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[✓] [Alchemy Addition] Sylvian Alchemy


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-*- Sylvian Alchemy -*-

 

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Welcoming Spring by Bailie
 

-*- The Sylvian Dreams -*-

 

At the intersection of otherworldly being and alchemical knowledge, sometimes strange results can come afoot. Many fae alchemists will find their nights filled with blurred dreams of the Eternal Forest, spritely parties, and wild things. Many alchemists also find themselves fantasizing about alchemical creations specific to their existence, such as an epiphyte cure, permanent pain relief, or corruption cures. While most of these dreams are utter nonsense, a few can produce true results.

 

Redlines

  • No information about the Eternal Forest itself can be gleaned from these visions. Any details are incredibly blurred and hard to remember, as if through the lens of a wild animal. What they do see is still greatly diminished and mixed in with scenes of more earthly nature.

  • Cannot even see the faint glimpses of the forest outside areas of great natural or druidic energy, unless the fae in question is a tier 5 druid.

  • Epiphytes and tree lords that have held a valid CA and a valid Alchemy Fa for more than two ooc weeks are able to self teach all alchemic recipes through dreams, including rare ones.

  • Tree lords must have their minds allowed its full freedom to obtain these recipes.

  • A character may only learn one recipe per ooc week this way.

  • The sylvian dream aesthetics are optional outside dreams that yield these recipes.


 

Fae Ichor

Signs

 

Aether/Water

 

Symbols

 

Growth 2x

Life 4x

Poison 2x

 

Appearance

Varies heavily between sources, though it is usually some kind of sap, blood, or other seemingly natural internal fluid.

 

Location

Within the veins of epiphytes, tree lords, sprites, and other fae or demifae.

 

Harvesting

A single measure can be drawn from an open wound or other entrance into the circulatory system of the fae’s body safely. Two more can be drawn from the heart or liver, or comparable sources, except from sprites.

 

Raw Effects

Freshly acquired fae ichor can be transfused into the bodies of other fae to subvert blood loss in a similar fashion to descendant blood. It also contains genus, varying from source to source of the ichor.

 

  • All reagents must be gathered through roleplay.

  • Blood drawn from event fae can yield more or less fae ichor at ET discretion.

  • Blood transfusions with fae ichor can only be done with comparable entities (tree lords to tree lords, demi fae to demi fae, true fae to true fae.)

  • Three measures of fae ichor can be acquired from a soul tree or fae plant safely, and up to six if the flora is killed. Tree Lords and Epiphytes are never willing to undergo this process however (even by their own hands), and will treat it as a deadly attack against their plant.

  • All genus from fae ichor is lost after 3 ooc hours or a narrative day (whichever comes first) of the removal or death of the source (whichever comes first.)

  • Genus is intrinsic to blood magic and cannot be identified or used without specific lore.

  • Must be signed by a player with a valid CA or by an ET if harvested outside of the crafting session.

  • The description of the item created must include the type of creature it was sourced from, if harvested outside of the crafting session.


 

-*- Potions -*-

 

Glib Tongue

Tier 1: Common

 

Moments of weakness, especially just after the transformation of an epiphyte or tree lord husk, are common among those who walk the line between words. Many earthly fae are inspired to replicate the trickster grace of their true eternal cousins.

 

 

Spoiler

Recipe

Base: Brook Water

Air: Agility x2

Mundane: Grace x1

Mundane: Sound x1

 

Mechanics

A clear, fizzing liquid which mists upon being exposed to air. Upon drinking the concoction, a willing subject would feel their throat tighten slightly for 8 narrative hours or [10] emotes in the heat of combat. Words would come easily to them, allowing the character to speak without stutters, pauses, filler words, cracks, ect infiltrating their voice. They will also generally adopt a more clear, confident tone of voice than is normal for them. When within a harmful effect which might make speaking difficult, such as heavy smoke, a character under the effect of the glib tongue potion may speak as if that effect was not there, though this might damage their lungs in the long term.

 

Redlines

  • All effects of the potion on the user's voice are optional and up to player discretion.

  • The tightness of the throat will cause an unwilling drinker to immediately expel the potion as they try to drink it.

  • CA's which are immune to disease, sickness, or poisons are unable to be effected by this potion, curiously.

  • People who know the user well can pick up the unusual tone in their voice or mannerisms.

  • The potion aids in deception, though it's effects cannot be used to powergame forcing another to believe in the character's words.

  • Player signed.

 

 

Spring’s Touch

Tier 1: Common

 

The wondrous dreams of an unreal world leave a sense of mundanity to the material world that most cannot itch. Worldly fae find themselves driven to make the world around them more akin to the Eternal Forest, which they might only glimpse, altering the aesthetic qualities of plants or even themselves.

 

 

Spoiler

Recipe

Base: Ground up seeds mixed with salt water

Earth: Rigidity x1

Mundane: Endurance x2

Mundane: Peace x1

 

Mechanics

A thick oily liquid like paint, which shares the color of whatever it has been infused with. Upon applying infused Spring’s Touch by running it over the surface of floral material or painting it on, the object would begin to take on new aesthetics permanently, depending on the infused material. If painted on something while the mixture has not been infused with anything, it instead removes the effects of any previously applied Spring’s Touch potion.

 

The following may be mixed into the base of the potion to alter its effects:

  • Natural dye may be used to alter the color of the floral material.

  • The floral material may glow a pale white in the dark if infused with nightglow, as if the nightglow was painted over it. This color may be altered if natural dye is added as well (still altering the base color of the section painted over).

  • If kuila dust is infused, it may glow the color of the kuila dust used when a communing druid who is standing within two meters chooses to.

 

Redlines

  • Can alter living or dead floral material from plants, demifae, true fae, or tree lords.

  • On a player creature such as an epiphyte, the effects only apply with OOC consent.

  • Parts of an object can be painted over, or the whole object can be.

  • Additional uses of Spring’s Touch will override previous ones should both be done onthe same part of an object.

  • The effect of spring's touch is permanent until removed.

  • Causes no harm to a plant like ordinary paint might.

  • The ground up seeds used in the creation of the potion have no effect on the potion regardless of the seeds' properties.

  • One potion may cover up to enough material to fit within three cubic meters.

  • Spring’s Touch does not preserve natural material in any way.

  • A blight healer casting the blooming spell may choose to remove the cosmetic effects from flora, epiphytes, or sprites within the spell

  • New growths from the affected section of a living plant with mimic the changes

  • Stacks with other alchemic modifications on materials

  • Has no effect on Tree Lords and Soul Trees, their bodies seemingly rejecting to change under the potion's influence.

  • The potions and things made with it are player signed.

 

 

Eventide Lure

Tier 2: Common

 

Alchemists attuned to the hunter’s side of nature find their humanoid bodies inadequate for chasing down the prey they easily follow in dreams. And so many will find themselves inspired towards creations which draw in prey like insects to a flytrap. It is not surprising that the lure is often stored in the horns of creatures previously hunted down.

 

Spoiler

Recipe

Base: Brook water

Aether: Sound x2

Aether: Vigor x3

Mundane: Grace x2

 

Optional: Mashed eye of an animal.


 

Mechanics

A swirling, opalescent mixture that moves on its own and emits a faint mist and a melodic hum when opened. Upon opening the potion, the hum would fill the air within shout range for [10] emotes or a narrative hour. Animals or fae that wander within that range might sometimes find themselves morbidly attracted to the hum, making their way towards it.

 

Redlines

  • All emotes from opening the potion to its conclusion must be done in shout range.

  • Can not be used in crp against players.

  • Player tamed animals are too cautious to be affected by the potion.

  • The potion may be moved or set down while it is active, though throwing it or breaking it will cause the potion to end that emote.

  • Animals or fae attracted to it do so out of morbid curiosity and are not calmed in any way by the potion.

  • Any animal or fae may choose to ignore the lure at player or ET discretion

  • Hostile animals or fae will rarely if ever pay attention to the lure.

  • If a mashed up eye of an animal is added to the potion, it will only lure creatures of the same kind as that creature (a mashed up deer would attract deer of any species.)

  • The lure cannot be honed towards animals without eyes.

  • Fae will often be made actively aggressive when drawn in, though this is up to ET or player discretion.

  • At ET discretion, it can also attract the attention of larger creatures unintentionally.

  • Player signed.

 

 

 

 

Babbling Brew

Tier 3: Common [ST]

 

Perhaps as a harmless prank or a vicious trap against descendant kind, dreams of deepest night can often inspire alchemists with a creation that can wrench cohesion from within a group.

 

 

Spoiler

Recipe

Base: Tree Sap.

Air: Silence x3

Earth: Growth x1

Mundane: Death x1

Mundane: Blindness x1

Mundane: Weakness x2

Mundane: Impediment x2

Several ground-up mushrooms

 

Creation

 

  1. Tree Sap must be made to boil in a glass or bone container for the duration of alchemic creation.

  2. The alchemist must wait five narrative minutes until the sap begins to give off a potent smell.

  3. Fresh mushrooms must be ground up and mixed with silence and blindness signs, then funneled into the sap.

  4. Weakness and death signs must be mixed together and tossed with aggressive force into the concoction.

  5. Growth signs must be mixed with healthy soil and carefully funneled into the potion, which will then take on an orange glow.

 

Mechanics

An orange, crystalline liquid which gives off a horrid smell when exposed to the open air. When thrown, the container will burst into a cloud of orange glowing spores into the air within two meters of the epicenter. Creatures caught within the effect that breathe in the spores will find themselves both unable to communicate information in any way, and unable to understand information communicated by others in any way for [4] emotes or thirty narrative minutes.

 

Redlines

  • All forms of communication are impossible to give or understand (even charades.) An affected creature will instead make muddied communications, such as garbled speech or movements, which make sense to only them.

  • Can be counteracted by air purifier masks, the glib tongue potion, or any other alchemic or magical means of preventing the spores from entering the lungs.

  • Normal filters will partially protect the wearer, reducing the duration to [2] emotes or fifteen narrative minutes.

  • The spores have no harmful effects outside that of the potion.

  • Creatures which do not need to breathe for any reason are not affected by the potion, even if they breathe it in.

  • If drunk, the drinker will instead come under the effects of the potion for up to an entire ooc day.

  • Drinking the potion requires OOC consent from the drinker; otherwise the drinker will immediately throw up the mixture into useless orange sludge.

  • The type of mushroom used in the creation of the potion has no effect on it, regardless of the mushrooms' normal properties.

  • The spores glow, but they shed no light and can’t blind anyone.

  • Requires an ST signature.

 

 

Smoldering Light

Tier 2: Rare

 

For those fae who choose to walk natural land, alchemic means make for a useful way to mark territory from others. These creations have the unintended effect of marking targets when used correctly, making it hard for them to hide in even the darkest conditions.

 

 

Spoiler

Recipe

Base: Tree Sap

Earth: Connection x1

Mundane: Growth x3

Mundane: Endurance x3

Mundane: Light x2

 

Mechanics

Without any alterations, the potion appears to be filled with a thick resin that gives off sickly green cloud, letting out a stream of glowing smoke when opened. If applied to a weapon or piece of ammunition, that item will give off a  glowing smoke for [10] emotes or 1 narrative hour. When this weapon comes into contact with something, some of the resin will come off, sticking to the point of contact for [5] emotes or 30 narrative minutes. The potion can be thrown instead, scattering the resin over everything within two meters of it's epicenter, scattering the resin on to all creatures and surfaces within range for [5] emotes or 30 narrative minutes. This smoking resin is mostly harmless, yet it can easily mark the bodies of those affected, even in bleak darkness.

 

The following may be infused into the potion to alter its effects:

  • Natural dye will change the color of the smoke to the same as the dye.

  • When nightglow is added, the smoke will glow only in dark conditions, akin to night glow paint, otherwise being invisible. Natural dye may be added to change the color of the smoke.

  • When kuila dust is added, the smoke may glow when in the hands of a communing druid, of the same color as the dust or combination of dusts used, otherwise appearing invisible or like natural black smoke if charcoal is added.

 

Redlines

  • When stuck to a creature, the smoke will rise up to four meters off the affected section of the body, possibly giving away their position even when out of sight.

  • The smoke gives off light akin to a redstone torch.

  • The light given off cannot blind anyone.

  • After the emote duration has passed, the resin will dry and crumble away from the object. If the applied object is made of dead organic material however, such as bone, wood, or leather, it will remain dried on the object permanently until rubbed off.

  • Only effects things it can physically latch onto. For instance an incorporeal phantom would be unaffected, but a corporeal one would, even if they later when incorporeal.

  • Permanent applications of the potion will no longer come off on contact, effectively becoming a cosmetic light source.

  • If kuila dust is glowing when it leaves the range of the ruid who made it glow, it will remain glowing until it dries or the druid chooses to have it stop glowing.

  • The smoke is not thick enough to obscure anything, like a smoke whispers potion might.

  • The smoke has no effect if breathed in, just possessing a slight minty smell.

  • A single use of the potion may be applied to a handheld object, part of an outfit, a weapon, or eight pieces of ammunition. Other things/objects cannot be permanently affected by the potion.

  • The type of tree sap used in the creation of the potion has no effect, regardless of the sap’s normal properties.

  • Stacks with other alchemic modifications on materials.

  • The potions and things made with it are player signed.

 

 

Nymph Dust

Tier 3: Rare

 

A futile attempt to mimic the natural wonders of flight will still yield some result, as the classical ability to alter the weight of objects is readily available to fae alchemists.

 

 

Spoiler

Recipe

Base: N/A

Air: Reduction x2

Air: Swiftness x1

Mundane: Balance x5

Mundane: Agility x2

 

Optional: Mundane: Endurance x4

 

Mechanics

A glittering gold powder which can be contained within a packet, jar, or any handheld container. When scattered upon an object made of natural material, that object will find its weight reduced drastically for 1 narrative day or [10] emotes. The object will give off a faint, glittery trail of its movements for the duration of this effect.

 

If additional endurance signs are added to the potion, it may be infused into a small piece of jewelry or clothing permanently. Infused clothing will seem to ripple and blow readily, as if by wind. Jewelry, on the other hand, will cause the wearer's hair to move as if grazed by winds or without care of gravity.

 

Redlines

  • Only works on items made of dead organic materials, such as wood, leather, bone, ect.

  • Objects with strength and weight less than ferrum are reduced to a fifth of their weight for the duration.

  • Objects with strength and weight equal to or greater than ferrum are instead reduced to half their weight for the duration.

  • The weight of the object returns gradually at the final emote, granting any who might be in danger of being suddenly crushed enough react.

  • The cosmetic windy effect on hair or clothing is purely cosmetic, unable to assist in combat in any way.

  • The potion, and items created with it, are player signed.

 

 

Dryad’s Skin

Tier 3: Rare [ST]

 

Some epiphytes possess the intuition to glean their cursed nature, and those with the means might find a way to replicate it  so others may experience their vulnerability.

 

 

Spoiler

Recipe

Base: Fae Ichor

Aether: Poison x1

Mundane: Instability x1

Mundane: Impediment x3

Mundane: Reduction x4

Mundane: Weakness x1

 

Creation

  1. Fae Ichor must be made to boil in a glass or bone container for the duration of alchemic creation.

  2. Reduction signs must be thoroughly mixed with a small amount of tree sap before being added to the boiling ichor.

  3. Impediment and weakness signs must be mixed together with a solution of brook water and crushed plant seeds, before being strained into the container.

  4. The poison and instability signs must be mixed together and then immediately funneled into the container.

  5. The alchemist must roll a 1d20. On less than a 5, the potion will erupt out, afflicting the alchemist and all within three meters of them with intense nausea and fever for 1 ooc hour.

  6. If successful, the alchemist must carefully transfer the liquid to a new container, which has grown inordinately brittle by the end of the process.

 

Mechanics

A mixture which exists as a deep green which faintly glimmers in patches, giving a painful smell if exposed to the air. When thrown, the concoction will burst out into a deep green fog which seeps into the flesh of living things within two meters of its epicenter. The affected flesh will give off faint sickly green vapors after [2] onset emotes, for [4] emotes or thirty narrative minutes where it is affected, the natural armor of which becomes much more vulnerable, to as low as the skin of an ordinary descendant.

 

Redlines

  • Only effects the natural armor of living things. Azdrazi, tree lords, inferni, ect would be affected, though any form of undead or construct would be immune.

  • The fog cannot seep through armored sections of the body covered in plate or thick gambeson.

  • Even if the potion has no effect, it will still give off a sickly green vapor where the effect spreads.

  • Descendant sized individuals at the very edge of the blast as it explodes will only have the section of their body facing the blast effected. Otherwise, their entire body will be affected.

  • ET creatures, or creatures of a similar size and scale to Ologs, will only have one section of their body affected, even if hit directly. This is up to player or ET discretion.

  • On players, natural armors greater than normal descendant skin is reduced to the strength of descendant skin, effectively nullifying them.

  • Tree Lords are effected this way, though their Soul Trees are not.

  • On ET creatures, the effect varies up to ET discretion. Generally, ferrum strength hides/scales/etc will be reduced to something like a hard leather or descendant skin.

  • The tree sap and plant seeds used in the creation of the potion have no effect, regardless of the effects that they might otherwise have.

  • If ingested in its entirety, the potion’s effects will spread to the entire body for the duration.

  • Has no effect on armors made of dead natural armor.

  • The sickness caused by a failed potion creation cannot kill, and it cannot cause any lasting damage.

  • Requires ST signage

 

Purpose (OOC) 

Potionmaking and fairies have a lot of overlap in media, including Lord of the Craft itself, with all of the rare reagents sprites and epiphytes can produce. So essentially I wanted some potions which fill this gap that are also easily available to the kind of player that would want the theme around them the most (and keep the potions from being unable to be stuck in just one or two communities on the server.) The durations, rarities, and signatures are all based on what I personally thought seemed fair based on other potion effects, but if anything needs to be tweaked or removed entirely, I am totally willing to do it.

 


Credits

Spoiler

@ClassyBells Writer and Creator

Consultation and Review
@LatzMomo
@critter
@Candle

@Pengin

@Rayalia
@shartings

 

Proofreading

@Hyperdron


Citations

Spoiler

 

 

 

 

 

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CLASSY! +1 I love that anyone can learn these if they're a fae, it stops smaller groups from circlejerking the lore and then the lore dying because two people know it and they quit.

Absolutely love these flavorful potions and I am excited to see them in game, lots of flavor, very balanced and very well done piece. Top notch quality, cannot give enough support!

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Yessss classyyyyyyyyyyy!!! Hyped hyped hyped

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absolutely amazing! +10

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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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