The King Of The Moon 5119 Popular Post Share Posted June 1, 2020 The Core Processes of Alchemy In the creation of all alchemical products, alchemists rely upon symbols - sometimes prefixed with signs - as their catalogue of ingredients, which when extracted from substances found in botany and elsewhere are combined atop a base to describe the intended creation. More information on signs and symbols can be found here: Whilst all material matter is composed of some combination of the signs and symbols, they are only made manifest to a useful extent in a select few substances - known otherwise as reagents. These circumstances allow for the representations of said substances to be observed, studied, and measured under scrutiny from any journeyman or higher skilled alchemist, allowing for the alchemist to employ them masterfully in their material art. Identification Signs and symbols must be identified in reagents before extraction. When not able to simply be told of the signs and symbols contained in a reagent, an alchemist may inspect it closely to determine what properties a material has, and how they may be used. Spoiler An alchemist may identify sign and symbol quantities within reagents by examining the material up close, often by means of an ocular apparatus or other examining device. With this, they may cross reference their current knowledge of the material script and the manifestation of alchemical signs and symbols present in the substance. The process would likely require a dedicated lab or study in which the alchemist could focus upon their work. As one progresses into mastery of alchemy, the process also becomes far less arduous. Whilst a saint’s day will be required of a journeyman alchemist to decode all of the signs and symbols in a new material, masterful alchemists will only require a number of hours. This process requires at least novice-level of expertise, meaning that most apprentice alchemists will learn the signs and symbols associated with base reagents from their teachers. In the case of attempting to reverse concoct a potion in order to deduce its alchemical makeup, the alchemist must be of at least Tier Three proficiency, and must obtain the potion through roleplay. They must then study the potion over the course of one IRL day. - An alchemist must have an accepted feat application to perform Identification. - Alchemists may identify all signs and symbols present within reagents. - Tier One and higher alchemists with a developed understanding of the material alphabet can successfully conduct identification. - Whilst it is not expected that this entire timespan be spent roleplaying out the investigations, the time gating still applies in the sense that only one new item can be made usable for extraction every 12 hours at Tier One, every 6 hours at Tier Two, and every 2 hours at Tier Three. - Discerning a potion’s alchemical components is limited to common-tier potions. Rare potions and recipes must still be learnt under an alchemist who is aware of their composition. - Attempts to identify potion recipes without proper instruction on the use of identification will be considered metagaming and may leave the alchemist liable to punishment. Extraction The key to utilising signs and symbols is to draw them out of their reagent via extraction. There are five methods through which this can be achieved, relating to the desired sign prefix upon a symbol. Spoiler Particular methods of extraction are necessary to draw out particular elemental prefixes. Only reagents with the sign of fire - such as Drake’s Tail - could have its symbols extracted through the respective fire process. Should the alchemist apply the improper method of extraction, the procured symbols will not have a prefix, and though this does not render them completely useless, they cannot be applied as an elementally-prefixed symbol (i.e. Earth: Rigidity). Mundane/Aether Method To extract symbols with no prefix, or alternatively the Aether prefix, the solid material in question needs to be shredded then ground down with a mortar and pestle (or an aurum pestle for aether symbols) before finally being saturated with aqua vitae. Liquid materials will be mixed with aqua vitae instead (using an aurum ladle for aether symbols). This boggy concoction should then be filtered and boiled until only powder(s) remains, which can then be separated and identified as purified counts of the desired symbol. Fire Method To extract symbols with the fire prefix, the alchemist must dry or otherwise dehydrate the reagent in question. Once this is accomplished, the alchemist may cut, crush, or otherwise shred the reagent into pieces until it achieves a similar consistency to that of sawdust. This ground matter must then be set alight until it is reduced to ash. The fire-prefixed symbols may then be identified and tediously picked out from the ash in their respective increments. Earth Method To extract a symbol with the earth prefix, the alchemist must first cut, crush, or otherwise grind the reagent before placing it within a mortar and pestle, along with a half-ratio of salt equivalent to the reagent’s own quantity. Then, by grinding and mixing the two together, the alchemist would be left with a rather dull powder, with the salt itself mixed in. The salt should first be separated by sieving, which would leave the alchemist only with the remnant symbols. Water Method To extract a symbol with the water prefix, the reagent, if solid, should be soaked with distilled water in its raw form. Once completely soaked, it may be crushed and shredded until it no longer seems as a ‘solid’ material and is more alike to a heavy mush. Liquid reagents, alternatively, may simply be mixed with the distilled water to achieve this. Once the reagent has been prepared in this fashion, it may be poured thinly over a dish, allowing the solution to evaporate gradually over the course of a narrative day; leaving the respective powdered symbols of the reagent. Air Method To extract a symbol with the air prefix, the alchemist must proceed similarly to how they extracted fire symbols; that being the drying or dehydration of the reagent. Once the reagent has been dried, it may then be crushed, shredded, or otherwise shaved until it is ground down to a thick powder. The air should then be placed within a container or other small space, before being compressed, decompressed, and blown through bellows. This would leave a thin remnant powder which can then be tediously separated into the reagent’s respective symbols. -Whilst it is not mandatory for extraction to be RPd out for every symbol (and sign prefix), the processes must all be demonstrated at least once per student, as well as on an alchemist's TA. - Extracted signs and symbols have no raw effects on their own whatsoever. - Signs and symbols may only be extracted from designated alchemical reagents. You cannot extract symbols from mundane materials (i.e. dirt, iron, etc.) unless lore were to say otherwise. Mixing The primary use of alchemy; to concoct and create potions which bear a plethora of effects. The creation of potion is performed through the process of Mixing - that is, the addition of signs or symbols to a base. Often, various additional steps will be necessary to unlock further potency in the final creation - varying from product to product. Spoiler Once the alchemist has extracted the necessary signs and symbols from the reagents, they may add the concentrated symbols to the recipe. Almost any solid or liquid may range as the base for the concoction, depending on what the recipe demands; whether that may be blood, water, lard, aqua vitae, or even ground bones and black bile. In some instances, this process requires the creation steps to be performed in a certain order, whereas others may still be done haphazardly and will end up with the same result. Should one not follow the necessary order of steps when it is called for, they may end up ruining the potion, or worse. Brewing potions requires a lab or other workspace in which the alchemist is able to perform their work with full focus and easy-access to materials. Though there is no explicit requirement for what a lab should have, it should possess basic alchemical equipment; such as alembics, distillers, and other tools/mechanisms necessary for mixing and extracting symbols. Roleplaying this application of alchemy may be done alone, or when in the presence of other individuals. Though the alchemist does not need to roleplay the extraction of each and every single symbol used in the creation of the potion, they still should be able to display some knowledge and use of particular extraction applications in the roleplay provided. - An alchemist must have an accepted feat application to create potions. - Player-signed potions should be signed by the alchemist player that made them. - Alchemists are limited to the lore signage of three potions a day, in accordance with ST rules. - All potions, whether needing ST signage or not, must have a valid mechanical item with an in-roleplay description of the potion, as well as its effects/mechanics. - Players are expected to provide the reagent items they have extracted upon creating a potion. - Players are expected to provide screenshots of roleplay involved in the creation of a potion. - Upon the use or consumption of a potion, the alchemist or player is obliged to dispose of it. Failure to do this is considered powergaming and may leave one liable to consequence. -Mixing is mandatory for the creation of all items in alchemy. -Alchemists meaning to conduct processes will require some form of representation for all necessary components to the aforementioned, whether this be a complex toolkit of items or a constructed lab. -An alchemy feat is required to conduct all processes. The Core Reagents of Alchemy ‘Reagents’ are an umbrella term in alchemy, referring to materials that contain potent enough measures of signs and symbols for use in alchemical processes, be they botanical or otherwise. Blood Spoiler Sign(s): Air Symbol(s): Life x3 Growth x2 Agility x1 Appearance: A thin red liquid. Location: Contained within the circulatory systems of all descendants. Harvesting: Blood can be harvested directly from the circulatory system, a single measure easily being pulled from the veins without causing lasting damage to the host. Alternatively three measures can be drawn from the liver or heart of a descendant, should they be removed. Raw Effect(s): If not coagulated into gelatinous scabs, blood when freshly drawn and preserved at low temperatures above freezing can be used in transfusions between two descendants of the same race to counter bloodloss. Blood also contains genus, a potent substance that tethers the descendant body to its soul blueprint via its manapool. When removed from this cycle, genus is quickly corroded and lost, rendering the arcane properties of blood inert. Redlines: -All reagents must be gathered through roleplay. -Blood from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects. -Blood transfusions can only be carried out between descendants of the same races, that being humans with humans, elves with elves, dwarves with dwarves, orcs with orcs. -Genus will decay and be lost to blood after one narrative day or three OOC hours (whichever comes first) following its host’s death or removal from said host’s body (again, whichever comes first). -The use of genus is intrinsically tied with blood magic and genus cannot be identified or utilised without additional lore. Yellow Bile Spoiler Sign(s): Fire Symbol(s): Life x3 Swiftness x2 Rage x1 Appearance: An acidic yellow or green liquid. Location: Contained within the stomach and spleen of all descendants. Harvesting: Yellow bile can be harvested directly as stomach acids amongst vomit, a single measure easily being pulled from bile without causing lasting damage to the host. Alternatively three measures can be drawn from the stomach or gall bladder of a descendant, should they be removed. Raw Effect(s): An essential part of the digestive system, bile and stomach acids are used to break down food for the extraction of nutrients in the descendant body. Outside of descendants it is mildly acidic, causing irritation to the skin and weakening saturated food that would otherwise be fit for consumption. Beyond this the smell of yellow bile will stir up immense discomfort amongst descendants, potentially inducing vomiting. Redlines: -All reagents must be gathered through roleplay. -Bile from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects. Black Bile Spoiler Sign(s): Earth Symbol(s): Death x3 Reduction x2 Impediment x1 Appearance: Hard buildups of dried bile that take on dark hues akin to stones. Location: Contained within the gallbladder and kidneys of descendants. Harvesting: Black bile can be passed naturally as gall and kidney stones, easily being collected without causing lasting damage to the host. Alternatively three measures can be drawn from the kidneys or gall bladder of a descendant, should they be removed. Raw Effect(s): Black bile has no significant raw effects. Redlines: -All reagents must be gathered through roleplay. -Bile from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects. Phlegm Spoiler Sign(s): Water Symbol(s): Death x3 Slowness x2 Peace x1 Appearance: A thick mucus, ranging in colour from green to yellow and brown. Location: Contained within the throat, sinuses and lungs of descendants. Harvesting: Phlegm can be harvested directly from the nose and throat of descendants, a single measure easily being pulled from bile without causing lasting damage to the host. Alternatively three measures can be drawn from a lung of a descendant, should they be removed. Raw Effect(s): A sticky, viscous liquid. Flegm is an umbrella term for mucus, snot and saliva. Redlines: -All reagents must be gathered through roleplay. -Phlegm from animals and non descendant creatures is considerably less potent and cannot be utilised for the same signs, symbols and raw effects. Mana Spoiler Sign(s): Aether Air Symbol(s): Purity x3 Balance x3 Peace x2 Appearance: A turquoise liquid of oily consistency that faintly glows. Location: From charged gems and the ethereal mana pools of mages when made manifest, mana can be extracted and made manifest as a liquid essence and sometimes generated in the world through an irregularity of magic in some areas. Harvesting: Liquid essence is mana in a raw and liquefied form, hidden within all, or generated by mages with abundant mana pools. Through concentration mana can be pulled from one’s mana pool and conjured as a tangible liquid. Raw Effect(s): On its own, liquid mana has few properties. Whilst some creatures can consume it for sustenance, it has minimal effect on most descendants. If one was to sip standard liquid essence, from either a mage or a natural occurring pool, they would find that it is tasteless, doing nothing but inducing a surreal sensation as the energy courses through their bodies. Liquid mana can alternatively be used to fuel enchantments, with one count providing equal energy to a mana gem. Redlines: -All reagents must be gathered through roleplay. -Liquid mana will not offer any sustenance or tangible benefit to descendants without separate lore. -Liquid mana will be depleted like burning oil when used to power enchantments, with one count equaling the energy value of a managem and requiring the same level of exertion to charge. -Liquid mana is only obtainable through conjuring by those whose lore specifies mana usage. -Liquid mana can be collected at the rate of 1 count per tier of mage. This does not stack with multiple magics. Utilising all 5 counts (or whatever the mage’s tier is) makes them unable to cast spells for 6 hours IRL whilst they recover. Lifeforce Spoiler Sign(s): Aether Fire Symbol(s): Life x4 Dark x3 Blindness x3 Separation x2 Appearance: A silky smooth, milk-colored fluid with the consistency of coagulated blood. Location: Raw lifeforce itself, reaped from the dead or living in the form of mutilated appendages, blood, and otherwise salvaged parts, is utilized in varying ways by necromancers, but notably in their alchemic craft where it is given form as ‘liquid’ lifeforce. Harvesting: Liquid lifeforce is extracted by adept necromancers and congealed, typically stolen from unsuspecting victims through the Rite of Draining. Raw Effect(s): Though it doesn’t do anything beneficial on its own, it is possible to drink liquid lifeforce which then results in a highly addictive warmth blanketing the person. Liquid lifeforce appears as a milky white, semi-coagulated substance. Redlines: -All reagents must be gathered through roleplay. -Liquid Lifeforce is only obtainable through Necromancy’s Rite of Draining. Redstone Spoiler Sign(s): Aether Earth Symbol(s): Vigour x3 Instability x3 Rage x2 Appearance: A sandy red powder that will shimmer faintly upon touch. Location: Redstone is scattered across the deep places of the world, in veins and great pits underground. Harvesting: Redstone is mined like salt, flaked from large composite chunks into granular measures. Raw Effect(s): Liquid mana which has dried and crystallized over the course of millenia or by ancient releases of energy, redstone is depleted of its energy for the mostpart and acts as a reactive catalyst capable of triggering movement and the release of light in equivalent terms to the energy input into it, immediately released other clusters of redstone dust in its immediate radius, in a manner akin to magnetic and electrical pulses. Redlines: -Redstone must be represented by its mechanical item counterpart, redstone dust. -32 redstone dust is required to yield the symbols and signs of redstone. -Light from redstone will never exceed that of natural firelight. -The raw effects of redstone beyond light are exclusively represented by what can be achieved with minecraft’s mechanical redstone and must be represented by these blocks accordingly. -Redstone is depleted of its energy, meaning any attempts to utilise redstone in RP further than mechanical standards will require approved lore. Ectoplasm Spoiler Sign(s): Aether Water Symbol(s): Death x4 Light x3 Clarity x3 Connection x2 Appearance: A translucent sludge, echoing the aura colour of whichever phantom or mystic created it. Location: Ectoplasm is a ghostmatter; the combination of lifeforce and mana that makes up all phantoms, as well as the spells weaved by mystics. Harvesting: Ectoplasm, whilst usually incorporeal, can be split from its source by the rites of mysticism or other means of severing such as the use of aurum tools and weaponry. Whilst ectoplasm will usually disperse into a thin cloud of lifeforce shortly after severance (as the mana binding it is depleted), if hastily stored in an aurum container the odd matter will eventually fall inert, becoming a slime-like plasma that can be physically interacted with. Raw Effect(s): Whilst no potent uses can be extracted from inert ectoplasm, it is interestingly weightless to the point where it will float or hover wherever it is directed, only stopping when it comes into contact with physical barriers. The colour of ectoplasm will also shift to match the aura of whoever last physically handled it. Redlines: -All reagents must be gathered through roleplay. -Ectoplasm is only obtainable via severance from spectres, destroyed menhir or the rites of mysticism. -Ectoplasm can be collected at the rate of 1 count per tier 2 liturgies of Mysticism, using a far more costly version of the ‘hindering’ spell on an empty aurum container. Utilising all 3 counts (or whatever best correlates to their number of liturgy slots, being rounded down where there is an odd number) leaves Mystics unable to utilise those liturgies as if they had been used for spells. A total of 3 counts can be harvested from slain phantoms – ghosts and gravens – whilst a total of 6 counts can be harvested from slain paleknights or wights. A count proportional to liturgies used can also be harvested from apparitions and menhir. -Reagents pertaining to the body have no further tangible effects on bodily processes or medical treatments than described. -Reagents may only be utilized in craft of player-signed potions, and may not be utilized for ST-Signed Alchemy. 32 Link to post Share on other sites More sharing options...
Sorcerio 4595 Share Posted June 1, 2020 Oh what fun roleplaying the collecting of these reagents will be... 4 Link to post Share on other sites More sharing options...
The King Of The Moon 5119 Author Share Posted June 1, 2020 4 minutes ago, Sorcerio said: Oh what fun roleplaying the collecting of these reagents will be... I came I saw I balanced some humours 1 Link to post Share on other sites More sharing options...
Gustando 1453 Share Posted June 1, 2020 Lookin’ spiffy chief. Link to post Share on other sites More sharing options...
Man of Respect 5430 Share Posted June 1, 2020 How do i start roleplaying as an alchemist? Do i need to take stuff from someone else or can I pretend that i know some stuff/everything? Link to post Share on other sites More sharing options...
saint swag 2438 Share Posted June 1, 2020 all this **** good as fk 1 Link to post Share on other sites More sharing options...
Somersetting 304 Share Posted June 1, 2020 Having redstone be that powerful of a reagant feels like it cheapens it... Considering that the stack of blocks in my e-chest now equals 576 earth and aether signs. Perhaps this could be changed to something found in nodes? Idk what would be good. Also, I 100% want to make a humorist doctor now. Gonna look at some kid that clearly has an arrow in his chest and say “Ah he’s got too much yellow bile ya see!” Link to post Share on other sites More sharing options...
The King Of The Moon 5119 Author Share Posted June 1, 2020 2 hours ago, Stalistena said: Having redstone be that powerful of a reagant feels like it cheapens it... Considering that the stack of blocks in my e-chest now equals 576 earth and aether signs. Perhaps this could be changed to something found in nodes? Idk what would be good. Also, I 100% want to make a humorist doctor now. Gonna look at some kid that clearly has an arrow in his chest and say “Ah he’s got too much yellow bile ya see!” Maybe I’ll change the amount needed for alchemy use to 32 instead of 1, since that raises a good argument. I’m hesitant to rely on nodes for obtaining redstone as minecraft items aren’t really restrictable behind lore, and an alternative to redstone isn’t ideal either as redstone is already used in other areas of alchemy lore like Animati and Macro Animii. Link to post Share on other sites More sharing options...
Somersetting 304 Share Posted June 1, 2020 2 hours ago, The King Of The Moon said: Maybe I’ll change the amount needed for alchemy use to 32 instead of 1, since that raises a good argument. I’m hesitant to rely on nodes for obtaining redstone as minecraft items aren’t really restrictable behind lore, and an alternative to redstone isn’t ideal either as redstone is already used in other areas of alchemy lore like Animati and Macro Animii. Was moreso thinking of having some kind of ‘pure redstone’ or something be a nodal resource. Though so long as its fine that those symbols will be absurdly common. 1 Link to post Share on other sites More sharing options...
Riftblade 849 Share Posted June 2, 2020 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. Link to post Share on other sites More sharing options...
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