Alchemical Creations - Asgard Eventide
Aug. 10th, 2012 03:40 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Warning: Drug Use Discussions will be present in this topic.
As Samantha is preparing to get her first business loan in mid-August and working out arrangements to start her own Apothecary, she will begin doing experimentation with the magical herbs of Asgard and coming up with potions that may, or may not, reflect the original intent of these substances. These concoctions fall into three basic categories: Pharmaceuticals, Poisons, Drugs. There will only ever likely be one, maybe two substances in Category Three.
Timing: Samantha cannot simply create potions out of thin air. It is a matter of fairness that these sorts of things take time to concoct and develop, like any good plot. At any time, it seems reasonable that Samantha may be working on two chemicals. While the 'basic herbs' will be listed as available in her shop right off the bat, over time other chemicals may become available. 'Basic Potions' will take roughly 1 month of time to create OOCly per Moderator Decision. 'Advanced Potions' may take much longer, depending, and there will likely be a very limited number of these ever created (Perhaps 1 of each variety, and one additional). 'Lesser versions' of advanced potions may appear as experiments from time to time.
As a rule: These potions will never exceed Power Rank 1 in ability, and are generally about half the strength of a Rank 1 power. This is a matter of fairness, as the powers that players get access to are what make the Travelers unique and give them their 'kick' in the world of Asgard. Individual Advanced concoctions may have a significant impact, however, that falls outside of the categories of the house powers, provided that they have moderation approval. Regardless, the purpose of these potions is not to supplant players powers, but 'something on the side,' The hold-out pistol in case your shotgun gets kicked out of your hands by the zombie. The ace in the hole.
Licences
-Herbalist License, acquired through Utgard, allows for the sale, purchase and use of organic magical substances. Acquired in August, 2012.
-Alchemy License, acquired through Dwarves: Allows purchase, sale and authorized use of inorganic magical substances. Acquired December, 2012.
The Basic Herbs (Per Moderator explanation here):
Euri's Page has a list of all currently approved Herbal Ingredients and Alladin's Page has a list of some currently approved Alchemy ingredients. Samantha has limited access to Firebloom blossoms and no access to anything listed as being uniquely researched by Kaz or Euri. Anything acquired via "Herbalism License" is accessible to her.
(Many thanks to
occulthymns and
snugglesjugs for preparing the above lists.
Special Ingredients
Hippy Camp
FLIODH
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cleansing of Humors/Poison Puragive/Curatives
ROISN'IN RADHAIRC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Memory, Mental Acuity, Calmative
DUBH COSAC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Vision Poison
GAULTHERIA
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cure-all, Healing
AFFADILL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses.
ASLAUG MUSHROOM
Magical
Acquired via: Kaz via Thrymheim.
Used for: Muteness poison.
BLOOD FERN
Magical
Acquired via: Herbalist licence.
Used for: Good fortune.
BLUE PARASOL MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Blurry vision/blindness poison.
DRAGONSBANE
Magical
Acquired via: Rare Herb in forests between Alfheim and Asgard
Used for: Poisonous paralytic. Extremely dangerous.
FIREFLY BLOOM
Magical
Acquired via: Alfheim.
Used for: Healing.
FROSTBERRY (LINGONBERRY)
Non-Magical
Acquired via: Rare Import
Used for: Anti-inflammatory, wound treatment.
ICE MUSHROOM
Non-Magical
Acquired via: Rare Import.
Used for: Poison.
ISENVANE
Magical
Acquired via: Rare Herb between Alfheim and Asgard.
Used for: Poison. Weakens fire powers.
KYRIEL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, banishment.
KYSTAKASSUK
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, repellent.
MANDRAKE ROOT
Magical
Acquired via: Herbalist licence.
Used for: Deafness.
RASKOVNICHE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Focus enhancer.
SICKLEBACK
Magical
Acquired via: Herbalist licence.
Used for: Energy.
VENDELTHORN
Magical
Acquired via: Herbalist licence.
Used for: Sleep.
SAGE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Painkiller.
SPRING SUNDEW
Magical, carnivorous.
Acquired via: Herbalist licence.
Used for: Breaks things down.
WITCHCAP MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Staves off exhaustion/sleepiness.
WOLFNETTLE
Magical
Acquired via: Herbalist licence.
Used for: Stamina.
Featherdraw
Plant with feathery-looking white flowers. Boosts regeneration of blood cells, but too large doses can cause rupture of blood vessels and internal bleeding. Highly regulated. This will only be sold to other herbalists.
Avor root
Acquired via: Cultivation
Used for: Sleep (Less potent than Vendelthorn
Gildiam
Acquired via: License.
Used for: Mood improvement.
Iffany bloom
Acquired via: License.
Used for: Enhancing Senses.
Strovim root
Acquired via: Rare import, or cultivated in Asgard.
Used for: Toxin purgation.
Trindaca
Acquired via: Cultivation.
Used for: Stimulant.
Other
DRAGON BLOOD
Magical
Acquired via: Bleeding a Dragon (dead or alive. retains potency for as long as the body has not decomposed too far. Blood retains potency in storage indefinitely)
Used for: Fireproofing as a diluted solution, Caustic substance (Moderate reactive properties, only storable in glass), Poisonous.
DRAGON SCALES
Magical
Acquired via: Yanking them out of a dead dragon
Used for: Nearly impenetrable and useful for armors, though any work not involving dwarven or magically enhanced smithing is generally crude.
DRAGON BILE
Magical
Acquired via: A Dragon's Gall Bladder
Used for: Poisons, highly toxic, Anti-Stamina/Magical Energy.
HYDRA VENOM
Magical
Acquired via: Asking Ran Nicely, or finding a hydra and praying to god you can kill it.
Used for: Obscenely powerful poisons.
Current Research Projects (As of November/December 2012 24th/Day 175+):
Minor Poison - Slated for arrival in early January
Major Poison - Project Ongoing
As Samantha is preparing to get her first business loan in mid-August and working out arrangements to start her own Apothecary, she will begin doing experimentation with the magical herbs of Asgard and coming up with potions that may, or may not, reflect the original intent of these substances. These concoctions fall into three basic categories: Pharmaceuticals, Poisons, Drugs. There will only ever likely be one, maybe two substances in Category Three.
Timing: Samantha cannot simply create potions out of thin air. It is a matter of fairness that these sorts of things take time to concoct and develop, like any good plot. At any time, it seems reasonable that Samantha may be working on two chemicals. While the 'basic herbs' will be listed as available in her shop right off the bat, over time other chemicals may become available. 'Basic Potions' will take roughly 1 month of time to create OOCly per Moderator Decision. 'Advanced Potions' may take much longer, depending, and there will likely be a very limited number of these ever created (Perhaps 1 of each variety, and one additional). 'Lesser versions' of advanced potions may appear as experiments from time to time.
As a rule: These potions will never exceed Power Rank 1 in ability, and are generally about half the strength of a Rank 1 power. This is a matter of fairness, as the powers that players get access to are what make the Travelers unique and give them their 'kick' in the world of Asgard. Individual Advanced concoctions may have a significant impact, however, that falls outside of the categories of the house powers, provided that they have moderation approval. Regardless, the purpose of these potions is not to supplant players powers, but 'something on the side,' The hold-out pistol in case your shotgun gets kicked out of your hands by the zombie. The ace in the hole.
Licences
-Herbalist License, acquired through Utgard, allows for the sale, purchase and use of organic magical substances. Acquired in August, 2012.
-Alchemy License, acquired through Dwarves: Allows purchase, sale and authorized use of inorganic magical substances. Acquired December, 2012.
The Basic Herbs (Per Moderator explanation here):
Euri's Page has a list of all currently approved Herbal Ingredients and Alladin's Page has a list of some currently approved Alchemy ingredients. Samantha has limited access to Firebloom blossoms and no access to anything listed as being uniquely researched by Kaz or Euri. Anything acquired via "Herbalism License" is accessible to her.
(Many thanks to
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Special Ingredients
Hippy Camp
FLIODH
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cleansing of Humors/Poison Puragive/Curatives
ROISN'IN RADHAIRC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Memory, Mental Acuity, Calmative
DUBH COSAC
Magical
Acquired via: Hippy Encampment/Forest
Used for: Vision Poison
GAULTHERIA
Magical
Acquired via: Hippy Encampment/Forest
Used for: Cure-all, Healing
AFFADILL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses.
ASLAUG MUSHROOM
Magical
Acquired via: Kaz via Thrymheim.
Used for: Muteness poison.
BLOOD FERN
Magical
Acquired via: Herbalist licence.
Used for: Good fortune.
BLUE PARASOL MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Blurry vision/blindness poison.
DRAGONSBANE
Magical
Acquired via: Rare Herb in forests between Alfheim and Asgard
Used for: Poisonous paralytic. Extremely dangerous.
FIREFLY BLOOM
Magical
Acquired via: Alfheim.
Used for: Healing.
FROSTBERRY (LINGONBERRY)
Non-Magical
Acquired via: Rare Import
Used for: Anti-inflammatory, wound treatment.
ICE MUSHROOM
Non-Magical
Acquired via: Rare Import.
Used for: Poison.
ISENVANE
Magical
Acquired via: Rare Herb between Alfheim and Asgard.
Used for: Poison. Weakens fire powers.
KYRIEL
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, banishment.
KYSTAKASSUK
Magical
Acquired via: Herbalist licence.
Used for: Protection from curses, repellent.
MANDRAKE ROOT
Magical
Acquired via: Herbalist licence.
Used for: Deafness.
RASKOVNICHE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Focus enhancer.
SICKLEBACK
Magical
Acquired via: Herbalist licence.
Used for: Energy.
VENDELTHORN
Magical
Acquired via: Herbalist licence.
Used for: Sleep.
SAGE MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Painkiller.
SPRING SUNDEW
Magical, carnivorous.
Acquired via: Herbalist licence.
Used for: Breaks things down.
WITCHCAP MUSHROOM
Magical
Acquired via: Herbalist licence.
Used for: Staves off exhaustion/sleepiness.
WOLFNETTLE
Magical
Acquired via: Herbalist licence.
Used for: Stamina.
Featherdraw
Plant with feathery-looking white flowers. Boosts regeneration of blood cells, but too large doses can cause rupture of blood vessels and internal bleeding. Highly regulated. This will only be sold to other herbalists.
Avor root
Acquired via: Cultivation
Used for: Sleep (Less potent than Vendelthorn
Gildiam
Acquired via: License.
Used for: Mood improvement.
Iffany bloom
Acquired via: License.
Used for: Enhancing Senses.
Strovim root
Acquired via: Rare import, or cultivated in Asgard.
Used for: Toxin purgation.
Trindaca
Acquired via: Cultivation.
Used for: Stimulant.
Other
DRAGON BLOOD
Magical
Acquired via: Bleeding a Dragon (dead or alive. retains potency for as long as the body has not decomposed too far. Blood retains potency in storage indefinitely)
Used for: Fireproofing as a diluted solution, Caustic substance (Moderate reactive properties, only storable in glass), Poisonous.
DRAGON SCALES
Magical
Acquired via: Yanking them out of a dead dragon
Used for: Nearly impenetrable and useful for armors, though any work not involving dwarven or magically enhanced smithing is generally crude.
DRAGON BILE
Magical
Acquired via: A Dragon's Gall Bladder
Used for: Poisons, highly toxic, Anti-Stamina/Magical Energy.
HYDRA VENOM
Magical
Acquired via: Asking Ran Nicely, or finding a hydra and praying to god you can kill it.
Used for: Obscenely powerful poisons.
Current Research Projects (As of November/December 2012 24th/Day 175+):
Minor Poison - Slated for arrival in early January
Major Poison - Project Ongoing
September/October 2013 Concoctions for Approval
Date: 2013-10-24 05:41 am (UTC)(Powdered Roisn'in Radhairc blossoms)
Vector - Ingested
Duration - One Minute
Effect - At a great cost to the user, they may burn or ingrain a memory into their mind. A single image or set of images seen within a minute of imbibing the sweet and spicy mixture may be recalled with perfect clarity to the last detail. These may be up to six pages of text, a set of similar images of what is seen around the user or up to 10 seconds of 'video captured' memories.
Side Effect - The cost is that, for each image taken an image must be replaced from the person's existing memories. It might not take away all the memories of an event or of a person's contact with others, but repeated use can cause memory issues.
Limitation - Ogham's Pen can only affect memories in Asgard (It can only capture and replace memories experienced within Asgard Eventide, not memories from a character's canon world.).
==============
Night Oil
(Fermented Dubh Cosac)
Vector - Ingested
Duration - 10 minutes
Effect - The effect of Night Oil is simple. When drunk, the oily, unpleasant concoction causes the user to be invisible to the naked eye when standing still. While moving they shimmer in a 'predator-like' effect, not fully visible but still partially concealed.
It lasts the full effect, or until the person attacks another (in which case a greater penalty is experienced)
Side Effect - For the next hour after the effects fade, the user will be physically nauseous and unable to hold down any fluids or food (including Night Oil). This doesn't make it impossible to concentrate, but it can impede this. If, however, the night oil is used to harm another person, the magic trapped in the Dubh Cosac reacts with the Fae's disapproval as a sort of karmic backlash. These effects persist for twenty-four hours and are quite painful, a reminder of the cost of violence.
Abuse of Night Oil is also dangerous. If more than 3 doses are taken in one IC day, or 5 within one OOC week, the nauseous status lasts for a full OOC week during which barely any food and fluids can be kept down and the person is partially debilitated from cramping.