Difference between revisions of "Alchemy"

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=Alchemy=
{{construction}}
 
<div style="text-align: justify;">'''Alchemy''' is a process in the worlds of Lord of the Craft of which characters may create almost magical phenomena without the use of magic. It focus on the principle of Equivalent Exchange; in which something of value can be exchanged for something else of an equal value. Potions are a form of Alchemy that any and all alchemists can create, yet with a greater understanding of the process of the art they can be made more powerful, versatile, or volatile. </div>
 
  
== Equivalent Exchange ==
+
==Origin==
  
<div style="text-align: justify;">The principle of Equivalent Exchange is a fundamental part of Alchemy. In it's core, it is the fact that something of some value can be exchanged for something of the same value. To do so, ingredients are chosen based on the value they have, which is based on rarity, use and characteristics. Normally plants and animals are used far more than resources, as living things can represent certain characteristics better than un-living things. Choosing these characteristics and combining them to create what the alchemist wants is the desired effect. Of course, certain characteristics can not combine; an example being iron, which deforms and tears in the presence of force; and diamond, which will shatter in similar circumstances. The two characteristics don't fit well together as what deforms and tears does not shatter. Such would be left to the blacksmiths to create a mixture to have better characteristics. Additionally, Alchemy, no matter how potent, cannot create new materials. This means that various ingredients, commonly known as “Reagents”, must be mixed to form a solution which will have the features of the things added. The trick in alchemy is balancing out all additions to the potion or creation with something else while still adding to or removing the properties wanted.</div>
+
Ancient as the veil itself, the potential of alchemy has been bound to matter for all recorded history. Whilst some might point to the ancient tower of Llull, the land of Camnius, the world of Val’Garis as proposed points of origination for the craft’s acceleration into a definable study, throughout all ages Men and later Descendants with a desire to measure and quantify this mortal plane and others like it have found the signs and symbols of creation, as well as means of harnessing them, to varying levels of success.
  
== Creations of Alchemy ==
+
The signs and symbols of alchemy are old, visualised by the material alphabet a set of runes identical to many vast scripts – such as runesmithing and blood magic – which bend and manipulate the veil itself, without true ‘magical’ influence from the void nor deities. Debate naturally rages on between natural philosophers, then, as to which iteration of the language came first, its true purpose and its origin, with each proposed explanation more outlandish than the last.
  
<div style="text-align: justify;">Many alchemists descend into the higher levels of alchemy and try to reach the maximum capabilities of the art. Takwin, the creation of new life through alchemy, is a very wanted goal to many alchemists, although regarded as impossible by most. Of those that advance into this area of alchemy, never truly can create new life, but can change life. There are two major creations that an alchemist can do, homunculi, creatures of chaotic alchemy, and chimeras, the combination of living beings. Each of those are extremely hard to create. Aside from those two major types, other variables have been created, sometimes even with combining alchemy with magics, normally dark magic. A few of those creations include Vithquar, Salamandra and the Cakeman.
+
The only constant in this speculation is that the craft belongs to the material, completely alien to freshly breached Voidal Horrors and Aengudaemons not versed in the more constant physical planes beyond their own. A concept – and potential – exclusively tied to the sculptable mundane.
  
Another significant creation of alchemy is the rare Golden Apple, capable of removing memories from elves.</div>
+
==Explanation==
  
== The Symbols ==
+
Natural philosophy - ‘alchemy’ - can be defined as the study of all mundane energy and matter that makes up the material realms contained within the veil. At its core it is what we in our world would call science: chemistry, biology and physics all rolled into a singular discipline. 
  
<div style="text-align: justify;">Ingredients used in alchemy can always fit into at least one of the four Symbols. They display the representations they hold, and can be considered Weak, Moderate and Strong depending on the value they hold. There are also those considered Powerful Symbols, which are acquired mostly from mythical beings.</div>
+
Whilst some dabble in niche extremes like tinkering, mutation and taboo experiments with flesh and the soul (oft identified as ‘further alchemy’), the core of the field is split between its three main pillars:
 +
 +
'''Symbols and signs:''' the periodic table identifying elemental and metaphysical modifiers behind all matter.
  
=== Fire ===
+
'''Botany, reagents and processing:''' wherein signs and symbols are identified in extra potent matter for extraction and use.
 +
   
 +
'''Potioncraft:''' in which the aforementioned are paired and exploited to achieve countless ends.
  
<div style="text-align: justify;">Fire Symbols have two parts. The most noticeable part being that of the representation of real fire. Heat, destruction, consumption and burning all define what fire truly is, but then there is another side of Fire, the one associated with emotions. Rage, anger, hatred, as well as bravery, courage, gusto and even passion and love can all be represented by a symbol of fire.</div>
+
==Tier Progression==
  
=== Water ===
+
Alchemy is staggered into three tiers, rather than the usual five seen in most magic. These determine an Alchemist’s level of experience, dictating what sorts of alchemical processes they can access and to what extent.
  
<div style="text-align: justify;">The Symbol of Water is important to use in most liquid creations of potions by Alchemists. Normally called the base symbol, the reagents which fit into Water are often associated, like the rivers and oceans themselves, with liquidity, balance, calm, order, life and rebirth, as water can be seen as a fundamental part of all aspects of life.</div>
+
Note: Below the word ‘measure’ when used in this context refers to what would equal that which RPly equates an MC item representing a product of alchemy in a character’s possession (usually a bottle of something).  
  
=== Earth ===
+
===Tier One===
  
<div style="text-align: justify;">Like the stones, the dirt, the metals, and the mountains which reside everywhere in the abundance of land that is Lord of the Craft, the symbol of the Earth is one that represents great strength and endurance. Resilience, stolidity, solidity, and firmness all are great representations of this symbol, but there is a second part of it, one to do with nature. In addition to being a brilliant symbol to represent the hardier, unliving things of this world, Earth also represents the flora and fauna, as well as life and regrowth.</div>
+
Apprentice level alchemists are those in their first two saint’s weeks of study. They are capable of making a number of base level potions though must depend on others to identify reagent properties for them (either by use of written instruction or with a teacher’s supervision), unable to yet deduce signs and symbols from botany and other sources by themselves.
  
=== Air ===
+
The material alphabet, whilst possessing the same loose meaning as it does to all creatures native to the mortal plane, will still be lacking complex interpretation for an apprentice alchemist.
  
<div style="text-align: justify;">The Symbol hardest to imagine as it represents what can’t be seen, Air is often associated with agility, quickness, travel, versatility, perception, and even flight. Even as one can see the birds that glide overhead or feel the wind as it pulls at your robes, Air still has substance in this world even though sometimes it may be difficult to discern its properties or effects. Air symbols often prefer the loftier places in the realms; high above the ground where they’re hardest to collect, and alchemists have been known to search for years on end to find the most powerful of them, as even if they’re common, most simply just don’t know where to look.</div>
+
Apprentice level alchemists can only create batches of one measures from one recipe at a time, over the period of a saint’s day.  
 +
*Tier one begins in the first two OOC weeks following an app’s approval.
 +
*Cannot identify signs and symbols in a substance by themself.
 +
*Can make one potion or equivalent alchemic creation per IRL day. This does not factor in recipes achieved with further alchemy pieces and their own established cooldowns.
 +
*Can access tier one recipes.  
  
==Alchemical Regents==
+
===Tier Two===
<div style="text-align: justify;">Since Alchemy is such a wide-spanning topic a variety of unique ingredients are often being used to create potions and such. Each regent is known to hold another symbol and effect, making Alchemy a rather scientific form of work.</div>
 
  
{| class="wikitable" style=" margin-left: 10px; width: 100%"
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Journeyman alchemists are those who have studied alchemy for upwards of three saint’s weeks. They are capable of making a number of intermediate level potions and can also deduce signs and symbols from reagents by themselves, becoming a lot more self sufficient and less reliant on textbooks or instructors.
|- style="background:#96333f; height:10px; text-align:center; text-size:large"
 
|colspan="6"|'''Alchemical Regents'''
 
|-
 
! Name
 
! Type
 
! Appearance
 
! Alchemical Symbol
 
! Effect
 
! Rarity
 
|-
 
|style="text-align: center; width: 16%;" |'''NAME OF THE REGENT'''
 
|style="text-align: center; width: 16%;" |TYPE OF THE REGENT (Herb, Animal Product, Other)
 
|style="text-align: left; width: 16%;" |APPEARANCE OF THE REGENT
 
|style="text-align: center; width: 16%;" |ALCHEMICAL SYMBOL OF THE REGENT
 
|style="text-align: left; width: 16%;" |
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
|style="text-align: center; width: 16%;" |RARITY (Common, Uncommon, Rare, Legendary)
 
|-
 
|style="text-align: center; width: 16%;" |'''NAME OF THE REGENT'''
 
|style="text-align: center; width: 16%;" |TYPE OF THE REGENT (Herb, Animal Product, Other)
 
|style="text-align: left; width: 16%;" |APPEARANCE OF THE REGENT
 
|style="text-align: center; width: 16%;" |ALCHEMICAL SYMBOL OF THE REGENT
 
|style="text-align: left; width: 16%;" |
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
|style="text-align: center; width: 16%;" |RARITY (Common, Uncommon, Rare, Legendary)
 
|-
 
|style="text-align: center; width: 16%;" |'''NAME OF THE REGENT'''
 
|style="text-align: center; width: 16%;" |TYPE OF THE REGENT (Herb, Animal Product, Other)
 
|style="text-align: left; width: 16%;" |APPEARANCE OF THE REGENT
 
|style="text-align: center; width: 16%;" |ALCHEMICAL SYMBOL OF THE REGENT
 
|style="text-align: left; width: 16%;" |
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
|style="text-align: center; width: 16%;" |RARITY (Common, Uncommon, Rare, Legendary)
 
|-
 
|style="text-align: center; width: 16%;" |'''NAME OF THE REGENT'''
 
|style="text-align: center; width: 16%;" |TYPE OF THE REGENT (Herb, Animal Product, Other)
 
|style="text-align: left; width: 16%;" |APPEARANCE OF THE REGENT
 
|style="text-align: center; width: 16%;" |ALCHEMICAL SYMBOL OF THE REGENT
 
|style="text-align: left; width: 16%;" |
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
*EFFECT OF PURE REGENT
 
|style="text-align: center; width: 16%;" |RARITY (Common, Uncommon, Rare, Legendary)
 
|-
 
|style="text-align: center; width: 16%;" |'''Tippen's Root'''
 
|style="text-align: center; width: 16%;" |Herb
 
|style="text-align: left; width: 16%;" |Roots of Plants with purple flowers
 
|style="text-align: center; width: 16%;" | Life, Resiliance
 
|style="text-align: left; width: 16%;" |
 
*Acts as a very powerful and fast acting blood clotter
 
|style="text-align: center; width: 16%;" | Common
 
  
[[Category:Alchemy]]
+
The material alphabet can be read and understood at considerably more depth to the journeyman alchemist, who will easily be able to utilise ‘reagent rings’ and ‘transmutation circles’ for the purpose of decoding recipes.
 +
 
 +
Journeyman alchemists can create batches of two from two recipes at a time, over the period of a saint’s day.
 +
*Tier two begins in the third OOC week following an app’s approval.
 +
*Can make two potions or equivalent alchemic creations per IRL day. This does not factor in recipes achieved with further alchemy pieces and their own established cooldowns.
 +
*Can access tier one and tier two recipes.
 +
 
 +
===Tier Three===
 +
 
 +
Masterful alchemists are those who have studied alchemy for upwards of eight saint’s weeks. They are capable of decoding almost any recipe put before them with enough trial and error to understand its uses.
 +
 
 +
The material alphabet can be utilised at a level almost like a second language to a masterful alchemist, to the extent where its runes can also be recorded down with precision enough for others native to the mortal plane to read and interpret them.
 +
 
 +
Masterful alchemists can create batches of three from three recipes at a time, over the period of a saint’s day.
 +
*Tier three is achieved in the eighth OOC week following an app’s approval.
 +
*Can make three potions or equivalent alchemic creations per IRL day. This does not factor in recipes achieved with further alchemy pieces and their own established cooldowns.
 +
*Can access tier one, two and three recipes.
 +
*Can experiment with common potions or equivalent alchemic creations to deduce its recipe for themselves.
 +
 
 +
===Self Teaching===
 +
 
 +
Self Teaching is an option when it comes to alchemy, acting in an identical manner to the self teaching system in place for voidal magic.
 +
 
 +
Self teaching exists in two forms:
 +
 
 +
'''“Teacher Guidance”'''
 +
 
 +
Teacher guidance is effectively normal teaching, but with added distancing. In this format, one is learning recipes from one with an accepted TA but by their own practice; and goes back to their teacher ICly or OOCly to confirm they had done their alchemy correctly. This eliminates the need for consistent scheduling or working around where some teachers may be burnt out of teaching, due to real life obligations and so on.
 +
 
 +
Ex. of “Normal Teaching”
 +
 
 +
''Jim extracts the proper signs and symbols from the right reagents, teaching their apprentice student “John” how to process the reagent as well.''
 +
 
 +
Ex. of “Teacher Guidance”
 +
 
 +
''While Jim is away, and gives permission OOCly for this to be executed, John practices himself how to collect and process new reagents. Afterward, he goes to Jim to show him, or shows Jim OOCly (through screenshots) how such was done.''
 +
 
 +
'''“Book Teaching”'''
 +
 
 +
Book Teaching is what truly may come to mind with “Self Teaching”. In this sense, a person seeking to learn alchemy would find story-approved and supervised texts that serve as in depth instructional guides as to how to practice alchemy. This is a true “Self Teaching”, where the player learns to do alchemy on their own; with of course, creation of the Alchemy Feat application referencing the book as a teacher.
 +
*You may have one book-teaching app across all personas.
 +
*Book teaching will require an ST approved book for each of the three tiers, either provided by the ST itself or to be submitted as a MArt for ST approval by players with an accepted TA.
 +
*Self Teaching will lengthen tier progression, meaning self-taught alchemists will remain Tier One for three OOC weeks, Tier Two beginning in the fourth OOC week and Tier Three being achieved in the twelfth OOC week following an app’s approval.
 +
 
 +
 +
 
 +
==Redlines==
 +
*All recipes in Alchemy – as well as the ability to draw symbols from reagents and botany – require an accepted Feat to create, as well as a tier level equating the complexity of said recipe.
 +
*A TA in Alchemy is required to teach the Feat to another player.
 +
*A feat is not required to use items created with alchemy or to utilise botany. That said being blacklisted from alchemy will render someone unable to benefit in any way from items made with alchemy.
 +
*All products of alchemy and botany (with the exception of IRL plants without provide poisonous or medicinal uses) used in roleplay must adhere to the redlines and explanation of their specific lore piece and will require up to date approved lore to be used. New recipes cannot be made through roleplay experimentation alone in this regard.
 +
*All recipes in Alchemy are divided into ‘common’ and ‘rare’ (currently accepted pieces will be updated to accommodate this). Whilst ‘common’ recipes can be self taught through the means outlined in tier three, ‘rare’ pertains to recipes gated behind Further Alchemy or explicitly requiring IC instruction to learn in said recipe’s lore. 
 +
*In order to practice Alchemy one must be capable of study, meaning it cannot be practised by children before adolescence, Ologs and those with mental deficiencies significant enough to strip them of object permanence.
 +
*Alchemy belongs to no set ideology nor culture, though is still bound by logic and reason, impossible to fathom in those without such capacities (IE Voidal Horrors who have not taken several years to adjust to the Veil and its ordering).
 +
*Dreams experienced by Alchemists are always (unless used as a vehicle for invention or rediscovery of lore where approved by the ST) inconsequential visions of Alchemic Legends and their potential, solely meant for inspiration. They should not be taken literally and can not be used to metagame otherwise unknown aspects of Alchemy.

Revision as of 06:15, 13 May 2021

Alchemy

Origin

Ancient as the veil itself, the potential of alchemy has been bound to matter for all recorded history. Whilst some might point to the ancient tower of Llull, the land of Camnius, the world of Val’Garis as proposed points of origination for the craft’s acceleration into a definable study, throughout all ages Men and later Descendants with a desire to measure and quantify this mortal plane and others like it have found the signs and symbols of creation, as well as means of harnessing them, to varying levels of success.

The signs and symbols of alchemy are old, visualised by the material alphabet a set of runes identical to many vast scripts – such as runesmithing and blood magic – which bend and manipulate the veil itself, without true ‘magical’ influence from the void nor deities. Debate naturally rages on between natural philosophers, then, as to which iteration of the language came first, its true purpose and its origin, with each proposed explanation more outlandish than the last.

The only constant in this speculation is that the craft belongs to the material, completely alien to freshly breached Voidal Horrors and Aengudaemons not versed in the more constant physical planes beyond their own. A concept – and potential – exclusively tied to the sculptable mundane.

Explanation

Natural philosophy - ‘alchemy’ - can be defined as the study of all mundane energy and matter that makes up the material realms contained within the veil. At its core it is what we in our world would call science: chemistry, biology and physics all rolled into a singular discipline.

Whilst some dabble in niche extremes like tinkering, mutation and taboo experiments with flesh and the soul (oft identified as ‘further alchemy’), the core of the field is split between its three main pillars:

Symbols and signs: the periodic table identifying elemental and metaphysical modifiers behind all matter.

Botany, reagents and processing: wherein signs and symbols are identified in extra potent matter for extraction and use.

Potioncraft: in which the aforementioned are paired and exploited to achieve countless ends.

Tier Progression

Alchemy is staggered into three tiers, rather than the usual five seen in most magic. These determine an Alchemist’s level of experience, dictating what sorts of alchemical processes they can access and to what extent.

Note: Below the word ‘measure’ when used in this context refers to what would equal that which RPly equates an MC item representing a product of alchemy in a character’s possession (usually a bottle of something).

Tier One

Apprentice level alchemists are those in their first two saint’s weeks of study. They are capable of making a number of base level potions though must depend on others to identify reagent properties for them (either by use of written instruction or with a teacher’s supervision), unable to yet deduce signs and symbols from botany and other sources by themselves.

The material alphabet, whilst possessing the same loose meaning as it does to all creatures native to the mortal plane, will still be lacking complex interpretation for an apprentice alchemist.

Apprentice level alchemists can only create batches of one measures from one recipe at a time, over the period of a saint’s day.

  • Tier one begins in the first two OOC weeks following an app’s approval.
  • Cannot identify signs and symbols in a substance by themself.
  • Can make one potion or equivalent alchemic creation per IRL day. This does not factor in recipes achieved with further alchemy pieces and their own established cooldowns.
  • Can access tier one recipes.

Tier Two

Journeyman alchemists are those who have studied alchemy for upwards of three saint’s weeks. They are capable of making a number of intermediate level potions and can also deduce signs and symbols from reagents by themselves, becoming a lot more self sufficient and less reliant on textbooks or instructors.

The material alphabet can be read and understood at considerably more depth to the journeyman alchemist, who will easily be able to utilise ‘reagent rings’ and ‘transmutation circles’ for the purpose of decoding recipes.

Journeyman alchemists can create batches of two from two recipes at a time, over the period of a saint’s day.

  • Tier two begins in the third OOC week following an app’s approval.
  • Can make two potions or equivalent alchemic creations per IRL day. This does not factor in recipes achieved with further alchemy pieces and their own established cooldowns.
  • Can access tier one and tier two recipes.

Tier Three

Masterful alchemists are those who have studied alchemy for upwards of eight saint’s weeks. They are capable of decoding almost any recipe put before them with enough trial and error to understand its uses.

The material alphabet can be utilised at a level almost like a second language to a masterful alchemist, to the extent where its runes can also be recorded down with precision enough for others native to the mortal plane to read and interpret them.

Masterful alchemists can create batches of three from three recipes at a time, over the period of a saint’s day.

  • Tier three is achieved in the eighth OOC week following an app’s approval.
  • Can make three potions or equivalent alchemic creations per IRL day. This does not factor in recipes achieved with further alchemy pieces and their own established cooldowns.
  • Can access tier one, two and three recipes.
  • Can experiment with common potions or equivalent alchemic creations to deduce its recipe for themselves.

Self Teaching

Self Teaching is an option when it comes to alchemy, acting in an identical manner to the self teaching system in place for voidal magic.

Self teaching exists in two forms:

“Teacher Guidance”

Teacher guidance is effectively normal teaching, but with added distancing. In this format, one is learning recipes from one with an accepted TA but by their own practice; and goes back to their teacher ICly or OOCly to confirm they had done their alchemy correctly. This eliminates the need for consistent scheduling or working around where some teachers may be burnt out of teaching, due to real life obligations and so on.

Ex. of “Normal Teaching”

Jim extracts the proper signs and symbols from the right reagents, teaching their apprentice student “John” how to process the reagent as well.

Ex. of “Teacher Guidance”

While Jim is away, and gives permission OOCly for this to be executed, John practices himself how to collect and process new reagents. Afterward, he goes to Jim to show him, or shows Jim OOCly (through screenshots) how such was done.

“Book Teaching”

Book Teaching is what truly may come to mind with “Self Teaching”. In this sense, a person seeking to learn alchemy would find story-approved and supervised texts that serve as in depth instructional guides as to how to practice alchemy. This is a true “Self Teaching”, where the player learns to do alchemy on their own; with of course, creation of the Alchemy Feat application referencing the book as a teacher.

  • You may have one book-teaching app across all personas.
  • Book teaching will require an ST approved book for each of the three tiers, either provided by the ST itself or to be submitted as a MArt for ST approval by players with an accepted TA.
  • Self Teaching will lengthen tier progression, meaning self-taught alchemists will remain Tier One for three OOC weeks, Tier Two beginning in the fourth OOC week and Tier Three being achieved in the twelfth OOC week following an app’s approval.


Redlines

  • All recipes in Alchemy – as well as the ability to draw symbols from reagents and botany – require an accepted Feat to create, as well as a tier level equating the complexity of said recipe.
  • A TA in Alchemy is required to teach the Feat to another player.
  • A feat is not required to use items created with alchemy or to utilise botany. That said being blacklisted from alchemy will render someone unable to benefit in any way from items made with alchemy.
  • All products of alchemy and botany (with the exception of IRL plants without provide poisonous or medicinal uses) used in roleplay must adhere to the redlines and explanation of their specific lore piece and will require up to date approved lore to be used. New recipes cannot be made through roleplay experimentation alone in this regard.
  • All recipes in Alchemy are divided into ‘common’ and ‘rare’ (currently accepted pieces will be updated to accommodate this). Whilst ‘common’ recipes can be self taught through the means outlined in tier three, ‘rare’ pertains to recipes gated behind Further Alchemy or explicitly requiring IC instruction to learn in said recipe’s lore.
  • In order to practice Alchemy one must be capable of study, meaning it cannot be practised by children before adolescence, Ologs and those with mental deficiencies significant enough to strip them of object permanence.
  • Alchemy belongs to no set ideology nor culture, though is still bound by logic and reason, impossible to fathom in those without such capacities (IE Voidal Horrors who have not taken several years to adjust to the Veil and its ordering).
  • Dreams experienced by Alchemists are always (unless used as a vehicle for invention or rediscovery of lore where approved by the ST) inconsequential visions of Alchemic Legends and their potential, solely meant for inspiration. They should not be taken literally and can not be used to metagame otherwise unknown aspects of Alchemy.