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tkdguy
Nov 21st, '04, 03:35 AM
I got this idea watching Full Metal Alchemist. Basically, it's a world similar to the late 19th/early 20th century. The difference is that there are anachronisms. For example, engineers can craft fully functional metallic limbs to replace destroyed natural limbs. Other details will be worked out.

The difference, of course, is that alchemy is a real "science." It actually seems more like magic, since alchemists can change an object's molecular structure so that it turns into another substance altogether. The catch is that in order to get something, something else of equal value must be sacrificed. Alchemy cannot be used to resurrect a dead life form.

I was thinking of adding spiritualism into the mix, so that there would be clerics of some sort. Resurrection would also be taboo, but there would be healing spells, blessings, and exorcisms.

Any comments and suggestions are welcome.

Curufea
Nov 21st, '04, 08:01 PM
You could break down alchemists into subtypes-

Chymists (to borrow from Perdido Street Station) - potion creation, herbalism
Biothaumaturge - body manipulation, grafting, mutation, life creation
Physik - medicine, healing
Artificer - constructs, magic engines (usually clockwork powered spells), theumaturgical implants

And if you have spritualism, I'd make categories of that too-
Theology - clerical, church
Spiritualism - occult, mediums, fortune tellers
Because it was so big in the Victorian age...

tkdguy
Nov 21st, '04, 08:15 PM
Good idea. Thanks. Rep coming your way when I'm able to give it again.

Sociotard
Nov 21st, '04, 11:16 PM
Don't forget to include some steampunk Mecha. Actually, I saw a book for some d20 knockoff that liste a slew of such constructs. I'll post the name when I think of it.

Curufea
Nov 22nd, '04, 04:22 PM
Lest we forget - there are other Steampunk RPGs that have good ideas in them-
Castle Falkenstein
Space 1889
Girl Genius the RPG
GURPS: Steampunk
Deadlands

And Victorian Age -based RPGs-
Cthulhu by Gaslight
Masque of the Red Death

Eodin
Nov 22nd, '04, 09:01 PM
And the one I picked up - Victoriana.

tkdguy
Nov 22nd, '04, 09:42 PM
I'll definitely use ideas from Castle Falkenstein and Masque of the Red Death, as well as Arcanum. I don't have the other resources, but I'll look into them.

Reneshat
Nov 22nd, '04, 09:45 PM
This idea is so good I think you should do a PBEM. That way, I can play too.

Curufea
Nov 22nd, '04, 09:48 PM
I should have mentioned Arcanum - although it's been awhile since I played that computer game.

There are MANY web resources for Victoriana.

Plus, I also recommend my Steam Tank paper model :)
http://www.paperworlds.com/modules.php?op=modload&name=UpDownload&file=index&req=viewsdownload&sid=84&min=10&orderby=titleA&show=10

tkdguy
Nov 22nd, '04, 09:56 PM
This idea is so good I think you should do a PBEM. That way, I can play too.
I could if I get the time. If you're registered in Hero Central, we can set up a campaign there.

Lightray
Nov 22nd, '04, 11:32 PM
Well, one thing to keep in mind is that the "real" alchemists weren't out to discover new chemicals or reactions. They were trying to find a way to "ennoble" base materials, so they could apply the same process to themselves. It was a means of spiritual advancement, with the primary goal being immortality, of course.

Turning base metals into gold was considered a happy byproduct of alchemical studies -- but the only way to get rich nobles to fund your important work.

Alchemists had quite complex theories of how things worked, often based on analogy and similarity to other observed phenomena, and incorporating many details of what we would call astrology and other mystical belief systems.

Among other things, there were 6 to 12 processes that alchemy used (depending on your source) -- calcination, dissolution, separation, and some others. You can probably google them up from websites like this one (http://www.experiencefestival.com/a/Alchemy/id/5870) or this one (http://www.thelema.net/~tala/sistrum/alchemy.htm). In theory, if you take base materials through all these processes, you end up with a noble material (e.g., lead --> gold). Apply the same to yourself, and you end up immortal.

These processes are the basis for many modern chemical processes. I have to do extractions ("separation") pretty often at work.

Much of the writings of alchemists are couched in obscure terminology -- the better to keep the uneducated from dangerous knowledge. Thus you'll have references to the "Red Lion" or the "Green Lion devouring the sun". A proper alchemist, of course, will be assumed to understand what you're talking about.

Two of the alchemical "authorities" were Hermes Trismegistus (probably mythical author of the Emerald Tablet), and Paracelcus. There were a few other authoral alchemists from the Middle East, but I'm blanking on names.

The Emerald Tablet is certainly a good place to look for in-game flavor. Among other pithy sayings, it is the source of "As above, so below; as below, so above. To accomplish the wonder of the one thing." (note: paraphrased from memory).

Some alchemical terms to pepper into your game:

vitriol: might have been greenish, crystalline metal sulfate salts (iron sulfate? copper sulfate? who knows).

azoth: the "Universal Antidote."

alkahest: the "Universal Solvent", also called the Lesser Work. You don't finish this until you're ready to use it -- when you combine the two parts, it dissolves anything. So you can't store it in anything...

Elixir Vitae: the Great Work, by which you gain immortality. Probably not an actual drink, but representative of the enlightenment brought through study of alchemy.

Occasional mutterings by alchemists of the "fixed mercury" or "alchemical salts" and you'll be gold.



edit: GAH! Some yabbo put the Alpha Chi Sigma pledge manual online! Sheesh, so much for fraternity secrets...

But, since it's online: AXE Pledge Manual (http://www.hexagongirl.com/y/22-Alchemy&Symbols.html) -- it's a great source for oddball alchemy flavor. (I'd forgotten the Jabberwocky connection...)

Also a good place to steal alchemical symbols from. Like I said, most alchemical works were abundantly obscure, with everything either talked about by oblique names or through obscure symbols.

So your in-world alchemists are likely to be a clannish, closed society, jealously guarding their secrets. Outsiders would read through their notes and not know if they refer to about the element of Air or to dragonewts.


edit2: Geber! was the name of that Arabic alchemist.

wow. this is a long post.

Curufea
Nov 23rd, '04, 12:30 AM
Another good site for alchemy and just general weird beliefs (aside from the very amusing www.capalert.com) is the online sacred texts archives.
http://www.sacred-texts.com/index.htm
Many nice symbols as well

The Mad GM
Nov 23rd, '04, 03:52 PM
This is a great place for symbols (http://www.symbols.com). It takes a little more searching, but you get some in depth knowledge. They also have Hobo signs - the trail markers hobos left to warn or advise others. The whole site is fascinating.