The Doldrums -- Alchemy

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serleran
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The Doldrums -- Alchemy

Post by serleran »

First part of The Doldrums alchemy stuff is up:
Link

Treebore
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Post by Treebore »

First part? That covers basic alchemy, gemstones, and herbs. Plus its friggin long!!

Excellent work though! What are your sources? Meaning anything other than the 1E DMG, Maybe FR Adventures, The Compleat Alchemist?

Any normal book, like the super thick one my wife has on plants and their uses?

Very good stuff. I also like the "logic" behind the alchemy and the use of true metals.

Now I am interpreting the herb price list correctly? I read it as the price is per 8 ounces.

Very good stuff to use for a campaign. Thanks for sharing!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
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Post by Lurker »

Quote:
First part? That covers basic alchemy, gemstones, and herbs. Plus its friggin long!!

Good lord there is more! GREAT STUFF, yet again!

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serleran
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Post by serleran »

Quote:
What are your sources?

Quite a few game books, from the 1e DMG to RIFTS England, Arduin, The Arcanum (Compleat Alchemist / Compleat Spellcaster), to Mythus Magick and Mayfair's version of City-State of the Invincible Overlord. Oh, and Authentic Thaumaturgy by Chaosium (the 1st printing.)
Quote:
Any normal book, like the super thick one my wife has on plants and their uses?

Quite a lot of those as well, with the Melody gem books being high on the list, as are works by Cunningham and others. To this, I have a 30-something page bibliography of occult texts (covering numerous fields) I use for all manner of things, which inspire me in ways. At one point, the bibliography was on my subsite.
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Now I am interpreting the herb price list correctly? I read it as the price is per 8 ounces.

Yes, you read right, but climate should be a factor; ie, its much more costly to get something that doesn't grow locally than to get a common denizen. You'll also note that not every herb was listed with its effects... this done so a CK can make use of my Banes and Balms article which is a more formulaic approach (you can find that article in Keeper #1.)

Glad you guys like it, but I don't claim credit for having invented all of it.

And, yes, there is more... we haven't even come close to internal alchemy or transfigurations.

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Post by Treebore »

You may not be the original "thinker" of all this stuff, but your the one who compiled it into simple and useable. Huge "thumbs up" from me for that alone!
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Tadhg
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Post by Tadhg »

Excellent stuff, Serleran. I hope to use it to persuade my niece to join our C&C gaming group. She has expressed interest in being a Herbologist.
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Post by Julian Grimm »

Wow, that's huge! (seems like I've heard that before. ) All kidding aside I'll look at it after the kiddies go to bed so I can digest it all.
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Post by gnombient »

This write-up looks awesome, thanks for sharing! Does your Doldrums campaign have an Alchemist-type class (a la Wilderlands) that specializes in brewing special concoctions?

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Post by serleran »

There are NPCs that specialize in it, yes, but they're not a "class" in the sense of being developed as such. This stuff is what is commonly known by those who dabble. It would not be terribly difficult, but I've always preferred to allow all spellcasters (and demi-humans in various ways, like gnomes knowing about gems and their uses) to know something of the exo and esoteric -- its just part of what they are, and what they know and do.

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