Difference between revisions of "Reagents"
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‘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. | ‘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. | ||
− | The Reagents listed are ordered by date added to the lore, and further | + | The Reagents listed are ordered by date added to the lore, and further divided by Chemical or Botanical. |
=Chemical= | =Chemical= |
Revision as of 18:12, 21 May 2021
‘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.
The Reagents listed are ordered by date added to the lore, and further divided by Chemical or Botanical.
Contents
Chemical
Core Reagents
Blood
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
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
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
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
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
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
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
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.
Cannibal Alchemy
Stomach of Fjarriagua
Sign(s):
Aether
Water
Symbol(s):
Coldness x5
Freezing x4
Lethargy x2
Dark x2
Appearance:
A descendant stomach frozen in ice.
Location:
Within a Fjarriagua.
Harvesting:
Gruesomely disemboweling the Witch and removing their stomach.
Raw Effect(s):
It feels cold to the touch, the ice around it never seeming to melt away unless directly put within a great amount of heat or flame. Has no mentionable effects otherwise.
Redlines:
- Must be obtained from a player character with an accepted Frost Witch CA.
- It’s just a frozen stomach. Don’t take no genius to not abuse a frozen stomach.
- In the event that Frost Witches are shelved, a regular frozen stomach would work all the same.
Epiphyte Peels
Sign(s):
Aether
Earth
Water
Symbol(s):
Balance x4
Life x4
Peace x2
Poison x1
Appearance:
Whatever color and texture the Epiphyte’s skin possesses.
Location:
On an Epiphyte’s body.
Harvesting:
Peeling the flesh off the Epiphyte, oftentimes with a potato peeler-like tool, or merely a scalpel.
Raw Effect(s):
Might taste like grass if consumed, as well as being slightly nauseating, though to little effect otherwise.
Might be good if fried and served with ketchup.
Redlines:
- Must be obtained from a player character with an accepted Epiphyte CA.
- It’s just plant skin. Don’t take no genius to not abuse plant skin.
Tusk of Orc
Sign(s):
Fire
Symbol(s):
Strength x4
Rage x3
Vigour x3
Poison x2
Appearance:
Curved tusks of those from Krug’s line, oftentimes worn and dirtied by sand and blood.
Location:
Upon the face of an orc.
Harvesting:
Severing the tusk, causing intense pain though not much damage to the orc themselves beyond its loss.
Raw Effect(s):
Why in god's name would you eat this?
Redlines:
- Must be harvested from an orc character.
- It’s just an orc tusk. Don’t take no genius to not abuse an orc tusk.
Old Man’s Fingers
Sign(s):
Water
Symbol(s):
Peace x4
Grace x3
Reduction x3
Agility x1
Appearance:
Wrinkly old fingers.
Location:
Upon the hands of an elderly human aged fifty or older.
Harvesting:
Severing the fingers from the elderly human male or female.
Raw Effect(s):
Weird looks from anyone nearby.
Redlines:
- Must be harvested from an elderly man, of any descendant race.
- It’s just a severed finger. Don’t take no genius to not abuse a finger.
Dwarfhorn
Sign(s):
Earth
Symbol(s):
Endurance x5
Rigidity x4
Strength x3
Appearance:
The greasy, large nose of a dwarf. Oftentimes filled with hair.
Location:
Upon the face of a dwarf.
Harvesting:
Severing the nose from those of Urguan’s lineage.
Raw Effect(s):
The shame of eating boogers, willingly, as an adult.
Redlines:
- Must be harvested from a dwarf character.
- It’s just a dwarf nose. Don’t take no genius to not abuse a nose.
Elf Ears
Sign(s):
Air
Symbol(s):
Purity x5
Grace x4
Clarity x2
Sound x2
Appearance:
The pointed, long ears from those of Malin’s lineage.
Location:
Upon the sides of an elf’s head.
Harvesting:
Severing the ears from the elf in question.
Raw Effect(s):
The taste of earwax stuck in your mouth.
Redlines:
- Must be harvested from an elven character.
- It’s just a severed ear. Don’t take no genius to not abuse an ear.
Halfling Toes
Sign(s):
Earth
Symbol(s):
Peace x3
Life x2
Connection x2
Vigour x2
Appearance:
The stubby, hairy toes of a Halfling.
Location:
Upon the large feet of a Halfling.
Harvesting:
Cutting the toes off the Halfling. But who would do something so cruel?
Raw Effect(s):
Hair stuck in your teeth.
Redlines:
- Must be harvested from a halfling character.
- It’s just a severed toe. Don’t take no genius to not abuse a toe.
Azdrazi Scales
Sign(s):
Aether
Fire
Symbol(s):
Burning x5
Heat x5
Vigour x4
Chaos x3
Appearance:
The ashen scales of an Azdrazi.
Location:
Upon an Azdrazi’s skin.
Harvesting:
Peeling the skin off the Azdrazi.
Raw Effect(s):
The scales are warm to the touch, but hold no other notable effects.
Redlines:
- The warmth given off by the scales is only upon touch and would cause no damage or pain.
- The scales offer no additional protection and would not make any effective armor.
- In the event that Azdrazi are shelved, lizard scales would suffice, albeit not warm.
- Must be obtained from a player character with an accepted Azdrazi CA.
- In the event that the Azdrazi perishes, the remnant ash will yield the same measurements.
Treant Bark
Sign(s):
Earth
Aether
Symbol(s):
Growth x4
Life x5
Connection x4
Balance x3
Appearance:
It looks like that of bark, bearing likeness to whatever treant it was taken from.
Location:
The outer 'flesh' of any seedling, spriggan, or ent.
Harvesting:
Often harvested by chiseling or prying it from the body of a treant.
Raw Effects:
Destruction of an absolutely priceless relic from a long-bygone race. You are now a few thousand mina poorer. Idiot.
Redlines:
- It's just bark. Don’t take no genius to not abuse bark.
- Must be obtained from a player character with an accepted Treant CA.
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.
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
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.
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
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.
Rakir
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
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 items require ST signing.
- 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.
- The transition from Brimstone to Rokodra via the scorching mix of Rakir within a transmutation pentacle does not literally cause newly forged Rokodra to retain a granular structure as the Brimstone before it; when new Rokodra is formed it will cling onto and around surfaces and moulds as solid metallic plating or shapes as intended by the user, so long as said surfaces are sufficiently dusted with the aforementioned Brimstone before the ritual's conclusion.
- 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
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
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):
Quite good on toast.
Redlines:
- It’s just an eyeball. Don’t take no genius to not abuse eyeballs.
Tongue of Wonk
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 may result in you growing a wart in your mouth, according to an old wives tale.
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
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):
You might cough up a hairball pretty soon after.
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
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):
This is how AIDS started.
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.
Black Powder
Black Powder
Sign(s):
Fire
Earth
Symbol(s):
Chaos
Heat
Burning
Appearance:
Black Powder appears in the form of a dark gray powder with lighter gray mixed in.
Location:
Made in house by the person looking to make it.
Harvesting:
It is actually created by someone. The creation involves three components: Saltpeter, Sulfur, Charcoal. The composition is 75% Saltpeter, 15% Charcoal, 10% Sulfur. Each ingredient must processed and grinded which can be dangerous due to the finely grounded powders getting into one’s lungs. Then on low heat, add the saltpeter, some water every so often, and then the other ingredients. Once so, let it sit for a day and ater such one has their blackpowder.
Raw Effect(s):
A Highly reactive material, blackpowder when ignited will quickly spark and set on fire, only to die shortly after. This can find its uses in a variety of applications, one such is the Cathantese using these for fireworks, a glorious display during festivals.
Redlines:
- Cannot be weaponized unless specific lore states otherwise.