hope it’ll be enjoyable for roleplay. Though just because these feature goblin origins, doesn’t mean it’s just for them! This lore, and all future pieces will be available to all races; it’s just how you approach it. To add on to that, I also plan on submitting more metallurgy lore centered around smithing roleplay; I feel there aren’t enough customized ore & metals to play around with currently. I hope it’s something people will look forward to! -- FAQ Q: 'Can't these be used for bombs?' - BNK A: Both yes and no; it would be a shrapnel bomb if anything. In its refined state, you could combine it with a lighter metal to create an extremely unstable, mixed alloy. Alternatively, you can use the raw form with its unstable properties. Though these would require a manual trigger to actually charge. Whether that be a fire evocationist, or having to go up close to add friction or heat. In most cases, you'd be injured or killed in the process. Though, the roleplay is open to be dynamic. There could be ways to make safe shrapnel bombs out of it. However, these 'bombs' wouldn't be capable of blowing down stone walls or anything like that. They aren't concussive. Rather, it'd be a burst of heated shards; definitely lethal if you're shoving it against your face. Q: 'Can it be used to make guns?' - Gladuos A: no. Q: 'Can the metal combust permanently?' - Drfate A: Unfortunately, nope! It's not an infinite mana source. However, it may make for a good power source when used in conjunction with thanhium. The heat contained & expelled in the metal is natural combustion. Meaning, the flames exhibited can be extinguished! Though this process drains the durability and wear of the metal. The more volatile it is, the less it'll last. While the more stable alloys can hold a larger durability range. And, to actually 'charge' in the first place would require manual effort. To maintain this heat (unless the metal has combusted, in which case it'll act as a normal flame), this manual effort would need to be maintained also. Somewhat like rubbing your hands together to generate friction heat. Q: 'Certain number of uses?' - Drfate A: I tend to dislike numbers, though I think it might be best to add specifics behind the combustion & explosive properties. I'll outline it under Red Lines & an extra sub-section dubbed 'Durability & Wear' when I wake up. Then, I'll update this section of the FAQ! Q: 'What was meant in the 'Small changes in the forging process can lead to major differences' section?' - Rammer A: The forging process when working with this metal is extremely dangerous. The metal itself is unpredictable. An idea would be to have the successful smiths publish details on the practice perhaps! However, a lot of the roleplay is left to the player; some of the details are listed in the 'Alloys' section, though the rest is left semi vague. To give a couple examples to what was meant, if the smith were to increase the forging heat in a non-linear manner (something sporadic), then it's highly likely the end result would be either shrapnel going everywhere, or an extremely brittle alloy; which would be ineffective for weaponry. Another example would be if the smith repeated the forging stages a few times over, or mixed the alloy with a more dense material, then the volatile effects of the metal would be incredibly reduced. And the weight increased. Though in exchange, it would allow for a more predictable and stabilised product. -- Change Log (All in spoilers) 1.0.x 1.1.x -- Think about it, flaming shields & bolts- swords and the best of all being cooking pots. ohboy. Also, sorry for the really bad formatting. I don't know what looks good. Have this song as compensation, I listened to this while writing. It's good.
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