Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - WriterX

#1
Journals and Musings / Re: Project Journal: Orin-Os
August 14, 2025, 08:51:12 AM
Updates:

We are slowly nearing a stockpile of thirty pieces of baublium, exceeding the original goal. The more the better.

Some further notes that I have learned and discovered myself from studying Baublium is that it is composed of two elements. The "rock", or core, and the "Goop" that surrounds it. According to what I learned thus far the "Goop" is what forms the actual fuel, it is the useful element in this "compound". The core on the other hand is "Just a rock".

Of course we assume, to a great extent, that the core is just something the baublium sticks to, though perhaps in it's original state the "core" in fact is important for the reaction of creating baublium. Perhaps the goop is something that comes in reaction with the core, under appropriate circumstances, that turns it into this goopy, magical state.

Based on one theory I read, baublium may have its origin from the stars, which would suggest baublium is not native to the disk. However, does it exist outside of our planet, or perhaps a certain compound that is present above comes into a reaction as it falls to our disk, thus turning the base element into baublium?

Perhaps baublium, as such, is not native, but it's just an appropriate reaction of elements under the right circumstances.

Baublium, after all, appears around the Well, in very scarce amounts, and the Well has been the site of many strange magical events, and more recently, the Shade's activity.

Tlonsiyya is also a complex location, whose exact history is not widely known. The tunnels below, the Arteries, must had come to be for one reason or another. They also have plenty of metal scrap and Baublium. Question being, did the Baublium appear there because it was, for example, transported there, or was it some unexpected reaction, a catastrophic failure, of the present machinery?

What still continues to baffle me is that there is very little if any mention of Baublium throughout history. I would had assumed that such an element, that would had been present for centuries, would had been identified, catalogued or at least mentioned. Unless, and this is also a possibility, that to the ancient people it was largely useless as they could not find a proper use for it. It is currently used as a fuel for some machines, but maybe thousands of years ago, for example during the Age of the Collosi, the use of Baublium was unnecessary because of the excess of magic they posessed.

If you can conjure lights with a simple spell, you have no real need for physical torches.

However, the Astronomers do need Baublium to power some of the city's defenses, or so they claim. This creates one of two possible theories. Either the Collosi relied on Baublium, but it was such a common fuel it wasn't mentioned at all, or the original power sources that the Collosi would had used was lost to time. Think of arcane power cells instead of simply throwing in raw fuel. But since we do not have access to the same arcane potential we use the next best thing, or something closest to it.

I feel that whatever the outcome of this upcoming experiment we will learn something new about Baublium, its potential and properties. Even if it turns into failure it will be something worth learning about, recording for future Arcanists to study.
#2
Journals and Musings / Re: Project Journal: Orin-Os
August 09, 2025, 11:09:58 PM
Updates:

I have returned from my field studies, only to be showered in baublium. I have, basically, ran out of funds, but the total sum of gathered Baublium has currently reached twenty five pieces.

I did not think there would be this much progress, but it is a welcome surprise. The more is gathered, the better. With so much testing material we might achieve some manner of breakthrough.

Or at least, I can hope such will be the case.
#3
Journals and Musings / Re: Project Journal: Orin-Os
August 01, 2025, 06:45:58 AM
Updates:

We are up to thirteen pieces of Baublium. If I get a few more pieces today at least I will be able to depart knowing we have an ample supply.

Obtaining the hat for Igor may be harder than I thought, as the price of the top hats has gone up to 2,000 dinari.

This has become a problem only because the rats have requested a Fondue station. That in itself will be expensive, and I do not know how plausible building one is. Still, I will try.

I will see whether I cannot sell some potions, and buy a Top Hat before the fashion show. I only have so much time left before my scheduled trip.
#4
Journals and Musings / Re: Project Journal: Orin-Os
July 31, 2025, 09:10:56 PM
Updates:

I have managed to obtain a bit more baublium, increasing my stockpile to ten. In such a short amount of time I'd say it was a great success. Some people seem to be trying to hinder my progress however, thinking I am going "Insane". They simply do not understand what I am trying to achieve. Others, of course, do not ask questions and simply accept my coin.

The Loyalty Cheese Crate has been prepared and filled with cheese. Thankfully I can easily obtain more (for now). This should calm down the rats, I hope. If not I will have to look for other methods.

In two days time I will be departing from Tlonsiyya on a little trip. Hopefully I shall not be away for longer than just a week. Just in case I have left Igor with as much coin as is necessary to cover any maintenance of the Arcanium at least for two more weeks. Maybe longer if, finally, the Wizard Lounge is handed over to Ramez.

A bit of a pause from all this contract work and research will do me good. I might had been forcing myself too much. A rest is much needed.

If we could obtain ten more baublium, to reach that goal of twenty, I would be positively ecstatic. 
#5
Journals and Musings / Project Journal: Orin-Os
July 29, 2025, 09:56:27 AM
*A simple, unassuming journal, left buried among many other research notes and similar journals in Orin's Arcanium. The title reads, "Orin-Os"*

Project Goal:

Create the means by which magical energy, potential, is regenerated or refreshed through the consumption of a suitable product.

Plan:

Create a suitable prototype of said product, dubbed Orin-O, and observe whether its properties match with the Project Goal.

Acceptable outcomes include varying degrees and levels of magical "recharge", as it is doubtful that it would be possible to fully and completely recharge a mage's power without greater risk involved.

Method:

Orin-Os are intended to be cookies, or similar consumables, with refined and carefully prepared Baublium. Baublium is known as a fuel for powering machines, however, it has other uses as well. Its use as a refined substance has been largely untested, and most often the blame is put upon the scarcity of the resource and its explosive nature.

That said Baublium will be applied and mixed in careful amounts as not to lead to an accidental poisoning or toxicity of the product. Even trace amounts of it however may be dangerous.

That said, Charcoal also has its uses in different crafts, medicine and sometimes even cooking, so to say that Baublium has a singular purpose may be folly. There also did not seem to be any writing or books noting down that Baublium itself is toxic, at least to my knowledge.

These precautions I am taking are mostly due to the fact that so little is known about Baublium. In preperation for testing I am gathering as much Baublium as I can, considering how limited in supply it is.

Ideal goal would be to obtain around 20 pieces, so far I have only 6.

If the project is successful perhaps a deal can be reached with Tlonsiyya to supply the necessary Baublium to maintain a production on a certain scale. Question also remains whether Baublium can be found in other parts of the desert.

Currently we are in the pre-trial stage, so gathering of materials, and so forth. ETA on first trial is as yet unknown. Igor is preparing everything.

Notes:

I must make room for a crate of "Loyalty Cheese". The rats have been acting up, and this could lead to a sabotage of the project. As dutiful as they are, they are prone to mood swings, especially when they don't get what they want.

Igor needs his own apron. Possibly a hat. I hope Cogsworth would not find it insulting if I used one of his Memorial hats for Igor.

#6
Honourable Legates,

We know very little of Baublium other than its use in powering certain forms of both arcane and mechanical machinery. We know that is seems to come from the Machine, or its present in certain area in greater quantity. But its origin, how it comes to be and its exact properties remain unexplored.

Barring the expensive process it would take to find many of the core information regarding Baublium, the thing we could do, even with lesser tests and experiments, is find more uses for it.

As it stands Baublium is primarily used as a fuel source. However there was at least one instance of it being used in arcane weaponry.

If Baublium can be used in weaponry, can it also be used in clothing or armor. Could it also possibly have a use in arcane-engineering?

Baublium seems to store or is capable of passing through certain amounts of arcane power. Much like a channel that allows water to pass, could baublium, if properly refined, allow for the passage of arcane energy through it, allowing for perhaps new and more efficient ways of empowering our defenses, perhaps the Shade, or other future devices.

To simple treat Baublium as merely a fuel is akin to saying that wood, is only a fuel, for we can burn it. Or that charcoal can only be used in warming our homes or stoves. Yet, wood can be used to create all manner of furniture and tools. It can be used to build homes. Charcoal can be used in refining iron into steel. It is not merely a fuel, it is part of a reaction.

Why then must we treat Baublium as if it were merely a fuel, instead of looking at the possibility that we could expand upon its uses? Granted, we still need to keep a certain amount of it for our city to survive, but we should also consider what a possible future Baublium may hold.

As such, this proposal requests official funding toward Baublium research, spearheaded by the city, with the aid of Engineers and Arcanists, not only from the Astronomers of Q'tolip, but also those deemed qualified to aid in such research.

We must be realistic however and realise that a breakthrough may not be immediate, and that such research ought be carefully performed due to baublium's unknown nature.

The scope of the funding of such research I would leave in the able hands of the Pyramid to decide, as well as how many people could be employed for such research. But we stomp upon uneven ground, what path we may take might not immediately bring results. But to sit and do nothing, I believe, is also not the answer.

Working diligently,

Student-Apprentice Orin Vossar
#7
Further Notes on Alchemy - Elemental Catalysts

In my previous experiments there were a number of things I learned about alchemy. Things I ought add as a sort of addendum to my original works.

This particular essay focuses on the challenges of finding the correct Catalysts to apply to "mixed" Alchemy. In the sense of, trying to combine different elements to produce new quasi-elements.

As I have been collecting all manner of Catalysts and experimenting with them, the outcomes are sometimes similar, sometimes different. Sometimes more, or less powerful.The main point being, you begin to see certain patterns, but you cannot be certain of them until you produce your first successful product, to give you a clear idea of what element said Catalyst belongs to.

As such, as a bit of help, I wanted to mention two Catalysts that are of specific elements, and which are not always exceedingly rare, but perhaps difficult to obtain.

Firstly, let's establish the four basic elements, of Water, Earth, Fire and Air.

Water and Fire Catalysts are numerous and varied, and include such things like Buckets of Water and Spring Water, in the case of Water Catalysts, or Fire Beetle Bellies, Evoker Clubmoss or Fire Lichen Growth among Fire Catalysts. As such, we can already see that when it comes to Fire and Water there is no shortage of choice.

But then we are faced with the question of Air and Earth. I have long looked at different catalysts to see whether they are connected to these specific elements, but after some discussion with other Alchemists, and my own tests, I did find that in both cases there are only very specific Catalysts that apply to Earth and Air.

For Air these would be Bubble Berries. While at first you might be drawn to think that their element is water, they are in fact of air, and many of their produce relates to storms, which I at first thought a quasi-element of air, not air proper.

But by far the rarest catalyst is that of Earth, which is Gargoyle Skulls. It is the only specifically Earth related and focused Catalyst that I have found, or rather, that was handed to me. For some reason no other Catalyst was related to the Earth in any way, and this makes engaging with Earth Alchemy to be extremely difficult.

The limited scope of these catalysts also means it's much harder to test all manner of Quasi-Elemental Alchemies. The one I mention in my book, Steam, by combining Water with Fire Catalysts is one that is most easily produced. I took the time to combine Water and Air Catalysts, and the final product was Quasi-Elemental Ice Alchemy.

I am still hoping for other, more exotic combinations, but my attempt at combining Positive and Negative energy catalysts proved to be a total failure. I shall continue looking however, perhaps there is something there.
#8
Item Analysis: Ladder Beacon

Once in a rare while one can encounter something that is so useful, and yet obscure and unknown, that its discovery can become pivotal, at least when it comes to adventuring. Such an item was brought to my attention by the Nadiri and Apothars of Q'tolip's Astronomers, and something that we tested thoroughly.

The item in question is known as a Ladder Beacon, and it can be purchased for around two hundred dinari in our very own Souk. The device seems to work on a very simple, yet incredibly useful principle. It's a magical rod that weights around half a pound, and can be activated ten times. Each time it is activated a ladder will appear in your hand, or bag, ready to be deployed. While the arrival, appearance, of the ladder may be considered magical, the ladder itself is perfectly mundane. It can be placed at appropriate locations, picked up again, and used freely.

In effect, by spending two hundred dinari you have access to ten ladders that you can summon one after another. Of course it may take a bit of time to grow familiar where and how you can place said ladders, but there is no denying, based on our own thorough testing in the Canyons, that you can almost create something akin to a stairwell, if the ground permits.

Since the ladders can be picked up and moved around freely they can be utilized multiple times, or left behind to provide much needed access for yourself or other travelers.

The ladders do have a few limitations. Firstly, they cannot be used to cross vertical spaces, as in, you cannot make a bridge out of them. Secondly, if your desired destination is either too high or too low the ladder cannot be placed correctly. This also relates to locations that would normally require a Rope or a Grapple Gun in order to be reached. So, for example, if you wished to scale down a cliff you may be able to do so with a rope, but the ladder is simply too short.

Despite all of these downsides ladders can still be used to climb over certain terrain, or to avoid certain obstacles, or even to escape danger, by placing the ladder, climbing up, and then pulling it up behind yourself. Furthermore, the ladder is even easier to climb than a rope, so travelers who would normally have great difficulty climbing using a rope may find using the ladder to be much, much more comfortable.

The greatest benefit of the Beacon is its weight. It's lighter than a wand and is purchased with ten available uses of it. It could be hidden away in one's adventuring pack for days, weeks or months, and when needed swiftly pulled out to summon the necessary number of ladders.

It's simply practical, fairly affordable and as far as our own testing went, worked without any issues.

As such, I recommend the purchase and use of the Ladder Beacon. While there may be other methods of travel, such as polymorphing into a form that makes travel easier, or the use of the true and tested Grapple and Gun, there is no denying that Ladders can still find a clear use.

It of course also raises the question of what other devices or items could be transported in such a compact manner. If ladders could be transported so seemlessly, could other items of a similar size be transported? Or perhaps something heavier? While one could consider different uses, such as a full campsite ready to be called forth with a wave of a wand, there could also be more militaristic applications. Such as, the quick deployment of barricades or siege engines.

I would encourage others to see the Ladder Beacon on their own, for in many ways it's an interesting innovation.
#9
To the staff and fellow students of the Sandstone College,

 I have moved out of the Dorms and currently own a property in the Offices of Particular Import, Room 5.

 I will still be visiting the College to collect my course work, or to study, but any special correspondence can be sent there in case I am not around the College at the time.

 I thank you for the comfort the dorms have offered me all this time, but it was time to find my own place to live.

 Sincerely,

Orin Vossar
#10
Materials With Magic Denying Properties - Blackstone Shield

A shield was observed today with a unique set of properties. It was seemingly crafted from some manner of metal that was infused with what I can broadly describe as "Blackstone". It felt icy to the touch, though it may also be because of said properties.

The shield could be classified as a tower shield, massive in its size, and yet lighter than most common tower shields, this could be due to the infusion of this Blackstone.

Neither the metal nor the stone could be identified, so its origin is uncertain. The runes upon it, however, seemed to be aimed at "anger against magic".

The properties of the shield were such that they seemed capable of dispelling, to a lesser degree, direct magical attacks upon it, warding its wielder from certain elements as well as what I could classify as "raw magic".

While the shield would not be capable of completely stopping any spell, it was the first time that I witnessed any sort of object that warded one from raw magic (such as what one would expect from a magic missile spell).

Furthermore upon touching it I felt as if it were cutting me off from raw arcane magic, but to a very light extent, nearly unnoticeable.

Like mentioned before, I never met a material that could be classified as "Anti-Magical". While the runes upon the shield might had been in part responsible I strongly believe that the main source of these Anti-Magical properties came from the materials. Either the Metal or the Blackstone, or the combination of both, has granted it this limited shielding.

If I were to reach the best possible guess, the strange metal might be the reason for the shield's sturdiness and toughness, while also being lighter than most other common shields of similar size. There are many strange alloys and metals, both from our world and not, so it would not be hard to imagine that an appropriate material was found to create such a form of protection.

The Blackstone, however, is what I believe may be the source of the anti-magical properties. It was imbued with the metal to offer it that "protective edge". The question present upon my mind, naturally, is the origin of this stone. Was it created to hold such properties, or is there a material, either in our world, or another, that naturally is anti-magical?

I would rather not try to disassemble the shield, as I do not even know whether such a thing would be possible, considering we do not even know what this metal is. However, I will have to keep my ears and eyes open for more of this "Blackstone".

#11
My Experiences with Alchemy: The Good, the Bad, the Strange
by Orin Vossar

Introduction

Alchemy was never a major interest for me. In truth, when I first approached Alchemy it was out of a need to learn more about the different aspects of the Arcane, of which Alchemy was one.

When I began this journey I sought guides that would lead me correctly forward, and one such guide was the Arcano-Chemical Aspirant's Guide by Itri Ablator.

It formed the core of how I would approach Alchemy, and yet it was a complicated topic to me for a number of reasons. I did not know where I would study it, I did not know what I would use, and I did not know exactly how to approach it.

With time, what started as a passing thought turned into a great interest of mine, even though I lack the skills many those who are fully dedicated to Alchemy possess.

Still, I wanted to describe my journey, using the knowledge and suggestions from the Arcano-Chemical Aspirant's Guide to hopefully help you set out on your own journey.

Yet be warned, while Alchemy is a study filled with marvel and mystery there is also great many dangers, so approach it with all the due respect that you can. For it can spell your doom.

Chapter 1: The First Step

The Guide underlined that in order to effectively study alchemy one has to find reliable reagents to use in their experiments. Based on personal observation almost anything can be a reagent. Paper, ale, stale bread, ichor, sinews, or even entire bottles of Well Water. Almost anything you find can be added to the pot, but that does not mean everything is useful for your experiments.

 If you wish to pursue your alchemical research thoroughly you need to find reagents that you can find with as much ease, or as little cost, as possible. Thus, paper is often used as a reagent, as it costs only one dinar, and you can obtain plenty of it, quickly. Ale, bread, and similar such things are also reagents, as mentioned before, but here I want to underline one thing. Only because something is rarer, or more expensive does not mean it will provide you with a better outcome.

If you decide to suddenly use Aged Waters as one of your reagents I would call that incredibly wasteful, because, again, based on my own experience, it's not about the price of a reagent, and instead how you use it.

My first steps were a lot more humble, for I did not have much gold, and I was afraid of spending any of it on reagents. So, instead I pursued a resource I knew was available for "free", though with a degree of danger, namely, worm meat.

Worm meat, found in abundance beneath the Well, can be used as a reagent as well. However, due to the way the arcane and alchemy behaves while Worm meat worked for me, it might not work for you, or any other aspiring alchemist. In my case however, to this day, I rely heavily upon Worm Meat as a primary reagent.

That is because I managed to refine worm meat into ichor. Then, I managed to produce all manner of other reagents from the combination of ichor and worm meat.

Then, as my library of recipes grew I found I could make almost any reagent I wanted or needed through the right combination of worm meat, to the point where the only thing I needed to perform my experiments was a lot of patience, and a lot of worm meat.

To explain how reagents work; you can add many different reagents, in any combination that you wish, though the order in which you add the reagents is important. If you wish to replicate a result you must add the same reagents in the same order as you did before. This also means that while having two or three different types of reagents in what order you add them to the pot can greatly impact the outcome of the experiment.

However, the minimum number of reagents you must add is three. Add one or two reagents, regardless whether it's the same one or different ones, and no reaction will occur. You can add three of the same reagent, and, due to the mysteries of alchemy, if you add more of the same reagent the outcomes might be completely different.

As was in my case, when I combined three worm meats, I had no positive outcome, but once I added four, I could produce ichor. Then, when I added five, again, there was no positive result. From what I read you can produce extremely long recipes, of even eight different reagents added. Which means that if you have access to three different reagents the number of possible recipes using just them is extensive. However, here comes the problems of sunk cost.

In a practical sense trying to create more complex, longer, recipes may allow you to make a harder recipe have a positive outcome somewhat easier. However, finding the correct recipe may prove difficult still, and as you could see in my example, simply adding more of a reagent does not always mean you will have a better or more powerful outcome.

To give you a rough estimate, when I began my experiments, about a month ago, I have since then performed over 124 individual experiments, with different combinations of reagents, both more or less common. Refined, or found. And these are just the tests I did with what I call "basic alchemy".

What I mean by that is Alchemy without the use of "Catalysts", something that we will touch upon in the next chapter.

But just to underline, while I made many such experiments, many of them produced similar results, with varying levels of difficulty and complexity.

Out of those 124 individual tests around 50 produced no beneficial result. In other words, you may spend a month performing different experiments, but your success is down to dedication, diligence and a lot of patience, as well as luck. Sometimes you may find a beneficial recipe through your first random combination of items, other times you may spend a full week with no proper breakthrough, as you try combination, after combination with nothing new produced.

Before I reached that wall, and wanting to move to more advanced alchemy I noted a number of things.

Firstly, that certain reagents, or combinations of reagents, can produce an "Arcane Effect", also known as "Sparkles". This is a bit difficult to describe, but basically this opens up your recipe to the use of spells, instead of physical reagents. So, if you find a reagent that you can either produce or find that allows you to then combine it with magic, you can cut down on your costs substantially, holding in mind that cantrips are the cheapest and most versatile, for you may continue to cast them. Meanwhile, while you can use many spells of higher circles in your experiments the challenge comes in having enough of said magic to make these experiments worthwhile. And here again, just like in the case physical reagents, you might have a better outcome by casting a simple ray of frost instead of an ice storm. Lastly, each spell cast that is absorbed by the experiment counts in the same way as a physical reagent would. So, a combination of a physical reagent with two spells would count toward the three reagent minimum.

Secondly, if you managed to produce a reagent that leads to desirable results in your experiments it may be a good idea to keep experimenting with different common reagents because you may produce the same result more cheaply.

As an example, the alchemical produce that I simply call Alchemical Lump could be produced by myself by combining three pieces of worm meat, with two ichors and then casting a spell of flare. This was a labour intensive recipe, but necessary at first, because I knew of no other one. But, by pure chance I eventually found a different, simpler recipe to produce Alchemical Lumps by combining one ichor with three worm meats.

Thirdly, it is possible to find recipes for the same product that are much easier to perform. Granted a lot depends on your skill and available equipment, but this essentially means that if you find a formula that is too difficult to complete it may be possible to find an alternative path to it, that is much easier. As an example, on a number of attempts I found different recipes to create a Lesser Potion of False Life. In one case the formula called for the use of just three ichors, but achieving a desirable outcome was moderately challenging. Then I found a different formula that called for one piece of worm meat, two ichors and then two more pieces of worm meat, and this particular formula produced the same effect but was trivial in its difficulty.

This is why you must take notes while performing your experiments. Not only to not repeat your failures, but also to find the most efficient ways to achieve certain outcomes. 

Once you have gained a level of confidence with your experiments it may be time to try your hand with the use of Catalysts.

Chapter 2: Catalysts – Elemental Alchemy, and not only

Catalysts are described as objects that set your recipe down a certain path. As an example if you add a fire beetle belly you will gain access to outcomes related to the element of fire. Similarly using Spring Water grants you access to outcomes associated with water as well as frost.

By adding a Catalyst at the start of a reaction means that any other reagents you add will produce a reaction, or lack of it, associated with that element.

The Guide does note however you can add the Catalyst at any point of your reaction, so you could add it at the start, or at the end, or in the middle of it.

That said, a Catalyst is not the same as a reagent, if you add a Catalyst, and then only two reagents, you will have no outcome at all. The number of reagents must always be at least three. So, if you wish to add a catalyst make sure you also have three reagents to add to the mixture.

Here I will underline that the mysteries of when to add Catalysts is not entirely obvious to me. Many reactions that worked in Basic Alchemy do not have a similar reaction with the use of Catalysts. So, technically, if you find a reagent and magic chain, you could  perform it first, and then add the catalyst at the end, to save on physical reagents.

I am stubborn, however, and I add the Catalyst at the start of the recipe, for it felt like discovering a whole new form of alchemy, from the bottom up. However rediscovering the different interactions between reagents and spells from the start can be a harrowing experience, with no guarantee of immediate success.

The main challenge of using Catalysts is finding them. Most merchants will have a handful and they will usually expect hefty payment for them. It may be possible to find them when exploring or adventuring, but there is simply no reliable or certain way of obtaining a specific reagent in a consistent way, with one exception, Blood.

Blood drawn from one's self can be used as a reagent to practice Blood Alchemy. However, if you want to assume that Blood, something that often symbolizes life, is safe to use, you would be very wrong.

From the many experiments I performed I was nearly poisoned or diseased two dozen times. Other times the outcomes produced terrifying monstrosities that I had to dispatch. And very often the results produced troubled me greatly.

Blood Alchemy may be a good way of learning how dangerous Catalyst Alchemy can be, so when you attempt to approach it do so with great and absolute care.

Here I should finally mention the use of Accelerants and Fuel. Smouldering Ash is often identified as one such Accelerant. It can empower certain Catalysts, producing more powerful results, but not every accelerant can be used for every catalyst.

The Guide notes two examples of how Catalysts and Accelerants can interact.

By combining Spring Water with Fire Lichen your outcome will be of the Steam Element. Meanwhile by combining a Positive Energy Rod with Smouldering Ash will produce a more powerful product, connected to the Positive Energy field.

As such, what you can do is, find recipes in basic Alchemy that produce certain effects, and then add a Catalyst and any Accelerant to see what the outcome will be. As I have found, even though Basic Alchemy might produce something, adding a Catalyst does not guarantee success at all.

I have found that if you add a Catalyst first the reactions of certain Reagents will be different than in Basic Alchemy, so, if you find more reliable recipes in Basic Alchemy, add the Catalyst at the end to hopefully produce a beneficial effect.

Here I will underline, when you eventually wish to add a catalyst and accelerant, always do it in that order. Catalyst first, then Accelerant. Whether you wish to add the pair at the start, end, or middle of a recipe is always up to you. And of course, just like the Catalyst, the Accelerant does not count toward the three Reagent minimum. 

Chapter 3: Patience, Diligence and Organization

This may not be a chapter focusing specifically on Alchemy, but how you should approach Alchemy. When you begin your studies approaching Basic Alchemy may be disheartening because the vast majority of outcomes does not produce anything thrilling, and you might spend the most time with it.

Remember how I mentioned that I performed over 124 unique experiments, out of which 50 produced no beneficial results? Out of the remaining 74 successful experiments I only managed to produce 11 different products or beneficial results. I still sometimes managed to find something that felt unique, if not directly useful. It may be that there are some complex or rare combinations of reagents that could produce something incredible, but at this time I cannot confirm such.

It was not until I started using Catalysts that I began finding more beneficial results. At the same time, like in the case of my Blood Alchemy experiments, I performed 40 unique experiments, out of which 27 were failures, and the remaining 13 successful experiments ended up producing 5 different positive results, out of which 1 was special, I would say, and the rest disgusting.

The important of note keeping is crucial, as without it you might end up repeating the same mistakes. I would suggest, when designing a table, noting down what reagents you used, in what order, what was the outcome, how difficult it was to achieve, and if a combination of reagents produced an Arcane, "Sparkly" effect, note it down with a symbol so that you can go back to it and try using different spells to produce even more different results.

I would also avoid being neurotic or restless when it comes to your experiments. I know the thrill of discovery is a powerful one, however considering how often the results you may produce will be unsatisfactory I would advise you to gather catalysts and reagents and then have single, lengthy and productive sessions every couple of days, instead of running every single day to the lab and then leaving dissatisfied. I found myself in a more satisfied state after a lengthier series of experiments, instead of rushing in to do just one or two.

Lastly I would say that patience is the key to Alchemy. Luck may play a role in it, as you may discover a very beneficial formula by chance, but you might had discovered the same formula via consistent and steady testing. What I am trying to underline is, it would be easy to make a handful of combinations and find no positive result, and just give up, but you may have been just one more reagent or combination away from producing something new. If you truly wish to make that breakthrough or great discovery you must do so through consistent and steady testing. Like I mentioned myself, I have been performing these experiments for only a month, but the more I dabble the more outcomes I produce and I continue to ask myself the question, "What greater outcome could I produce and how do I achieve it? What great discovery waits just around the corner?"

Chapter 4: Protection and Safety

Basic Alchemy is the safest, for despite my numerous failed experiments the outcomes never caused me any harm, or to those around me. However, once you begin using Catalysts you must take different safety precautions, for your safety and that of others. Depending on which elements you decide to experiment with, what Catalyst you use, the negative outcomes of your experiments can differ greatly. Whether it's summoning a beast, a monster, or a powerful spell being released. Whatever the case, if you decide to use Catalysts, you must be prepared.

A combination of abjurations will not be an ill idea. A Shell, Protect, Mage Armor and Elemental Protection spell should form the basics of such protections. Increasing your Endurance can also help in case the failure is explosive. And lastly, in the event that something horrible appears, always keep at least one summon by your side, so that they can distract the monster while you conjure more help, or cast evocations to dispatch it.

When you perform experiments with specific Catalysts you may also find that using specific protections can be especially beneficial. For example if you decide to use Blood Alchemy using a spell of ironguts can protect you somewhat from possible diseases and poisons. If you perform experiments with Negative Energy Alchemy, then obviously drinking a Polarization potion ahead of time can ward you from any soul or strength sapping effects. If you know what you are up against then you can prepare for it, so plan ahead, and don't just try and rush an experiment without the necessary precautions. That is how many Alchemists met their untimely end. 

Closing Remarks

I would wish to once more recommend the Arcano-Chemical Aspirant's Guide by Itri Ablator. It was a book that got me started in this field, and its explanations and diagrams helped greatly in understanding the basics of alchemy.

The rest, that is, performing all of the experiments and finding favorable outcomes is entirely up to you. In many ways I found the study of Alchemy to be similar to the study of the Arcane. It's the combination of different reagents, in different orders, with different catalysts to produce varying effects. Sometimes a spell may fizzle, but once in a while you will find that beneficial combination and produce something outstanding.

That is the case with Alchemy, hundreds of different experiments that may produce nothing or little, and then a handful that you will be absolutely proud of.

But even as lengthy and extensive as this book may be, it does not cover everything. Some things you will simply have to learn and discover on your own.
#12
Hello Elias,

 I would suggest that if we are to go ahead with a bit more theoretical learning, without any advanced tools, I would invite your son to the college. The library is a public space, and while we won't have access to our Astrology equipment, we can at least study the books available.

 Among the titles that I have found that I can study together with him, that I hope won't be too advanced will be:

- Celestial Navigation: A Journeyman's Guide to Caravans
- A Prince's Guide to basic Arithmetics
- Ancient Constellation Theory: Patterns in the Stars
- Foundations of Baz'eeli Mathematics: The Symbology of Al'Gebra
- Limits of Basic Astronomical Calculation

 As you can tell, I wish to also touch on teaching your son Mathematics. Knowledge of mathematics will simply aid him, in the long-term, because while Astrology may be the study of the stars, the correct use of it in navigation may allow one to calculate distance between locations, angles, how to adjust your course, and so forth. It may be going beyond his basic area of interest, but navigation relies heavily upon astrology, and whether one will travel on land, or by sea, such skills are priceless, and much sought after by merchants.

 But, everything must have a beginning, so alongside studying Astrology, I will also teach him basic mathematics.

 I would suggest that you find a teacher for his reading and writing however, as these are also much needed skills, in this day and age. I could also teach him these matters, but I am not a linguist by experience, unless it has to do with the Arcane.

 Please just prepare some food for him, or leave him with some pocket money for purchasing a meal, so that he can eat something during our breaks between lessons.

 I will have to see how much patience he has for learning, as I know the tolerance between people is different, and I'd rather not exhaust him too much, to not dissuade him from further learning.

 If you have any questions before we begin, go ahead and write to me. Otherwise, I would expect him to begin our lessons in two days time.

 Orin Vossar
 Student-Apprentice of the Sandstone College
#13
Correspondence / A correspondence with Elias Wren
June 10, 2025, 05:37:32 PM
Mister Wren,

 While our last outing may have not been very successful, I will do what I can to help your son study. While I am not a skilled Astrologist, like the Nadiri and Apothars of the Tower of Q'tolip I can at least provide some basic knowledge and understanding for your son to follow through on.

 He is still very young, and thus capable of learning much, but I'd rather not test his abilities with materials that can be overwhelming for a beginner.

 A good beginning to help him prepare for greater Astrological learning is to begin with stargazing. Purchasing a telescope or even a spyglass may be very expensive, so using his own eyes will be a good start.

 You should then purchase a star map. Some of these are less, some are more detailed, but you should try and purchase a basic one, that would mention and identify some of the primary constellations and stars.

 These constellations and stars, through the use of the map, can in fact help in navigation, so it would already be a somewhat practical skill.

 While there might be plenty of light pollution coming from the Well, the brightest starts ought to still be visible. Going away from the Well for stargazing can be very dangerous so I would advise against it.

 Ask your son to use the Star Map to try and identify the different stars and constellations on his own, or with your help.

 If you wish for him to have a bit of fun while doing so, suggest to him recording his own constellations or stars on the star map, and ask him to try and find them again on subsequent nights.

 I would argue that if one wishes to seriously study Astrology, knowing how to find these basic stars would be a proper beginning.

 There might of course be other phenomenon to observe, such as comets, falling stars, and so forth. I would encourage him not only to spot them, but try to identify them correctly.

 Let me know how these beginnings will go, and if he will have some trouble I will try to aid him. We can arrange a time.

Orin Vossar
Apprentice-Student of the Sandstone College
#14
The Acclimation Theory
by Orin Vossar, Student-Apprentice of the Sandstone College

On Undead and Constructs – The Original Thought

While pondering on the Undead a thought crossed my mind, a question. How come these monsters, that are sometimes as little as bones, are still capable of using magic? Most creatures in order to cast magic need to be alive and thinking. They need to be aware of themselves using said magic, in order to repeat the process. Then I too looked at certain constructs, that seem capable of a limited number of spells. Perhaps not fully capable of learning or expanding on the magic they know, but there was a difference between Constructs and Undead, when it came to their respective magic use.

In the case of Constructs, they were built and prepared to cast magic. There are many constructs that hold no magic at all, and simply operate within their given parameters. I have yet seen some capable of casting limited magic, due to the runes and fuel stored or engraved upon them.

Undead on the other hand don't typically have the same excuse. Most undead who are brought back to life are simply fodders, using swords, axes, bows, whatever they may get a hold of. And yet some of them will be capable of casting magic, and usually, in such cases, it would be the bodies of dead spellcasters who retain such an ability to use magic, after animation.

One of the most common explanations is that during animation a piece of the original owner's soul is bound to their body, and due to that the undead can still continue to use their magic. Similarly, certain undead spirits can do the same, and they lack any physical body as such.

So the question remains, how can undead continue to cast magic, when, practically speaking, they should have no ability, or memory of doing so?

A theory began to arrive in my mind, one for which I cannot find a fully correct name but one that I shall for now call the Acclimation Theory.

The Acclimation Theory

Following Daoud al-Maaz's theory of arcane energy, and my own theories on "Raw Arcanum", I tried to look for a possible explanation as to why some are capable of casting more magic over others, and how some are capable of casting it at all, while others do not.

This will combine some observations, pre-ring fall, of a phenomenon known as Plane Sickness.

Plane Sickness, also known as Planar Sickness and Seam Sickness, was caused in one of two instances. Travel to other Planes, and a Wizard casting magic on himself or upon others. The use of magic in the past, in the form of Wizardry magic, relied heavily upon Planar energies, which, based on some speculation, escaped after their destruction at the hands of the Djinn, and now may, very well, be present throughout our world.

This planar energy is now everywhere, and thus magic is drawn not from distant planes, but from around us.

Holding that in mind, Planar Sickness was a dangerous illness, as it would "destabilize" an individual, and in the final stages, kill them. However, now that this is not present, at least not visibly, I wish to put forth this theory;

The doze of Planar Energy present while casting our magic, is greatly diluted. Further, it is served in such small dozes that over time our bodies grow more acclimated to it.

Daoud al-Mazz showed upon his drawings of "Passive Energy Wands", that they would draw Arcane energy from their surroundings, and pass it through themselves. In a way, I view Wizards and Sorcerers in a similar light. With the Arcane Energy present around us we "draw it" into ourselves while casting, and then expel it, in the form of a completed spell.

At first we seem only capable of casting a limited amount spells, which some claim is forgetfulness, power, exhaustion. But what if it was simply our bodies incapable of simply storing or "passing through" more arcane energy?

It would seem, in my mind, that most races are capable of casting magic, thus everybody is capable of storing a very small amount of arcane energy, but be unable to use it, as that requires the right triggers, training or "gift". However, those who continue to use magic have their bodies grow more accustomed to the strain, and, over time, they can handle and use more, and more arcane energy.

In essence, the Acclimation Theory is that over time our bodies adapt to use more and more powerful magic, the more we expose ourselves to it.

There is however a difference between casting a spell and having a spell cast on you. When you cast a spell raw magical energy passes through you. Meanwhile those who are on the receiving end of the spell receive the "filtered" product. Thus, a person who continues to cast more and more magic may prove to be more capable of casting more of it, over time, while a warrior who continues to receive a spell of Bull's Strength won't suddenly have the ability to cast magic.

In other words, Arcanists slowly "adapt" to magical energy, they grow acclimated to it. But this is not usually reflected in some physical change, I believe it might be a more internal one.

While grotesque, we can look at some examples of where such may be true, especially when we consider our previous thoughts on the Undead.

Shamanistic Fetishes – Monstrous Artefacts of Bone - Wands

 Among my many adventures I have both heard of and seen the use of bone fetishes by different monstrous races. Some of them, however, were notably made from the bones or body parts of other spellcasters. While many such objects exist, it seemed that those fetishes made from spellcasters were the most potent.

It almost seemed as if the bones or body parts were either more magically charged, or capable of storing more energy.

And while this may be a grotesque observation, many commonly made wands are made of bone. While it may be an aesthetic choice I believe that bones may be a natural conductor for arcane energy. And, while most creatures can store magic, to some degree, only those who truly delve into the arcane are capable of storing more of it. More expensive wands are often made of silver or gold, including certain other devices with magical, arcane, properties, which may suggest that they too are capable of storing arcane energy, though I do not know how we can compare their relative capacity.

Returning to the Question of the Undead

Holding the above in mind, we can theorize, at least in part, why skeleton mages may be capable of casting spells. Their "bones" are capable of more aptly conducting arcane energy, thus allowing them to cast spells.

This however does not address the question of ghosts and spirits that have physical bodies, at least not entirely. However, the simplest explanation I can think of is that there isn't a single organ, or body part, responsible for storing or casting magic. Instead the entire body, and even the soul, grows more capable of storing and using magic. Thus, a spirit, who has no physical body, is still capable of using magic, because, to some degree, its soul can store arcane energy to do so.

Based on this however one could assume that undead have a diminished store of the arcane, because the amount of "mass" they have is reduced. A skeleton has only its bones, a spirit only its soul, but considering the varying levels of power that these individuals may have had when they were still alive, a fraction is still plenty of power at their disposal.

The Nazaru, Sorcerers, Beasts and Familiars.

This chapter will be a little odd, as what do all of these groups mentioned above have to do with one another?

The Nazaru are a race of goblin-like creatures that are, as a race, incapable of casting magic. This in itself is fascinating, as one would beg the question, how can the Nazaru be incapable of using Arcane Energy at all? Could it be that they lack any sort of arcane conductivity? And if not that, what are they "missing" that allows so many others to cast magic?

With that in mind, the way the Nazaru go around their inability of casting magic is by forming pacts with the Djinn. These Marked Nazaru are often covered in tattoos, due to all the pacts they have formed. This gives them not only different empowerments but in some cases also allows some of them to become shamans or mages. However, it is clear that while they might know how to cast magic, how much they can cast of it depends fully on the Djinn Tattoos that they carry. A sort of artificial magical storage, without which they would be entirely helpless, at least in terms of magic. It could also be theorized that the Djinn, by living inside of the Nazaru like parasites, become leeches that drain their souls and life force, while also making available the arcane energy that they themselves can store. A sort of parasitic symbiosis.

Sorcerers are split between those who have been touches by the Arcane, in a specific way, or who have heritage that awakens in them, thus allowing them to use magic.

Their blood, in essence, is what allows them to both store and use magic. At first their blood could be called a crutch, but over time their bodies acclimate to the magic, and thus become more capable of casting more powerful spells, like wizards, and perhaps also undergoing certain changes due to their heritage, thus allowing for more such power.

Meanwhile among Beasts we have a handful of examples where normal animals suddenly become capable of using magic. One such example that I can think of are Arcanist Rats, as they are known. However, their existence could be due to something similar that the Nazaru go through. Rats have been used for centuries in all manner of arcane experiments. Perhaps over said centuries some of them were released, some of them escaped, and, these experiments having been exposed to more arcane energy than others may, somewhat like a mixture of both the Nazaru and Sorcerers, be capable of casting limited magic.

Thus a rat, "super charged" with arcane energy might not immediately show any arcane ability, but through following generations, also due to how unpredictable magic can be, some of them suddenly go through an "Awakening", and become capable of casting spells. 

Familiars on the other hand tend to be perfectly normal animals, in most cases, until they are bound to a wizard. The bond formed between them seems to change how the animal behaves, and familiars are known for gaining super natural abilities, and sometimes limited spell casting. There was, in the Well's history, an example of a Familiar that broke its bond and went on to become an independently powerful brooker, but I would say it is a similar case to the above. A familiar would had been a perfectly normal animal, if not for the exposure to magic. 

Racial Magical Heritage

I dare take a step further and say that, if the origin of magical use goes back to the inception of a race, or its early steps, so to speak, that some of them may be especially skilled in specific forms of magic, or particular schools, while others may grow more resistant to magic.

This again could tie in as to why certain races or creatures are capable of using magic more skilfully than others. Why some of them have more access to specific schools, or, in some cases, be incapable of using magic at all.

To name a few such examples;

Dwarves are known for being somewhat more resistant to magic than other races. Elves seem more resistant to spells from the school of enchantment. Gnomes are often seen as very skilled illusionists. Kobolds are often seen as having closer ties to the earth, and they are one of the few races who use Geomancers. Orcs don't only seem more acclimated to heat, but they have a greater than normal number of Pyromancers, showing some connection to Fire.

I would theorize that if we followed the history of each race, to its very roots, we could see the reasons for these specific traits appearing, what impacted their "development" in this path, and perhaps observe how each of them developed magic in their own way, how they were exposed to it, and how they used it.

Final Remarks

 While just a theory, I would hope that these observations hold some merit. Considering how we do not truly have an explanation for why with time the magical power of individuals grows, this is a blind jab at a vast and complicated topic. And while it may be tempting to begin examining the bodies of different monsters, to find some "magical organ" that could answer the question of arcane use, as with most magic, it might not be immediately obvious, or even visible. We may not have a clear answer, in our lifetimes, to this question, but there certainly seems to be some correlation between exposed arcane use and becoming more adept in using it.

And just like in other cases, if we consider ourselves conduits of arcane energy, as we grow more capable we can conduct and use more of it. But, if we try to overcharge ourselves, we may simply, explode, change from the maelstrom of energy that we cannot contain.

I would not wish to create an illusion that arcane energy in its raw form is safe, for it is not. Wild Magic has damned many to death and worse fates. So, our "acclimation" to it is not a quick or immediate process. We barely seem capable of using small portions of it. When we observe certain ancient magics, none of the wizards I can think of today could easily replicate that, and even some legendary personas, such as Q'tolip himself or the Golden Vizier of Kha'esh have their limits.

In short, while Acclimation exists, what we seem capable of is still greatly hindered by what we are, and strip a wizard or sorcerer from all his magical trinkets and you will see that the amount of magic they have will usually be trivial at best. 
#15
The Triangular Theorem of Necromantic Corruption

Necromancy is well known and feared, for it can create many horrible and evil monsters. One cannot think of Necromancy or the Undead without thinking of desecrated cemeteries, ancient ruins or battlefields where the dead find no peace.

Yet not everything is as simple as simply blaming all of the ills of the world upon Necromancers, even though their ties to being responsible for many vile acts are undeniable.

The topic I'd wish to touch upon is what I call the Triangular Theorem of Necromantic Corruption. Put plainly, that there are three dominant "forces" or influences, that work with one another to be the active reason for Undead or Negative Energy or Corruption being present in an area.

The Triangle consists thus of three corners, one representing a different "force". A brief explanation of each term.

The Necromancer is self explanatory. A wizard, cleric or anybody else capable of animating the dead, creating undead, or performing vile rituals.

The Monster, which usually refers to powerful undead, which may range from something as lowly as a Ghuul, to ancient and legendary as a Vampire. Take note however, the Monster does not necessarily mean a Necromancer, and vice versa.

Lastly, Corruption, which can be achieved through a ritual, an evil object, or something similar.

Now, one might wonder how exactly these three elements interact with one another, or one can lead to another, so, I will explain.

A Necromancer arriving to a cemetery may use the resource available there to create undead (Monsters) and to perform vile experiments and rituals to strengthen himself, his creations, or to make the cemetery unwelcome to any would-be visitors (Corruption).

A Monster might appear, or arrive to an area, whether a spirit that returned to haunt, a revenant who has risen to seek revenge, or perhaps a Mummy, that was buried a long time ago, but has risen once more. The Monster might attract a Necromancer, whether because the Necromancer will try to bind and control the Monster, or, if the Monster is sufficiently powerful and intelligent, to exchange favour or knowledge with the Necromancer, or perhaps bringing the Necromancer into its service. Lastly, the Monster's presence alone, especially if it's something ancient and powerful, can make it take control of its domain, whether it's an ancient crypt, where it was housed, or the ruins of its home where it once lived, and so on.

Lastly, Corruption itself could appear for a number of reasons. Legends speak of vile and evil actions that leave a terrible mark upon the world. Sometimes especially disastrous events leave a taint that won't simply disappear. Other times, an object of infamy, thought abandoned, might linger, and its power does not become dormant. Such an object, or put plainly, "evil" might impact its surroundings, bringing into being all manner of Monsters, and attracting Necromancers who may wish to study and understand the phenomenon.

 What I wish to point out is that all three of these elements can be the cause of further corruption, or deepening of evil, but that also over time they each strengthen and impact each other. A necromancer might create undead and corrupt an area, but the presence of the undead, and the corruption also means the undead will benefit from being present in it, and their presence alone might strengthen and spread said corruption.

Which of course raises another reason why I pondered on this theorem at all. How to remove Necromantic Corruption successfully.

In many tales, adventures, one imagines that all one has to do is find the Necromancer, slay him, and all is over. But, slay the necromancer, without destroying the Monsters, and they may remain in the area, maintaining the dark presence, which in turn means any of the corruption won't simply disappear. And over time another Necromancer may take his place, claiming dominion over a land that was not thoroughly purified.

But neither is this task so simple. Killing the Necromancer is one thing, destroying all of his Monsters also seems fairly simple, but how does one successfully remove all of the corruption that will linger yet? You won't always know the exact source of it, and over years, decades, or centuries there might be many false positives.

One would hope that the source is the site of a ritual, that needs only be broken. Or an object that must be destroyed. Clerics will often try to consecrate an area, to try and dispel or remove an evil presence, but this may not always be successful or sufficiently thorough.

And sadly, the way I see it. Even if you did manage to find the source, slay all the monsters and any necromancer who might had lingered, long-term corruption does not usually disappear overnight, which is also what makes fighting Necromancy so challenging.

Like a wildfire, you may put out all of the flame, stomp out most of the embers, but all it takes is a single spark that you failed to notice for it all to go up in flame again. The flame might not be as strong as before, and you may be able to react fast enough, but it may also be impossible to end decisively on the first go. One would have to perpetually remain in an area and assure that nothing new settles within, and sadly, there are only so many eyes, and so many people of good will, who have to face countless evils.

One could say it's a fruitless and pointless exercise, and yet, if one prunes a weed, it may eventually grow back, but you may yet have a few months of peace from it. And if you prune it, again, and again, you may be able to catch it before it spreads out of control.

The use of Necromancy for such evil acts may never be successfully stomped out, for it comes in many forms, but the better we understand how it behaves, the better we have the chance of stopping it before it may overwhelm us or cause too much harm.