Reagents
‘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
Glossary
Alchemists have their own nomenclature for a number of things.
This section will help you to acquaint yourself with the specific processes required to release raw effects of many reagents.
Balm: The thickest form of topical medication. Like salves, balms contain no water content, and are composed of beeswax, common carrier oils and medicinal herbs, in the form of infused oils or essential oils. They are thicker than salves because they have a higher concentration of beeswax (about 1:1 wax to carrier oil), and thus have a harder consistency. Balms are least effective in open wounds as opposed to salves, but are more “protective” due to them forming a larger and firmer barrier on the skin.
Bruised: The process of using the side of a blade or a pestle and mortar to “crush” down a raw plant without actually breaking the surface of it. This is done to aid in releasing the properties of medicinal herbs in a water infusion/tea.
Carrier oil: A common, mundane oil added to balms, salves, creams, and lotions to soften the consistency of the beeswax base to various consistencies, depending on the type of application desired. Castor oil, sunflower oil, hazelnut oil and olive oil are all examples of a carrier oil.
Cream: A topical medication much alike a salve or balm, due to being made from beeswax and carrier oils. A cream is differentiated by those however, for having its medicinal herb in water-based forms such as water infusions and decoctions, rather than oil infusions or essential oils. Due to the water content, creams have a shorter shelf-life than salves and balms. Although the ingredients of creams make them similar to lotions, creams contain less water-content and are firmer, creating a thicker barrier that spreads a more concentrated dose over a smaller skin surface.
Decoction: The process of shredding down fresh plant material and dissolving it as small as possible, and slowly boiling it down until the parts are dissolved and the liquid has boiled off, leaving a thicker sludge. This sludge-like material carries the desired properties of the reagent parts, and may be used as a crude, potent poultice; incorporated into water-based topical products such as creams and lotions; or consumed in some cases.
Distilled: A process which requires expensive glass equipment, and slowly vaporizes the essential oil of a desired liquid from one container being heated, into another container being cooled for the vapor to condensate. This results in a small amount of essential oil.
Essential oil: The oil resulting from the distilled parts of a plant, or from the distilled decoction of a plant. The raw properties of the plant are heavily condensed into this tiny amount of oil.
Imbibed: Indicates that a medicinal product must be drunk.
Insufflated: A method of ingesting certain medicinal or recreational products by inhaling them into the nasal passages.
Lotion: A topical runny medication much alike a salve or balm, due to being made from beeswax, common carrier oils, and medicinal herbs. A lotion is differentiated by those however, for having its medicinal herb in water-based forms such as water infusions and decoctions, rather than oil infusions or essential oils. Due to the water content, lotions have a shorter shelf-life than salves and balms. Although the ingredients of lotions make them similar to creams, lotions contain more liquid than wax and are runny, spreading thinly and easily across large skin surfaces. Their effectiveness is subtler than creams because of this.
Oil infusion: A method of extracting the raw properties of a herb into an oil. Instead of extracting the essential oil through distillation however, a mundane carrier oil is allowed to be infused by the plant over a long period of time. This resulting oil contains the desired properties of the reagent, and may be used in salves and balms. These products will have a weaker concentration than if essential oils were used instead.
Poultice: The fresh-ground product of a herb. It typically has no additions and is added raw to the skin, and usually covered over with a cloth. This method of topical application is a short treatment which is meant to be washed off after a specified amount of time.
Salve: The softer forms of oil-based topical beeswax medications. Like balms, salves contain no water content, and are composed of beeswax, common oils, and medicinal herbs, in the form of infused oils or essential oils. They are softer than balms because they have a lower concentration of beeswax (about 1:4 wax to carrier oil), and thus have a more buttery and oily consistency. Salves are most effective in treating open wounds, and penetrate the skin more deeply than balms.
Syrup: A medication meant to be imbibed. Usually, a syrup only consists of the decoction of a medicinal herb thinned down with honey for a smoother consistency and to mask any foul taste.
Tincture: A tincture is made by decocting the desired medicinal herb parts in alcohol instead of water. It is allowed to steep over the course of several narrative weeks, to draw out the properties more potently than water can. The dregs of plant matter are strained prior to imbibing.
Topical: Signifies that the medication is meant to be applied to the skin and should not be consumed. This typically consists of all salves, balms, lotions, and creams.
Water infusion/Tea: A medicated product which can be imbibed for minor effects. It is produced by steeping the desired medicinal herbs in boiling water for several narrative minutes, and then strained. It is perhaps the weakest of all imbibed remedies.
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.
Botanical
In constructing most of their salves, elixirs and potions, Alchemists rely upon herbs as well as other reagents as key components to each recipe, signified usually by their signs and symbols.
General Botany
Ant’s Blight
Sign(s):
Earth
Symbol(s):
Connection x2
Weakness x2
Death x1
Appearance:
The Ant’s Blight fungus appears as a swarm of tiny, shiny black spots on the bark of a tree. However, its interconnected roots can run fairly deep, as it must be able to drink from its host’s water supply effectively. The ant-like spots range in scale from roughly the size of a mustard seed to the size of a pinto bean.
Location:
An uncommon plague on most types of fruit trees, primarily found in orchards where fruit trees are tightly packed.
Harvesting:
They release their spores around the early spring months, but can also spread through the fruit of the trees they infect. The seeds from inside these fruits, if planted, are guaranteed to grow trees that are also contaminated by the blight. It is these infected fruits that must be processed if one wished to utilise Ant’s Blight’s Symbolic properties.
No noteworthy tools or procedures are necessary for harvesting.
Ant’s Blight can be ‘farmed’, also; this is conducted by intertwining its roots with artificially erected walls of wood, stone, brick or sandstone in desert or controlled greenhouse environments in direct sunlight.
Raw Effect(s):
Fruit from trees infected with Ant’s Blight develop tumor-like growths and other grotesquely mutated features, and taste rotten and disgusting if eaten, like the ants themselves.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- The mutation brought on by Ant’s Blight will only affect the shape and flavour of fruit. It has no impact on nutritional value.
- One cannot remove the blight simply by scraping the ‘ants’ off, for if the roots are still there, they will just grow back. Trees only infected at the branch must have said branches removed, in the same way a tree surgeon would also prevent the spread of unwanted rot.
- Ant’s Blight will only infect fruit trees (not bushes or fruitless trees) where infected branches are either connected to the same trunk or within a 3 block range of one another whilst spores are released.
Goblin’s Ivy
Sign(s):
Earth
Symbol(s):
Life x2
Poison x2
Endurance x1
Appearance:
One of the most easily found flora of the deserts, this plant is easily identified as a brownish green vine with small leaves.
Location:
Clinging onto old buildings or ruins in deserts, and on cliff sides in dry climates.
Harvesting:
A resilient plant, able to survive in extreme hostile conditions, and with a very low or no amount of water close by. Removing it also becomes a problem, as it will regrow on the same spot if its roots are not either pulled free or burnt.
No noteworthy tools or procedures are necessary for harvesting.
Goblin’s Ivy can be ‘farmed’, also; this is conducted by intertwining its roots with artificially erected walls of wood, stone, brick or sandstone in desert or controlled greenhouse environments in direct sunlight.
Raw Effect(s):
A few poisons may be created by use of this reagent, to create nausea or mild dizziness. This would be achieved by grinding the leaves before boiling them; effects being yielded from the remnant liquid once ingested.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- Farmed Goblin’s Ivy requires a vertical 3x2 block space in direct view of sunlight, as well as a desert or temperate greenhouse environment at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days. It does not require water to grow.
- Poisons made from raw Goblin’s Ivy can at most cause heavy vomiting that subsides within a narrative hour after ingestion. No dosage can be made lethal, and in fact medicinal purposes could even be utilised in purging recently consumed toxins such as Thanhium from the individual’s stomach.
Saffvil
Sign(s):
Earth
Symbol(s):
Death x2
Curtailment x2
Chaos x1
Impediment x1
Appearance:
A nasty smelling herb, many alchemists make use of their nose when trying to find it. It appears as a dark green grass.
Location:
This weed grows on the corpses of most organic creatures it comes into contact with.
Harvesting:
This plant is highly contaminant, as it spreads very quickly onto any dead or decaying biomass it comes into contact with and will only be removed once said host is purged of all liquid or its connection to the host is sterilised by alcohol.
Should one wish to harvest it, one should avoid bringing it into contact with dead skin or leather (or otherwise animal or plant based) clothing, as it will thinly latch on to said materials, only purgeable by bathing the contaminated areas in strong alcohol or by outright burning them.
Saffvil can be ‘farmed’, also; this is conducted by spreading Saffvil on decaying meat, which must be consistently replenished. Due to the rapid spread of and difficulty in removing the plant, it is also noted Saffvil ought to be farmed in a contained environment with no open spaces between it and other herbs, livestock, food or so on. Saffvil does not require sunlight or watering to grow.
Raw Effect(s):
In its raw form, Saffvil’s main use comes from its stench, carrying the potent odor of decaying flesh with whatever material it has gotten itself stuck to.
Saffvil can also be used to accelerate the process of composting; once it has leached all of its relevant nutrients from a decaying animal, the remnant powder amidst its bones can be mixed with water to be repurposed as a nutrient rich fertiliser.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this reagent will lose all of its raw effects and harvesting capabilities.
- Farmed Saffvill requires a horizontal 2x1 block space at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days. It does not require water or sunlight to grow, though must be consistently ‘fed’ no less than one salmon’s worth of dead meat every OOC week.
- The fertiliser bi-produced from flesh Saffvil has grown upon has no special effects bar its high nutrients for farming; when mixed with water non-Alchemical plants will be sustained by it to the same extent as volcanic ash.
- Saffvil spores will eventually spread onto and coat plants within a 10x10 block radius if no physical barriers are put up to contain it.
- Saffvil has no potent toxic effect when ingested, though individuals may choose to be nauseated to the point of vomiting from its stench if they like. When eaten one would be afflicted with god awful breath at worst, which might be purged by Goblin’s Ivy-induced vomiting or eventual digestion over the course of three narrative days.
- Whilst the stench of Saffvil is notably rancid smelling, it wouldn’t be potent enough to distract individuals from spellcasting or disrupt combat.
Alabaster Leaf
Sign(s):
Earth
Symbol(s):
Rigidity x3
Growth x2
Purity x2
Appearance:
A common looking weed, similar in appearance to dock leaves, mostly discernible by its alabaster colour.
Location:
Dry forested regions, along fallen trees and naturally decaying wood.
Harvesting:
Alabaster leaves would need to be harvested by separating the leaf from the stem.
No noteworthy tools or procedures are necessary for harvesting.
Alabaster Leaf can be ‘farmed’, also; when planted amongst decaying wood, either along a felled tree or by simply mixing sawdust with soil, Alabaster Leaf will stem up and be harvestable as wild if allowed a dry climate (moisture coming from the rotting wood) and regular sunlight.
Raw Effect(s):
When ground into a paste, Alabaster Leaves serve as an excellent paint and dye, its alabaster colour staining whatever it coats and requiring extensive scrubbing to remove. When ingested, it also yields dizzying, mild nauseating effects.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- Alabaster Leaves will at most cause dizziness akin to having been spun around several times, lasting for ten narrative minutes at most after ingestion. It will not induce vomiting unless the victim of its poisoning is naturally queasy (in essence leaving that up to the player) and will not cause long term damage to the body.
- Alabaster Leaves when ground up for paint will not irreversibly stain objects; whilst it’d serve the purpose of painting most materials semi permanently - and different shades can be extracted by watering the paste down - it can be scratched off by mundane scrubbing (with a similar amount of effort to cleaning paint from a wall or scrubbing weak dye from one’s clothes, hair or skin)
- Symbols can only be yielded from the physical leaves of Alabaster Leaf. The stems are useless in Alchemy.
- Farmed Alabaster Leaf requires a 1x1 block space at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days. It requires decaying to grow alongside, which ought to be saturated before planting then left dry throughout the lifespan of the plant, as well as an otherwise temperate, dry climate and unobstructed access to sunlight.
Tippen’s Root
Sign(s):
Earth
Symbol(s):
Impediment x3
Curtailment x1
Connection x2
Order x1
Appearance:
A dark-spotted yellow root with purple flowers.
Location:
Hills and in dense forests, beside fallen trees and animal carcasses.
Harvesting:
The flowers of Tippen’s Root contain no symbols nor raw effects; all of its properties are contained in its roots, which in turn must be crushed into a salve for use.
Tippen’s Root can be ‘farmed’, also; when planted amongst decaying wood, either along a felled tree or by simply mixing sawdust with soil, the root will stem up and be harvestable as wild if allowed a tepid and regular sunlight.
Raw Effect(s):
When its roots are crushed into a salve, Tippen’s Root releases a foul odor akin to rotten eggs, making it difficult to handle without suppressing one’s sense of smell.
In this form, however, the root also serves as an effective coagulant, blocking blood flow on flesh-wounds within seconds after application.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- Tippen’s Root is useless for alchemy in its natural form; its flower must be discarded and its roots crushed into a salve to yield its Symbols and Raw Effects respectively.
- Tippen’s Root will stop blood loss from wounds within moments of applying one full measure to a cut, causing them to scab over over the course of a narrative hour before its effects wear off. It will not however heal past skin level, meaning injuries will still remain for their natural healing process after application and organ failure (with the exception of that caused by perforations in the digestive tract) can not be remedied by the root.
- Blood lost prior to Tippen’s Root’s application is still lost and low blood levels from bleeding should be roleplayed accordingly.
- Tippen’s Root has no numbing nor disinfectant properties.
- Tippen’s Root has no potent healing effects when ingested, bar clotting wounds exclusive to the digestive tract. Consumption where no such injuries are present will cause crippling constipation for three narrative days.
- Whilst the stench of Tippen’s Root is notably rancid smelling, it wouldn’t be potent enough to distract individuals from spellcasting or disrupt combat.
Blissfoil
Sign(s):
Water
Symbol(s):
Peace x3
Coldness x2
Silence x1
Balance x1
Appearance:
An array of tiny blue flowers upon a thin stalk.
Location:
Under the branches and upon the trunks of birch trees.
Harvesting:
The stem of Blissfoil contains no symbols nor raw effects; all of its properties are contained in its flower petals.
Blissfoil can also be ‘farmed’ on a live birch tree.
Raw Effect(s):
The petals of Blissfoil contain a potent numbing effect upon physical touch. Serving chiefly as a pain reliever, Blissfoil can completely numb the nerves of an area over-exposed.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- A full measure of Blissfoil will dull pain to half of the amount prior experienced from an area when put in physical contact with flesh for a narrative minute, lasting for three narrative hours.
- Absolute numbing of an area can only be achieved if two full measures are put in physical contact with flesh for three narrative minutes, at which point the parts to which it has been applied will experience sensory paralysis, lasting for one narrative hour.
- Paralysed organs will continue to function; Blissfoil’s raw effects are not fatal.
- Handling Blissfoil’s petals will require skin protection lest its numbing effects also be applied to the handler.
- Farmed Blissfoil requires a living birch tree to be grown on, and will regrow at the rate of 1 count per 3 OOC days. It will grow in the same conditions necessary to keep the birch tree healthy.
Frost Vine
Sign(s):
Water
Symbol(s):
Freezing x4
Weakness x1
Order x2
Appearance:
A thin blue vine that is cold to the touch.
Location:
Forests, specifically in colder taiga where it is wrapped around the trunks of evergreens. This plant will also seek shade, enough where it is covered for the majority of the day by its tree-host’s canopy.
Harvesting:
Due to its inherent coldness, one runs the risk of their hands numbing after prolonged handling of the vine, to the point where it is difficult to grasp and pull from the source.
It is suggested utensils or thick gloves be worn to preserve one’s hands whilst harvesting.
Raw Effect(s):
In its raw form, the vine in abundance will mildly lower its surrounding temperatures and numb sensitive body parts like faces and fingers after prolonged physical touch. When saturated and ground into a salve, this numbing effect reaches its peak; numbing physical aches and stinging by absorption through the skin.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- In its natural form, Frost Vine will only numb especially sensitive areas after five narrative minutes of physical contact with said area. This numbing effect is not potent enough to soothe injuries.
- As a salve, Frost Vine will numb injuries up to that of flesh wounds after five narrative minutes of saturation. This would notably use at least half of one measure of the Reagent.
- As a salve, Frost Vine has the potential to numb limbs from the hand or foot to the elbow or knee after five narrative minutes of complete saturation. This would notably require one full measure of the Reagent. This’d notably be too much to coat over a weapon for the desired effect; doing so would even be counterproductive, effectively lessening the pain impacted on one’s opponent in the long term.
- No tissue other than skin and muscle be numbed. Similarly, numbing will not spread deeper than one’s joints or ribcage. When utilised as a salve, Frost Vine must be applied and absorbed through the outer skin/ exposed flesh. It yields no benefits when drank or injected.
- The pain-relief utilisation of Frost Vine will only numb injuries after enough time; they would not provide any benefit to healing or repair, especially not the extent of being able to ‘shrug off’ injuries in CRP.
- Frost Vine cannot be farmed.
Elf’s Hair Vine
Sign(s):
Air, Earth
Symbol(s):
Grace x4
Peace x1
Balance x2
Clarity x2
Appearance:
Its vines are thin and white, and have the texture and softness of Elven hair (which is where the name comes from). The vine sprouts small white flowers that grow from its stem. Each flower is decorated with a multitude of petals, perhaps thirty on one alone.
Location:
Mountaintops, specifically in altitudes which accommodate freezing temperatures.
Harvesting:
One must be careful as the breeze will easily blow away these fragile petals far into the wind, and it being on a mountain top means that their retrieval is highly unlikely. If the slightest wind may cause these petals to be cast away, surely a clumsy alchemist must be precise as to not damage the petals. If the petal is bruised in the slightest way during gathering and not quickly used, it will entirely ruin its use, making it useless for its 'Grace' quality.
Raw Effect(s):
Elf’s Hair Vine possesses no unique qualities in its raw form.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- All counts of the Grace Symbol are tied to the petals of Elf’s Hair Vine; if anything short of a complete flower is harvested, these properties are lost.
- Elf’s Hair Vine cannot be farmed
Serpent’s Stalk
Sign(s):
Water
Symbol(s):
Growth x3
Coldness x2
Swiftness x3
Appearance:
An emerald-hued stalk with strips of lighter green and brown along its length, appearing almost like mere sugarcane. Varies in size.
Location:
The edges and shallows of still bodies of water in all environments.
Harvesting:
One must cut the lowest part of the stalk at its base in order to reap a measure containing symbols, signs and the plant’s raw effects.
Serpent’s Stalk can also be ‘farmed’ in a manner akin to rice, submerging seeds or roots in water no deeper than a puddle or planting it directly on the edge of a body of water.
Raw Effect(s):
Serpent’s Stalk can be consumed with a rather bland taste and will mildly lower body temperature upon consumption.
Serpent’s Stalk is also poisonous to insects and small rodents (sized no larger than a rat) when consumed in any solid form.
When crushed up and mixed with water, a salve can be produced which can sooth pain inflicted by burns.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- The lowered body temperature brought on from consuming one measure Serpent’s Stalk is not enough to be fatal, though excessive consumption (past three measures in the span of a narrative hour) will induce hypothermia.
- The cooling effect of Serpent’s Stalk as a salve will numb the pain of first degree burns whilst dulling second degree burns to an irritable stinging with one measure, and numb the pain of first and second degree burns whilst dulling the pain of third degree burns (if any nerve endings remain intact) to an irritable stinging with two measures.
- Serpent’s Stalk has no potent healing effects
- Serpent’s Stalk’s use as a pesticide will only prove fatal to creatures of rat size or smaller. Small animals like cats and dogs will be made sick by Serpent’s Stalk though will eventually recover if kept in otherwise good health whilst beings of halfling size or above will be completely unaffected by its toxicity.
- Farmed Serpent’s Stalk will require a 2x2 or 2x1 block space to grow in, where the plant must respectively be adjacent to a block of water or submerged in its shallows. Whilst Serpent’s Stalk will grow in any climate above freezing point it will require at least indirect access to sunlight and thereby will not grow in water deeper than one block. When cut from the bottom of the stalk it can be gathered at a rate of one count per three OOC days.
Mandragora
Sign(s):
Water
Symbol(s):
Separation x1
Impediment x3
Fear x2
Lethargy x1
Appearance:
Thick green leaves flowing out of the swampwate, leading down to a parsnip-like plant.
Location:
Wet marshlands and swamp ponds.
Harvesting:
Spores are released by the plant when movement is detected within a 3x3 radius. Should one be able to approach the plant, they will only require the bulb to reap its signs, symbols and raw effects.
Mandragora can also be ‘farmed’, should they be provided with a suitably humid and boggy mud to grow in, under shade.
Raw Effect(s):
Can be a delicious garnish or used to make a rejuvenating tea, boosting the regeneration of flesh following consumption.
The leaves are useless, as the “meat” of the plant has all of its nutrients. Getting too close to a Mandragora will cause it to release narcotic spores which will cause one to seize up into paralysis if inhaled.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- The regenerative effects of Mandragora do not affect bone healing and will only double the pace of a natural healing process already occurring when applied as a salve or stew to the relevant area. Simply consuming it when not targeted at a part of the digestive tract will cause tumours and ulcers to grow along said area, causing unwanted growth if a healing process isn’t already underway. The same applies to over-application; when more than one measure of Mandragora is used to heal an external injury it will quicken natural healing processes fourfold instead of twofold, though will also cause permanent cysts, growths and warts to permanently surface along healed tissue.
- The paralysing effect of the spores is lost soon after release from the growing plant, making them impossible to harvest for additional uses.
- The spores are not deadly on their own, but rather can cause one to become paralysed and fall in the swampland mud, drowning them. This paralysis lasts for half a narrative hour if one full measure (released in a 3x3 block radius of a living plant) of the spores is inhaled.
- Mandragora requires a 1x2 block vertical space to be farmed in, the bottom two being made up of one water and one dirt that is not in direct sunlight. A single plant will grow in this space, producing one measure every three OOC days. This space will also release spores periodically across a 3x3 radius (from the ‘plant’ block) if not covered over.
Drake’s Tail
Sign(s):
Fire
Symbol(s):
Heat x4
Burning x3
Rage x3
Balance x2
Appearance:
Thin dusky red vines akin to veins, adorned with small thorns and always clinging stone.
Location:
Deserts, at awkwardly specific points in humidity and temperature between an Oasis and wasteland. It will furthermore only be found under shade and growing around stone. These conditions render the plant exceptionally rare. It cannot be farmed.
Harvesting:
The complete vines, root and stem will need to be collected in order to reap an equivalent measure containing the plant’s signs, symbols and raw effects.
Raw Effect(s):
When pricked by one of the living plant’s thorns, individuals will be subject to a fever that rapidly progresses into a comatose state. Drake’s Tail’s venom is nullified as soon as it is harvested and yields no other remarkable effects.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- Drake’s Tail can not be farmed thanks to its considerably difficult climate requirements.
- The venom of Drake’s Tail’s thorns will induce a fever lasting ten narrative minutes before the stung individual will be rendered unconscious for a narrative day. This venom only exists in the plant whilst still alive and growing in the wild, the thorns of a picked measure of Drake’s Tail being rendered inert.
- One count of Drake’s Tail requires the full plant.
Athin
Sign(s):
Water
Symbol(s):
Coldness x3
Weakness x1
Purity x1
Appearance:
A light blue but otherwise ordinary looking moss.
Location:
Beneath the ice atop frozen ponds, lakes and rivers in any landscape below freezing point, as well as beneath glaciers and icebergs
Harvesting:
Athin is very simply scraped from beneath the frozen sheets, either by submerging oneself or by pulling the ice out to bring the moss to the surface. It cannot be farmed.
Raw Effect(s):
The base plant of Athin is completely flame retardant, inflammable up to temperatures similar to the melting point of most metals, where in such extremes it will combust.
It has no desirable effects from consumption, though when dried and ground to a powder it can be boiled with fabrics and leather to make it fire resistant, or alternatively mixed with lard to wax onto metal objects for a similar use.
It is also notably cold to the touch; whilst less potently cold than Frost Vine, Athin can still induce hypothermia after prolongued use in the wrong environment.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- Athin can not be burned or used as kindling, unless in the extreme heat detailed above.
- Athin is cold to the touch though yields none of the numbing effects found in Frost Vine. If a full set of Athin-treated clothing or Athin-waxed armour is worn in any environment colder than tepid, it will induce hypothermia after a narrative hour without protection such as layers between the wearer and the Athin, or other temperature raising countermeasures.
- Athin treatment or waxing will insulate objects against heat and are immune to ignition, whilst also passively keeping them cooler than most climates, though it does not make them immune to being heated in extreme circumstances. Consistent exposure to most flame for at least ten narrative minutes will begin heating the object as usual and will scold those in contact with it, the only difference being that the objects will not physically ‘burn’ or take lasting damage from the heat.
Jailer’s Moss
Sign(s):
Air
Symbol(s):
Chaos x2
Instability x3
Agility x3
Slowness x2
Appearance:
A light yellow moss covered in hundreds of tiny moist hooks, easily mistaken for a thin mucus coating its leaves.
Location:
Swampland, humid caves and and waterfalls, clinging to damp walls.
Harvesting:
The leaves and stem of the moss are what contain the plants signs, symbols and raw effects.
The Jailer’s Moss can also be ‘farmed’, requiring only running water or exceptional humidity and a stone surface to cling to.
Raw Effect(s):
The leaves of Jailer’s Moss will irritably cling to all but glass and metallic surfaces, often mistaken for sticky weed when found clinging to a spelunker’s clothes.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- The faux stickiness of Jailer’s Moss persists long after the plant dies though not enough to completely immobilise a full-sized descendant, each measure only capable of securely holding 4kg like Velcro before the leaves break. Double the force necessary to lift a ‘stuck’ object is required to remove it from a measure of Jailer’s Moss’ hold or to pluck Jailer’s Moss from it.
- Jailer’s Moss will cling to any solid surface besides metal or glass, meaning pulling it off of one surface with one’s hand will likely render it stuck to a non-metallic or glass glove or the skin of one’s fingers unless a roll of 15+ is achieved.
- The hooks on Jailer’s Moss are too thin to cause any real damage beyond mild irritation when embedded into the skin and will break long before skin can be broken when it is stretched by pulling the moss off.
- Jailer’s Moss requires a 1x1 block vertical space to be farmed in, either submerged in or adjacent to running water from at least 5 blocks away. A single plant will grow in this space, producing one measure every three OOC days.
Desert Berry Bush
Sign(s):
Fire
Symbol(s):
Courage x2
Heat x1
Balance x1
Appearance:
Akin to a withered rose bush without leaves and long brown stalks with thorns, usually covered in bright red berries.
Location:
Desert Berry Bush grows exclusively amongst cacti in deserts and canyons.
Harvesting:
One must pick eight berries in order to reap an equivalent measure containing symbols, signs and the plant’s raw effects.
The berries can also be ‘farmed’ if planted beside a healthy cactus and given enough light and heat.
Raw Effect(s):
Desert Berry Bush has no especially noteworthy effects in its usual state.
Its Berries are extremely sweet tasting and non-toxic, providing a mild amount of nutrition.
Redlines:
- All Reagents must be gathered through RP and represented by ST approved items.
- When processed for it’s Symbols, this Reagent will lose all of its raw effects and harvesting capabilities.
- Eight berries are what constitute a count of Desert Berry Bush for use in harvesting its symbols.
- Farmed Desert Berry Bush requires a vertical 2x2 block space in direct view of sunlight containing sand and a live cactus, as well as a desert or temperate greenhouse environment at minimum to be grown in, and will regrow at the rate of 1 count per 3 OOC days.