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The King Of The Moon

[✓] [Alchemy Addition] Infernal Alchemy

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The Transmutation Pentacle, drawn in witchtallow and marked with the names of the five zor’rokul in Ilzakarn, as well as the five elemental signs and‘creation’ in the Material Alphabet.

 

Zevirit Gagaht - Infernal Alchemy


Infernal alchemy is the occult practice of manipulating matter by taboo amalgamations of the material plane’s resources and those of Moz Strimoza. Often associated with witchcraft and demonology, the practice involves an odd fusion of processes between the worldly alchemical and ritual conjurings of malflame.


Processes


Much of infernal alchemy is achieved through the application of the forgotten arts of blood magic and naztherak, in the beckoning of malflame from the hellscape that is Moz Strimoza. 

 

Both infernal alchemical processes are achieved by the use of either ¼ of a descendant’s blood or witchtallow in drawing the Transmutation Pentacle: Its outer points bearing the titles of the zar’rokul Pentacle in Ilzakarn (the chaotic tongue of the inferis), naming Velkuzat the Goat, Drazhana the Bat, Kiiztria the Snake, Kholidav the Crow and Zathairn the Black Cat. Between the two pentagons at the star’s centre, then, are listed the five elements using the material alphabet (the ancient runes of the veil), invoking Water, Earth, Fire, Air and Aether before finally adding the mark of Creation in the star’s centre. Transmutation Pentacles can be used for the following processes:

 

Rakir Hultar - Rakir Bleeding

Spoiler

The infernal alchemical practice of devouring living creatures for the creation of rakir, a concentrated liquid form of maleus used as ink in many unsavoury practices. 

Rakir is achieved by carving the mark of draining into the flesh of a living creature before killing it and placing it into a cauldron (or other suitable container) at the pentacle’s centre. 


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Whilst in its death throes, rakir will rapidly bleed from the rune upon the creature until only dust remains of it, at which point it will vanish in a puff of malflame, what remains of its soul being snatched by the zar’rokul. 

 

Ankh Rokodra - Rokodra Forging

Spoiler

The infernal alchemical practice of creating a forge capable of both transmuting brimstone into rokodra, as well as sculpting and reshaping preexisting rokodra. 
 

This is achieved by calling forth malflame from the bowels of Moz Strimoza, by means of offering rakir for a member of the pentacle to consume, returning the favour by casting a ‘torch’ (“roghazk”) or ‘forge’ (“rovuth”) shape of malflame that will transform the brimstone into rokodra. It is believed this practice coupled with the hellish nature of Moz Strimoza is what first inspired priests of the canon to coin the term ‘fire and brimstone’ in describing Iblees’ domain. 
 

It is using similar methods that rokodra is forged, utilising rakir to fuel the infernal bellows of the transmutation pentacle and annealing the metal for reshaping at a nearby anvil. 


Reagents

Rakir

Spoiler

Sign(s): 

 

Aether
Water

 

Symbol(s): 

 

Chaos x4
Death x3
Burning x2
Separation x2

 

Appearance: 

 

An inky substance.

 

Location: 

 

Concentrated measures of the warped soul essence that is ‘maleus’, as well as the bloodstreams of infernal creatures.

 

Harvesting: 

 

See above process: Rakir Hultar - Rakir Bleeding. Alternative means of obtaining rakir are to be outlined in their respective lore pieces.

 

Raw Effect(s): 

 

On its own rakir functions similarly to ink, staining papery surfaces with ease and maintaining an inchorous consistency. It is for this mundane use that malefic conjurers primarily seek the substance, in the making of their grimoires and summoning circles. 

The liquid also serves as a potent fuel for malflame, sought out like ambrosia by inferis - addicted to its high concentration of maleus - and is often used as the closest thing to a currency in the High Hells.

 

Redlines: 

-Rakir possesses no magical qualities beyond serving as an addictive substance to infernal creatures. Further uses must be outlined in separate lore pieces. 
-Rakir obtained using the aforementioned ‘Rakir Hultar - Rakir Bleeding’ process will require a living sacrifice, exchanged at the following rates:
    -Insects, snails, worms and other similarly sized creatures are inconsequential.
    -Two mouse, robin or shrew sized creatures will provide one count of rakir.
    -One rat to mole sized creature will provide a one count of rakir.
    -One cat to lamb sized creature will provide two counts of rakir.
    -One dog to ram sized creature will provide three counts of rakir. 
    -One llama to bear sized creatures (as well as wonks) will provide four counts of rakir.
    -One player descendant or humanoid ca (excluding wonks) will provide five counts of rakir.


Rokodra

Spoiler

Sign(s): 
 

Aether
Earth

 

Symbol(s): 
 

Freezing x4
Coldness x3
Light x2
Connection x2
Strength x1

 

Appearance: 
 

Generally a dark, cold, subdued grey-blue metal. 
 

Location: 
 

Where Moz Strimoza is a patchwork abomination of a plane, dense and layered, it acts as a natural Cistern to stagnate inferis blood within, a substance as elemental as water to the point of replacing it -- the High Hells filled with flowing rivers and rain of blood -- which seeps through the scorching earth to coagulate deep in the rock and congeal into a powdery clot-like ore in veins throughout the underground. Mined and dredged by inferis slaves and refined by zar’kiel metallurgists, rokodra is the product of the furnaces of the High Hells shaped only by the tongues of malflame. 
 

Harvesting: 
 

See above process: Ankh Rokodra - Rokodra Forging. Alternative means of utilising rokodra are to be outlined in their respective lore pieces.
 

Raw Effect(s): 
 

This material has the quality of ferrum but bears numerous unique qualities which thus makes it quite valuable to the zar’rokul who lord over the warbands they outfit with this metal; they do not give it up so easily.
 

Rokodra, once refined and crafted into solid metal, resists all heat. It is bizarrely chilled to the touch and can even cause skin to go numb if held or touched for longer than a minute for non-inferis; mortals who wear rokodra armor often layer leather beneath. Because rokodra is immune to the effects of heat it can withstand any amount of incineration and torching, including flame and heat conjured by lesser dragonkin and their heralds, unable to be torched into pieces or forged by a normal blacksmith. Instead, rokodra responds to malflame as though it were an intense fire, beings capable of casting superior forms of malflame can achieve heating and shaping, necessary for its forging into weapons, armor, and tools.
 

What makes rokodra metal so useful regarding inferni is that since it is borne of the inferis, blood turned steel, it persists with them through summoning. The great demon lords of the High Hells outfit their elite inferis with suits and armaments of rokodra which, when banished and summoned once again, come armed and ready to serve. So too may rokodra ‘activate’ through rakir inscriptions in Ilzakarn upon the metal, ridges seething and exuding fettered, light-warping exhaust colored after the malflame of the scribe as an auxiliary effect and is often used by the zar’rokul and other greater inferis to mark their legions for easy identification. This occurs when fresh inferis blood touches the metal or when malflame is present within a meter of the rokodra, however naztherak may will this coloring into existence too.
 

Lastly, rokodra has a unique property with inscribed rakir in that it may bind inferis spirits to its metal, creating effects appropriate to the class and type of the inferis used. MArts may be made to create malflame and infernal-bound weapons, armor, or tools of any creative variety.
 

Redlines: 

-Rokodra will numb skin to the point of uselessness after one minute of physical touch. In this regard Rokodra is useless without sufficient protection of leather or thicker materials between it and skin.
-Rokodra has the same strength, weight and durability as iron.
-Rokodra obtained using the aforementioned ‘Ankh Rokodra - Rokodra Forging’ process will require rakir to fuel the faux forge, which will make preexisting rokodra malleable for reshaping at the expenditure of one count of rakir, or can transmute brimstone into rokodra, exchanged at the following rates:
    -One count of rakir with proportional brimstone will create sufficient rokodra for a single knife, hand tool, three bolts/arrows or similarly sized object.
    -Two counts of rakir with proportional brimstone will create sufficient rokodra for a single shortsword, hatchet, goblet or similarly sized object.
    -Three counts of rakir with proportional brimstone will create sufficient rokodra for any single one handed weapon, helmet, set of gauntlets or similarly sized object.
    -Four counts of rakir with proportional brimstone will create sufficient rokodra for any single two handed weapon, fullbody mail or similarly sized objects.
    -Five counts of rakir with proportional brimstone will create sufficient rokodra for any single suit of armour, tower shield or similarly sized objects.

 

Brimstone

Spoiler

Sign(s): 

 

Fire

 

Symbol(s): 

 

Burning x3
Slowness x2
Impediment x2
Weakness x1
Blindness x1

 

Appearance: 

 

A dull yellow mineral, usually perceived crystalline hunks of rock.

 

Location: 

 

Commonly found near springs and volcanic regions. It also covers much of the top soil in Moz Strimoza.

 

Harvesting: 

 

Brimstone is mined like any other rock, usually flaking off into dry clouds and mounds of dust.

 

Raw Effect(s): 

 

Brimstone (otherwise known as sulfur) is a low toxicity mineral that can act as an essential nutrient to plants when embedded into soil, though it acts as a lethal poison to rodents, insects and fungi in small doses with larger doses still behaving in a similar manner for most animals. 

Mostly harmless to descendants, brimstone in its dust form can cause irritation to the skin and eyes and induce coughing when inhaled along with intestinal pain after consumption. 

 

When set alight, brimstone will melt into a viscous dark red liquid before burning slowly until charred and when mixed with water outside of alchemical processes, brimstone will produce sulfuric acid.

 

Redlines: 

 

-Brimstone, whilst based on IRL ‘sulfur’ does not share all of its qualities. The uses of brimstone do not exceed what is outlined in ‘raw effects’.
-When applied to eyes, brimstone will cause no damage more severe than temporary stinging and blurring of vision immediately following contact, lasting for one narrative hour (though these effects will apply more severely to animals and can be worsened/ lengthened in descendants if the victim OOCly sees fit). 
-When applied to skin, brimstone will cause no damage more severe than rashes and irritation.
-Descendants who consume brimstone will experience no damage more severe than sickness and intestinal pain, lasting for one narrative day (though these effects will apply more severely to animals and can be worsened/ lengthened in descendants if the victim OOCly sees fit). 
-Inhaling brimstone will cause no damage more severe than throat, nasal and lung based inflammation at worst causing one to cough up blood, lasting for one narrative hour (though these effects will apply more severely to animals and can be worsened/ lengthened in descendants if the victim OOCly sees fit).

 

Eye of Newt

Spoiler

Sign(s): 

 

Air

 

Symbol(s): 

 

Light x3
Clarity x3

 

Appearance: 

 

The eyeball of a salamander. 

 

Location: 

 

The eye sockets of any salamander.

 

Harvesting: 

 

Plucked from the eye sockets of a salamander, ideally without mercy.

 

Raw Effect(s): 

 

Eye of Newt offers no significant raw effects.

 

Redlines: 

 

-It’s just an eyeball. Don’t take no genius to not abuse eyeballs.

 

Tongue of Wonk

Spoiler

Sign(s): 

 

Water

 

Symbol(s): 
 
Growth x3
Connection x2
Silence x2

 

Appearance: 

 

The severed tongue of a wonk. 

 

Location: 

 

The mouth of an adult wonk.

 

Harvesting: 

 

Cut from the mouth of a wonk, ideally without mercy.

 

Raw Effect(s): 

 

Tongue of Wonk offers no significant raw effects.

 

Redlines: 

 

-It’s just a tongue. Don’t take no genius to not abuse tongues.
-Must be obtained from a player character with an accepted Wonk CA.
-In the event Wonks are soft or hard shelved, Tongue of Wonk will be obtainable from toads and frogs.

 

Tail of Kha

Spoiler

Sign(s): 

 

Earth

 

Symbol(s): 

 

Agility x3
Grace x2
Swiftness x2

 

Appearance: 

 

The severed tail of a kharajyr.

 

Location: 

 

The business end of a kharajyr. 

 

Harvesting: 

 

Cut from the rear of a kharajyr, ideally without mercy.

 

Raw Effect(s): 

 

Tail of Kha offers no significant raw effects.

 

Redlines: 

 

-It’s just a tail. Don’t take no genius to not abuse tails.
-Must be obtained from a player character with an accepted Kharajyr CA.
-In the event Kharajyr are soft or hard shelved, Tail of Kha will be obtainable from cats and dogs.

 

Fist of Hou

Spoiler

Sign(s): 

 

Earth

 

Symbol(s): 

 

Rage x3
Courage x2
Strength x2

 

Appearance: 

 

The severed hand of a hou-zi.

 

Location: 

 

Below the wrists of a hou-zi. 

 

Harvesting: 

 

Cut from the arm of a hou-zi, ideally without mercy.

 

Raw Effect(s): 

 

Fist of Hou offers no significant raw effects.

 

Redlines: 

 

-It’s just a hand. Don’t take no genius to not abuse hands.
-Must be obtained from a player character with an accepted Hou-zi CA.
-In the event Hou-zi are soft or hard shelved, Fist of Hou will be obtainable from apes and monkeys.


Recipes

Witchtallow

Spoiler

Brief Description:


A firm mass of dark beige wax.
 
Recipe: 


Lard (base)
Rakir x1
Blood x¼ of a descendant’s
Connection x2
Instability x2
Rigidity x2

 

Creation (Optional, only if it requires a specific process):


Begin the process of rendering the lard by heating it at a low temperature until liquid.
Add 1 count of connection and mix in rakir thereafter.
Add 1 count of connection and mix in blood thereafter until the mix is near black.
Add 1 count of instability then bring the mix to boil.
Once evaporation begins add 1 count of stability then mix whilst boiling.
Wait until all liquid has boiled away and only a solid mass remains, then add 2 counts of rigidity and remove heat whilst kneading.
Leave to cool for five minutes whilst assuming a dark beige colour.

 

Effects:


Witchtallow is a waxy substance unique in its ability to preserve the genus from fresh blood, proving instrumental in the drawing of the Transmutation Pentacle amongst other ritualistic diagrams tied with the infernal and the rites of blood magic.

 

Witchtallow can also be dried and powdered for mixing with water to create faux blood, unlocking its genus potential for use in blood magic.

 

Redlines:


-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), meaning blood older than this cannot be used in making witchtallow.
-Witchtallow will only preserve an equal amount of genus to ¼ of what a descendant produces (a ‘moderate’ living sacrifice in pale blood magic). Extracting this blood will also deprive that person of all bodily genus, taking a full OOC day to recover.
-A full count of witchtallow will be destroyed if used to create faux blood. Genus unlocked in faux blood will also start to decay at the normal rate.
-One count of witchtallow will offer five ‘uses’, either acting as a reagent in recipes or used to draw a Transmutation Pentacle.
-Witchtallow possesses no magical qualities beyond its genus preservation and the creation of the Transmutation Pentacle. Further uses must be outlined in separate lore. 


Siegsmund’s Candles

Spoiler

Brief Description:


 “And to ye Sons of Harren I admonish: There is no refuge from the sight of GOD. For He sees all things, and no sin is hidden before him, even in the darkest realms.” 
–To the Harrenites, from the Scroll of the Spirit, given to We the Faithful by the Exalted Prophet Owyn.

 

Siegmund’s Candles was in its time the pride of the Church Militant. First crafted by the Knights of the Black Sepulcher in days of yore, it was said to grant congregations the sight of the Prophet Siegmund himself, celebrated and burnt in swinging thuribles during mass to ward evil spirits from town chapels and city cathedrals, whilst carried as candles or wax coatings by crusaders, that sought to keep the damned at bay in their wars for God. Its existence was long doubted by alchemists and clergymen alike, as any record of how it was initially made seemed lost in the catacombs of the Library of Johannesburg, when the city was laid waste to by mad Emperor Phillip’s thannhium wrath. 

Lost, that is, until one grave-robbing alchemist during their travels was able to pry one a journal from the cold grasp of a Marked Man belonging to the school of the Ox, who’s unfortunate end had come at the hands of a Flugle in the swamps of southern Cunyuan. Preserved in the bog, the journal was written in an odd mix of Flexio, the Material Alphabet and Cathanese, taking some years to translate. Finally, decades later, this artefact of Canonist wisdom would be returned to use.

 

Recipe:


-Witchwax (base)
-Rigidity x2
-Death x3
-Connection x2
-Light x2
-Dash of Descendant Ashes x1
(The ashes of any cremated descendant will suffice: be it a leper’s amputated leg or a witch burned at the stake. A ‘dash’ of ashes equates that remaining from a burnt limb or head, with the torso offering two measures if cremated properly. an urn containing the ashes of an entire person would therefore permit 7 dashes appropriate for 7 Siegmund’s Candles)

 

Creation (Optional, only if it requires a specific process)


-All symbols must be ground into separate powders using aurum tools or a polished marble mortar and pestle. These tools are not necessary for the harvesting or storage of regents beforehand, however.
-The witchwax base must be added to an aurum or marble bowl, equating one candle’s worth of lard.
-The two light symbols ought to be mixed into the base, causing it to take on a pinkish-red colour.
-All steps henceforth must be carried out away from sunlight. Direct exposure to sunlight will cause the mixture in any of the following states to quickly burn up, strangely leaving no mark or damage on surfaces (or individuals) the flame touches.
-The first death symbol should be mixed in, then until the earlier colour is replaced with a dull grey.
-The first symbol of rigidity , and the first symbol of connection, should be added at the same time - within three second of each other, to be precise - and stirred together (pre-stirring these symbols to add as one will not work) until the concoction turns a brilliant white.
-The second symbol of death, followed by a dash of descendant ashes, and third symbol of death should be added then mixed in rapid succession, with no more than ten seconds between each addition. This, if done correctly, will turn the mixture into a soggy vantablack mush. If done incorrectly, the mixture will instantly harden become a useless grey block and be put to waste.
-Finally the second symbol of rigidity must be added, reverting the mixture back to its earlier grey colour. 
-At this point, the mixture must be kept in relative darkness until the later hours of the night, where it must be positioned before dawn so that it might be hit by light from the rising sun. Should this be done properly, the mixture will dry and harden into a malleable wax fit for a candlewick if a base of lard is used, or dry and powder into an incense if a base of distilled water is used.

 

Effects:


Whilst the wax candle is being physically handled, beings made from (or containing, as Mystics do) ectoplasm will forcefully gleam, causing their ghostly forms to shine and be unveiled, instantly ceasing once touch has been broken. 
 
The main use for the incense or wax, however, comes from ignition. When burnt, vapours provoke sources of nearby ectoplasm and cause it to gleam. Mystics and phantoms will feel inclined to avoid it as if physically repelled, a gentle force tugging at their minds with the suggestion to get as far from the burning candle as possible. This can be ignored should any of these creatures be inclined to remain near, though would eventually force them to gleam brightly and create a visible aura over objects and people they are possessing or hiding within, though they will not be otherwise weakened. 

The effect upon ectoplasm across the phantom spectrum - from menhirs to polygeists within hexed objects - are for the most part the same: causing it to ripple and feel repelled before going to gleam and shine regardless of its host’s will. This interestingly affects Mystic’s ‘Deadbreath’ spell, which is flimsy and ill maintained by contrast to solid bodies of ectoplasm, causing it to be unfurled and dispelled in a lit candle’s range or cut through by Siegsmund’s Candle wax like butter..
  
Siegmund’s Candles will slowly burn across a concentrated area (5 blocks in every direction from the candle) for thirty narrative minutes, before another would need to be lit. 
Ectoplasm caught in its vapour will then be subject to the above mentioned effects, causing ectoplasm to gleam if kept within range for 2 emotes after ignition (or thirty narrative seconds); the effects if applied on a spectre past this point will linger for two narrative minutes following the ectoplasm’s departure from the Candle’s range, preventing phantoms from using their ‘fading’ ability in this timespan and resetting should the ectoplasm return within said range before the two narrative minutes are up. 

 

Redlines:


-The vapour exhumed from Siegmund's Candles is transparent, rendering them useless for the purpose of smoke screens/ smoke bombs.
-The effects of Siegmund's Incense and Siegmund’s Candles upon ectoplasm are restricted solely to immediate discomfort before gleaming exposure with ectoplasm after two emotes following the candle’s ignition(or thirty narrative seconds). Ectoplasm will not be inherently damaged or disrupted, merely made to shine.
-Whilst physical contact between the wax and ectoplasm will cause it to gleam instantaneously, being inside the candle’s lit candle’s range within the first 30 narrative seconds (or two emotes) after ignition, will give phantoms and mystics an inherent feeling of unease; it is the job of whoever is RPing the Candle or Incense to ensure spectre and mystic players are informed. 
-Ectoplasm forced to gleam will always continue to do so for two narrative minutes, or longer if kept in contact with the wax or in a lit candle’s range.
-Unfinished mixtures will burn up in sunlight, and produce heat as regular flame, but strangely not cause damage to people or objects, making it nigh impossible to weaponize and only practical as a deterrent or party trick.
-Eating or trying to directly smoke  Siegmund’s Candles will offer no benefits, nutritional or otherwise.
-The vapour candles will take two emotes or thirty narrative seconds after being lit to fill their range, spreading five blocks out in every direction.
-Tier three.

 

Beguiling Brew

Spoiler

Brief Description:

 

Misunderstood by many as the ‘love potion’, and often peddled as such by malign alchemists. 

 

The bedeviling brew is said to have first been discovered by a witch bound to the service of Velkuzat, the Goat, though her efforts were thwarted by a rival mistress from the harem of Drazhana, the Bat; what was meant to behave as a charming tonic - to make one enamoured with another descendant - was instead twisted into an elixir of frightful obsession, anxiety and paranoia.
 
Recipe:


-Red wine (base)
-Witchtallow x1
 -Connection x6
-Instability x3
-(Fire) Burning x2
 
Effects:

 

The beguiling brew looks, tastes and smells identical to red wine, though has lost all of its alcoholic properties. 

 

When ingested in full, the victim of the brew will be subject to an unhealthy obsession with the first subject to catch their attention, though this is not to be mistaken with ‘love’. 

 

The potion in layman's terms causes one to develop a chronic fixation with either the specific subject spotted or associations with the subject (such as its style of dress, culture, tone of speech and so on) for better or worse. 

 

The interest caused by beguiling brew will always spiral down one of two paths: 

 

The first is an unhealthy desire to possess, control or (in extreme cases) become the subject fixated upon. Idolisating to the point of insanity, victims of the brew will never be able to resist spying on, stalking, stealing from and hoarding the attention of their chosen subject or its associations, breaking into fits of rage and even full on homicidal rampages whenever their obsession is obstructed, even if by the subject in question. There are countless tales of wiley noblemen that have misunderstood this potion, in most cases ending with their skin being worn by a crazed lady of the court.

 

The second is the complete inverse, where the victim of the brew will treat the subject in question as if they were under the influence of the aforedescribed effects. Deluded past logic and reason, the victim of the brew will convince themselves that the subject is obsessed with (and usually out to get) them, devolving into paranoia and anxiety around some sort of conspiracy with the subject they first lay eyes upon at the helm. This can lead to the victim propagating falsehoods about the subject or its associations, and in extreme cases has been known to cause faux backlash against the subject, such as seeking to ‘put a stop to its misdeeds once and for all’.
 
Redlines:


-OOC consent is required of the victim before consuming the brew, so as to ensure the potion is properly understood and will only be used by those enthusiastic to do so (being that mental effects are far less objective than physical, and ‘forcing’ an individual to RP mental effects they have no interest in roleplaying would also be fruitless).
-With the exception of violent outbursts as described above, the beguiling brew in no way encourages physical advances towards the obsessed over subject.
-The subject obsessed over (for better or worse) does not necessarily have to be a descendant or even living creature. It is not uncommon for people to develop fixations on or phobias of inanimate objects in this regard. This is left to the roleplayer’s discretion.
-A full measure of the beguiling brew must be drunk by the victim for its effects to take hold. 
-Tier two.

 

Sprog’s Elixir

Spoiler

Brief Description:

 

For years natural philosophers have decoded and scryed the endless symbols and signs of the material, searching for a potion far more powerful than any alchemist’s fire, far more enduring than any klone and far more functional than the afflicted symbiote. The Elixir of Life, rumoured to grant immortality to any daring enough to drink it. Liquid eternity, time in a bottle, the death of the universe at one’s anticipation… It was one such human alchemist thought to have come closest to uncovering this fabled treasure: an Elixir potent enough to reverse someone’s outward age, to restore youth to the old… To undo the Betrayer’s curse of mortality upon the children of Horen. 

 

Or so he believed, until he died from Alzheimer's disease at eighty three... and some upstart elven chemist stole his recipes. 

 

It was this botched concoction he named the Sprog’s Elixir out of his distaste for children. 


Recipe:

 

-Lard/ Undistilled Water 
-Rakir
-Life, x1
-Vigour x1
-Heat x2
-Swiftness x2
-Babyteeth from a human child, x2
-Bones of a Rabbit (or Hare), x2

 

Creation (Optional, only if it requires a specific process):

 

-All symbols, as well as the baby teeth and rabbit (or hare) bones, must be ground into separate powders using a mortar and pestle 
-The base must be used to fill a cauldron halfway with the rakir mixed in, having pre-measured for the rest of the ingredients to make up the second half (note, double the volume would be required in the case of an undistilled water base as opposed to a lard base).
-The base must then be heated above an open flame until beginning to fry (if lard) or boil (if undistilled water).
-Heat should be added and stirred until no longer visible.
-Vigour should then be added and stirred until no longer visible.
-Life should then be added at the same time as the ground baby teeth, and stirred until the elixir turns white.
-The bones should then be mixed in along with swiftness until no longer visible.
-All heat should then be removed from the cauldron, allowing the mixture to rapidly cool and thicken (if undistilled water is used) or solidify into a fatty paste (if lard is used).

 

Effects:

 

When applied as a paste the Sprog’s Elixir acts as an anti-aging lotion, causing skin and certain areas to plumpen, blush, dimple and clear wherever applied. Noses and ears will shrink and bald. Eyes become bright, clear and (with thick application) change to a brilliant blue. The elixir will also cause pre-existing scalp hair to re-colour, soften and (with thick application of the Elixir) eventually thin out to that of an infant, whilst also causing pre-existing facial hair to re-colour, soften and (with thick application) recede entirely.

 

The elixir can also be applied to the teeth to cause brightening, whilst thick application can cause them to fall out and be replaced with new sets entirely, whilst drinking the elixir will give the added effect of fresh vocal chords to maintain the illusion of a youthful tone of voice, whilst thick application can induce loss of coherent speech bar infantile babbling. It should be noted that all changes brought on by the Sprog’s Elixir are skin-deep, however, and will only serve the purpose of causing accelerated de-aging in an aesthetic manner.

 

Whilst it certainly has the potential for malicious use, the Sprog’s Elixir would not function as a sort of poison to afflcited one with Asthma, Croup, Mumps or other age-related illnesses. Similarly, beneath the guise of faux young age the user’s organs, muscles and mind would still behave as healthily and effectively as they had prior to the elixir.  

 

The key difference noted in use of the base is concentration. Using water as a base will provide double the amount of the elixir, at half the effectiveness, and the inverse when using lard as a base. A quart jar filled with a lard-base of the elixir will be much thicker, and have the potential to deage areas it has been applied to up to 150 years, though this jar would only be able to cover the hands, head, mouth (excluding vocal chords) and neck of a subject. Using the same ingredients, but replacing the lard with a doubled volume of water would in turn allow for two quart jars to be filled, though each jar would only have the potential to deage areas it has been applied to up to 75 years, though having two quart jars would permit subjects to cover all areas.

 

The effects of the Sprog’s Elixir will linger until the equal measure of years is re-aged using the Fogey’s Elixir. The effects similarly cannot be reversed by mundane, magical or alchemical healing with the exceptions of appearance-altering surgeries physically moving soft and plump flesh.

 

Redlines:

 

-The Elixir will not impact a subject’s lifespan.
-The Elixir cannot positively or negatively impact a subject’s physical or mental health. This includes any and all age-affiliated changes to height, muscle mass, cognitive function or organ efficiency. 
-The Elixir is only capable of causing aesthetic changes bar the potential benefits and detriments to a subject’s skin, teeth and hair.
-The Elixir cannot be reversed by the effects of other skin, hair or dental specific potions. The only cure is the Sprog’s Elixir or intense surgery to literally reconstruct one’s appearance. 
-Years will be ‘subtracted’ in accordance with the lifespan of a subject’s relative race, in accordance with the water/lard quart guidance given above. In this regard, an elderly human would only need to subtract 150 years to achieve an appearance of their minimum old age whilst elderly Orcs and Dwarves would need to subtract up to 500 years for the same effects (which would require more 3 and ⅓ more Elixir), and so on. Elves are the exception to this, experiencing the potion at the same potency as humans and appearing effectively identical to humans when elderly, bar their physical shapes, skin and hair colours and ear shapes. 
-There is no ‘Greater Sprog’s Elixir’ or ‘Lesser Sprog’s Elixir’; potency of the Elixir is determined by its base and how much/ little is applied in accordance with the water/lard quart guidance above.
-This potion has no effect on Frost Witches or Striga. All other creature/ magical/ alchemical means of ‘polymorphing’ to change one’s physical skin, hair, eyes and teeth will still function normally albeit individuals in these circumstances will have their ‘default’ appearance changed in accordance with the elixir. 

-Tier two.

 

Fogey’s Elixir

Spoiler

Brief Description:

 

Bound to the form of a child through a mistake of his studies, and from the late scholar’s notes did this alchemist too conjure up an antidote, or perhaps another brew in its own right, calling it Fogey’s Elixir for his equal hatred of the elderly.

 

Recipe:

 

-Lard/ Undistilled Water
-Rakir
-Death, x1
-Curtailment x1
-Coldness x2
-Swiftness x2
-Grey hair from a human elder, x2
-Shell of a Tortoise (or Turtle), x2

 

Creation (Optional, only if it requires a specific process):

 

-All symbols, as well as the elder hairs and shell of a tortoise (or tutle), must be ground into separate powders using a mortar and pestle 
-The base must be used to fill a cauldron halfway with the rakir mixed in, having pre-measured for the rest of the ingredients to make up the second half (note, double the volume would be required in the case of an undistilled water base as opposed to a lard base).
-The base must then be heated above an open flame until beginning to fry (if lard) or boil (if undistilled water).
-Coldness should be added and stirred until no longer visible.
-Curtailment should then be added and stirred until no longer visible.
-Death should then be added at the same time as the ground grey hairs, and stirred until the elixir turns black.
-The shell should then be mixed in along with swiftness until no longer visible.
-All heat should then be removed from the cauldron, allowing the mixture to rapidly cool and thicken (if undistilled water is used) or solidify into a fatty paste (if lard is used). 

 

Effects:

 

When applied as a paste the Fogey’s Elixir acts as an aging lotion, causing skin and certain areas to sag, wrinkle and develop liver spots wherever applied. Noses and ears to enlarge and bulge whilst sprouting thick grey hair from within. Eyes become yellowed and bloodshot and (with thick application) fade to a complete milky white.

 

The elixir will also cause pre-existing scalp hair to grey and (with thick application of the Elixir) eventually bald, whilst also causing pre-existing facial hair to grey and (with thick application) become matted and frayed. The elixir can also be applied to the teeth to cause wear and yellow staining, whilst thick application can cause them to wear away entirely, whilst drinking the elixir will give the added effect of worn vocal chords to maintain the illusion of an elder tone of voice, whilst thick application can induce loss of voice.

 

It should be noted that all changes brought on by the Fogey Elixir are skin-deep, however, and will only serve the purpose of causing accelerated aging in an aesthetic manner. Whilst it certainly has the potential for malicious use, the Fogey Elixir would not function as a sort of poison to afflicted one with Arthritis, Hemorrhoids, Altzheimers or other age-related illnesses. Similarly, beneath the guise of faux old age the user’s organs, muscles and mind would still behave as healthily and effectively as they had prior to the elixir.  

 

The key difference noted in use of the base is concentration. Using water as a base will provide double the amount of the elixir, at half the effectiveness, and the inverse when using lard as a base. A quart jar filled with a lard-base of the elixir will be much thicker, and have the potential to age areas it has been applied to up to 150 years, though this jar would only be able to cover the hands, head, mouth (excluding vocal chords) and neck of a subject. Using the same ingredients, but replacing the lard with a doubled volume of water would in turn allow for two quart jars to be filled, though each jar would only have the potential to age areas it has been applied to up to 75 years, though having two quart jars would permit subjects to cover all areas.

 

The effects of the Fogey Elixir will linger until the subject surpasses the age they’ve attempted to appear as, or until an equal measure of years is de-aged using the Sprog’s Elixir. The effects of the Fogey Elixir on elves opting to appear any older than 30 will linger (as they will never naturally age past any older than an adulthood) permanently until an equal measure of years is de-aged using the Sprog’s Elixir. The effects similarly cannot be reversed by mundane, magical or alchemical healing with the exceptions of appearance-altering surgeries physically moving wrinkled and sagging flesh.
 
Redlines:

 

-The Elixir will not impact a subject’s lifespan.
-The Elixir cannot positively or negatively impact a subject’s physical or mental health. This includes any and all age-affiliated changes to height, muscle mass, cognitive function or organ efficiency. 
-The Elixir is only capable of causing aesthetic changes, bar changes to teeth or hair.
-The Elixir cannot be reversed by the effects of other skin, hair or dental specific potions. The only cure is the Sprog’s Elixir or intense surgery to literally reconstruct one’s appearance. 
-Years will be ‘added’ in accordance with the lifespan of a subject’s relative race, in accordance with the water/lard quart guidance given above. In this regard, a newborn Human would only need to add 150 years to achieve an appearance of their maximum old age whilst newborn Orcs and Dwarves would need to add up to 500 years for the same effects (which would require more 3 and ⅓ more Elixir), and so on. Elves are the exception to this, experiencing the potion at the same potency as humans and appearing effectively identical to humans when elderly, bar their physical shapes, skin and hair colours and ear shapes. 
-There is no ‘Greater Fogey’s Elixir’ or ‘Lesser Fogey’s Elixir’; potency of the Elixir is determined by its base and how much/ little is applied in accordance with the water/lard quart guidance above.
-This potion has no effect on Frost Witches or Striga. All other creature/ magical/ alchemical means of ‘polymorphing’ to change one’s physical skin, hair, eyes and teeth will still function normally albeit individuals in these circumstances will have their ‘default’ appearance changed in accordance with the elixir. 
-Tier two.

 

Wonksrot

Spoiler

Brief Description:


First dreamed up by a bride of Kholidav, the Crow, with the intent of giving herself and her sisterhood a unique mark of devotion to the infernal lord of pestilence. Wonksrot is known to malform one’s appearance to horrific lengths, and many alchemists speculate is responsible for the idea of ‘green warty witches’ in the imaginations of children.

 

Recipe:


Rakir (base)
Tongue of Wonk
Poison x2
Fear x2
Growth x1


Effects:


Wonksrot is a black, damp smelling liquid easily masked by mixture with dark rum.

 

When consumed in full, individuals will see themselves warped and mutated..  The immediate consequences of Wonksrot are incessant itching and discomfort, followed soon after by nausea. After a narrative hour (or earlier if the victim chooses), vomiting will be induced and veins will rise to the skin with vibrant green shades. 

 

Eventually this coloration spreads, mutating the skin to become slick and amphibious  - becoming sensitive to heat and contact with dry fabrics and secreting sticky mucus - whilst taking on intense green, brown, grey or yellow hues. 

 

After another narrative hour warts, pimples and boils will soon follow suit and hair will become easily matted into dreads, requiring excessive daily maintenance to prevent if not outright shaved off. 

 

Three narrative hours will induce the final stages, where Wonksrot will cause thin strands of skin to grow between the victim’s fingers and toes, making them webbed and unsightly whilst their nails become black and clawlike and their noses become bumpy and elongated. 

 

If left untreated, victims will become stuck with this haggard appearance and become immensely uncomfortable in hot and dry or frigid environments, causing skin to rash and peel in most locations without high humidity and warmth such as caves and swamps.

 

The only known cure for Wonksrot come in two forms:

 

The first, if before the third narrative hour of the poison’s transformation, is to suck Wonksrot free from the person using no less than five leeches, dangerously bleeding them of one third their circulation. 

 

The second, for those past the final stages, will require similar bloodletting with leeches coupled with copious consumption of three Liquid Purifiers, whilst webbing between digits will need to be manually cut from the victim.

 

Redlines:


-Wonksrot must be drunk in full for its effects to take hold.
-Wonksrot cannot be cured by any means other than outlined.
-Besides skin level irritation, Wonksrot has no effect on the overall health or ability of the victim.
-Tier three.


Redlines

 

Spoiler

-All recipes and processes in Infernal Alchemy are considered ‘rare’ and must be taught IC.
-All recipes and processes in Infernal Alchemy require an accepted Alchemy Feat. 
-Knowledge and use of Infernal Alchemy does not equate IC understanding of the Inferis, Moz Strimoza or Ilzakarn past base level assumptions of demonic influence and the occult.


Purpose

 

Spoiler

This lore is largely used to serve as a marriage piece between inferis, blood magic, the material alphabet and alchemical lore. It aims to lay the foundation for more occultist alchemical roleplay outside of necromancy’s ‘black alchemy’ with a specific focus on the aesthetics of witches and warlocks, for which future pieces can build off of.

 

The addition of further reagents also allows for more player-on-player interaction when it comes to collecting reagents for alchemy, whilst also adding more mystical resources like brimstone, rakir and rokodra to tie future alchemy additions and/or MArts into more magic oriented areas of lore.

 

I feel the above also works to preserve older lore once tied with currently magics in a way that can be experienced by a broader spectrum of players, atop adding consistency and some balance tweaking to some of my older alchemic pieces (all of which are currently accepted on their own though I feel fit thematically better beneath the ‘infernal alchemy’ umbrella).


 

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first!!! teeehee, it’s good to be back.

 

i’ll give my thoughts laterrrrrr

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A L C H E M I C   W I T C H C R A F T 

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*jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, awooga awooga sound effect, pulls chain on train whistle that has appeared next to head as steam blows out, slams fists on table, rattling any plates, bowls or silverware, whistles loudly, fireworks shoot from top of head, pants loudly as tongue hangs out of mouth, wipes comically large bead of sweat from forehead, clears throat, straightens tie, combs hair* Ahem, you look very lovely.

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Woah

Edit: I know there’s a Naztherak rewrite majorly finished, or a lot done already. Have you spoken with any involved about this? It could be neat to make sure everyone’s on the same page.

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Witch’s brew witch’s brew

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35 minutes ago, Gladuos said:

Woah

Edit: I know there’s a Naztherak rewrite majorly finished, or a lot done already. Have you spoken with any involved about this? It could be neat to make sure everyone’s on the same page.

This has all been written to add to or lay foundations for future Naztherak and Inferis lore with consistency in mind, the latter I am helping work on myself.

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2 hours ago, The King Of The Moon said:

This has all been written to add to or lay foundations for future Naztherak and Inferis lore with consistency in mind, the latter I am helping work on myself.

Well allright, that’s wicked.

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Sick.

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mordu summons a literal skinwalker that’ll absorb him and take over his minecraft account for drawing fake pentagrams with satanic symbols

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please don’t poach the hou-zi 😔

(I really like this tho haha)

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On 6/14/2020 at 12:07 PM, Luv said:

first!!! teeehee, it’s good to be back.

 

i’ll give my thoughts laterrrrrr

 

Certainly in love with this lore. Miss my Naztherak, but this adds a way to mix elements of both Alchemy and Naztherak while removing anything concrete so that if Naztherak is to return, it can cohesively move in the same direction. Lovely work as usual, Mordu! +1

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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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