Alchemistry

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An Alchemist is doing his thing.

Alchemistry

 An overview of Alchemistry. Alchemistry requires a Minor Merit to pursue.

History

A brief history of Alchemistry

Note: Skill in Chemistry becomes Alchemistry when merited - fundamentally, they are the same pursuit in the world of Antarok.

Concepts

  • Khemeia - Refers to the exchange of metals and Alkahest. All metals have exchange rates governed by their inherent Identities. This sets the stage for the world economy, as exchange rates are fixed; a nation's ability to pull metals out of the ground and transmute them dictates the worth of gold and therefore everything else.
  • Identities: - Identity is another word for chemical, specifically referencing the form Metaphor has taken. There are no atoms nor underlying structures akin to chemicals on Antarok. Merely, everything has an Identity tasked within the context of its Metaphor, with Alkahest being the least muddled identity of the material. All Chemistry processes may be altered by influencing Metaphor.
  • Alkemicals - Pure and highly reactive chemicals derived from one or more forms of Alkahest. Given Qualities or Expressions, and stored as they are. Alchemists prefer to work with Alkemicals; mundane reactions from standard materials are often more complex and harder to alter, but not impossible. Chemists see Alchemistry as complicated; Alchemists see chemists as overcomplicating things.

Dangers

  • Fission: - The consequence of Alchemy mistakes. Poisons the body and creates cancer resistant to arcane treatment.

Mediums

The medium belonging to the material being treated

  • Solids - Any solid material such as metal, fabric, glass, stone, wood, bone, or even flesh.
  • Powder - Any solid material or chemical which is powdered.
  • Semi-Solids - Any semi-solid such as pastes, gels, or adhesives.
  • Liquids - Creating liquids for use in potions or arcane dyes.
  • Gases - Creating gases - typically for poison, but sometimes for flotation devices.

Alkemicals

Alkemicals are reagents which react with the properties of planar Metaphor when broken down in conjunction with Sovereignty. Unlike Strickening which works with finished objects, Alchemists create the materials tradesmen use to fashion objects by binding their Alkemical solutions to them.

  • Catalyst - A reagent which contains a desired Quality or Power.
  • Primer - A reagent which changes the Identity of a medium to be permeable and open to reaction, for instilling multiple Qualities.
  • Binder - A reagent which binds qualities or expressions from another into the chosen medium, altering the properties of a material or stabilizing it into micro-covalent structures that conduct the affect.
  • Inhibitor - Slows the speed of a reaction - useful for extending the duration of potions.
  • Nullifier - Stops a reaction.
  • Sealant - A reagent which causes the material to resist further reaction.
  • Directive - A reagent which brings logic to the reaction, providing triggers or requirements to function.
  • Blood Directive - A Directive which reacts based on touch by a specific Life Force signature; blood is a universal Directive belonging to its owner.

Sovereignty

  • Sovereignty - Using Sovereignty from a Theorem closely associated to a Metaphor binds its results to the processes and techniques of mundane chemistry.

Qualities

Qualities which may be manipulated in the macro. Total conversion of all qualities from one material to another is referred to as Transmutation.

Powers

  • Powers: - Manifestations of metaphor which may be stored and discharged through a trigger given to a medium.

Preparation

Preparation of reagents or mediums for separation and reaction. Not an exhaustive list.

  • Smelting - Ingots are easier to work with than ore, but properties reactive to the smelting process might be lost.
  • Desiccation - Drying out flora.
  • Grinding - Crushing materials down to grains or powder.

Separation

Techniques for separating reagents into Alkahest when applied with Sovereignty.

  • Sublimation - Subliming one substance from two.
  • Evaporation - Separating solids which do not sublimate in a solution.
  • Filtration - Separating solids and liquids in a mixture.
  • Sieving - Separating powders and liquids with a sieve.
  • Chromatography - Separating liquid or gas compounds in a solution based on their differences in solubility.
  • Crystallization - Evaporating or cooling dissolved solids into pure crystals using a crystal nucleus. Popular among gnomes.
  • Distillation - Separating liquids in a solution
  • Condensation - Separating vapors (gases) from and back into liquids with a retort.
  • Fractional Distillation - Separating miscible (dissolved) liquids.
  • Extraction - Separating immiscible (undissolved) liquids using a separation funnel.
  • Magnetic - Separating magnetic materials using magnets.

Reaction

Various reactions may convert Alkemicals may alter their properties.

  • Oxidizing - Adding air
  • Reducing - Removing air
  • Electrolysis - Introducing a current of Luxium to induce reaction in otherwise non-reactive materials.

Applications

  • Appraisal - Judging the Alkemical worth of a material based on where it stands in the Khemeia, and discovering its Metaphorics through testing and evaluation.
  • Noble Transmutation - Transmuting Metals to Gold, Gold to Aetherite, and Aetherite to other forms of Alkahest.
  • Quality Transmutation -
  • Power Transmutation -

Inventions

  • Arcane Materials - Materials which contain paranormal properties, such as steel plate as light as a feather and pliable like dragon scales.
  • Curse Bombs - Explosive ordinance with a specific trigger that detonates with powerful arcana-laden forces or gases.
  • Curse Charges - Cartridges of bullets primed with arcane effects such as curses or trajectory altering effects.
  • Alkemical Varnish - An arcane oil which may be applied to a surface, yielding temporary curses or structural improvements.
  • Consumables - Elixirs, pills, or pastes which bind with the body, yielding temporary boons or debilitating curses.
  • Mutagens - Compounds that alter the chemistry of a body, enhancing its capabilities. Becoming a Mutagenic requires spending a Minor Merit.

Tools

Chemistry Equipment

Most of Alchemistry can be performed with simple chemistry sets; Alembics, a Mortar & Pestle, and more.

Fission Raiment

Protective gear.

Techniques

Arcana Properties

10 grams - Novice
30 grams - Apprentice
100 grams - Journeyman
1000 grams - Expert
10000 grams - Master
100000 grams - Grandmaster

Skill Tiers

Novice

A Novice can manipulate up a single Sliver of Alkahest dust by themselves.

Apprentice

An Apprentice can manipulate up to three Slivers of Alkahest by themselves.

Journeyman

A Journeyman can manipulate up to a Shard of Alkahest by themselves.

Expert

An Expert can manipulate up to a Crystal of Alkahest by themselves.

Master

A Master can manipulate up to a Sphere of Alkahest by themselves.

Sovereign

The Chrysus can manipulate up to a Globe of Alkahest by themselves.

Articles on Practices

Definitions

Arcana · Arcana List · Theorem · Metaphor · Ascension

Practices

Practices · Alkahest · Ensorcelling
Practices [ Alchemistry · Artifice · Malediction ]
Products [ Contrivances · Alkemicals · Mutagens · Automata · Airships · Railways ]