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Broken Verge: Science and Occultism

Started by Superfluous Crow, November 30, 2009, 07:11:47 PM

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Superfluous Crow

Some elements and substances produced or devised by the dear inhabitants of Kherennem and its surroundings. Feel free to comment as usual; there'll be more at some later point in time.

 
Advanced Alchemy
Phlogiston:
An invention which breaks down the verge between alchemy and physics, this wild, luminescent fluid is pure liquid energy; a concept of physics in an aqueous solution. It has nearly unlimited uses, many of them quite dangerous to a careless scientist. It is, to no surprise, a volatile substance with even small amounts capable of reducing a room to a flaming husk. Although not a quality without uses, there is more: untouched, the phlogiston will slowly evaporate into heat, melting or charring surfaces quickly. Propelled at something with sufficient velocity, the phlogiston will only partly translate into heat; the rest will be instantly consumed in a kinetic burst capable of knocking an iron-shod door off its hinges. Of course, one could also take advantage of its luminescent quality, but most alchemists would consider this both a waste and somewhat of a folly.
Imbibed (in very low concentrations!) phlogiston will flush the system with adrenaline and energy; a very powerful and terribly expensive high society drug. Sadly it will quickly burn out a person's system with just a few doses, leaving him a lazy and catatonic wreck as he becomes incapable of amassing energy by himself.    
The process of creating phlogiston is immensely complicated, and is kept as a close-guarded secret by the alchemy masters of the world. But it is safe to say that it involves difficult procedures and rare ingredients. The liquid can only be safely stored over time in a very diluted state or in vials formed entirely out of malglass.

Malglass:
A nasty type of glass shaped from rare minerals from the Boreal Mountains, this material is highly valued by alchemists for its unique properties.
The glass is a powerful anti-catalyst which stills almost all chemical reactions, making volatile liquids in contact with the glass virtually harmless. It maintains an eerily cold temperature no matter how warm the ambient temperature is, and combined with its other quality this makes it extremely uncomfortable to handle.
The glass is clear when first made, but the surface oxidizes over time which makes the glass matted and inert. To restore the glass, it has to be treated with a vinegar solution which seems to be the only thing that works. Of course, it doesn't become inert if kept airtight. Even though the glass doesn't heat up physically, it eventually melts and becomes malleable if treated in a furnace.  
If ground into a fine dust and inhaled, or if shards of shattered malglass pierce the skin the anti-catalyst can wreak havoc with the human body. It can cause asphyxiation, strange reactions or gangrene. This was put to extensive use during the last Corsair Wars, to the horror of many of the soldiers who saw the direct consequences of the attacks.  
 


Ambrosia:
The spice of the gods it's said. No one can quite settle on what ambrosia tastes like. Some say it's sweet, others call it strong, aromatic, mild or any of a hundred other things. All anyone can ever agree on is that it is the most marvellous taste ever to touch their tongue. A single pinch of this stuff will turn a drab dinner into a culinary masterpiece. In its pure form it takes the shape of a granular paste, but it is  refined to a dark blue powder before use. It's a very covetted substance, and as all delicacies it has strange origins. This particular thing is found in a small cavity found in the skulls of the Bulk Whales of the White Sea, typically hunted by the whispermen who derive much profit from this trade. The small cavity is filled with about a fist's worth of the thick paste, which is then processed until there is powder equivalent to a bit more than half the mass of the paste. Some rich people gorge themselves on the stuff, and they soon become addicted. They are known as taste-gluttons and are spotted easily as they have bluish tongues and delirious eyes. If deprived of the Spice, they will go to great lengths to achieve the same heights of taste. They will douse their food in chili without taking notice, feed on raw meat, and some even fall so far that they forsake their own and feed on the flesh of their kin.    
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development


Kindling

Between this and Kolyaev, I think I may be developing a slight infatuation with the Broken Verge. Well done :)
all hail the reapers of hope

Ghostman

Is Malglass clear or colored? What happens if it breaks? Would it be safer to handle if placed in an airtight container?

Does Ambrosia have any effects/uses other than being so tasty and addictive? Does it spoil if kept in storage too long or exposed to moisture?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Superfluous Crow

Malglass is clear in its current incarnation. Do you think it would look better if it was slightly smoky or is perfectly clear eerie enough?
If it breaks one should be careful not to inhale the glassdust (because of its asphyxiating properties), but otherwise it just becomes small pieces of malglass with the same qualities. An airtight container wouldn't really have any effect, but having a layered vial so that the malglass itself is protected from breaking would be safer.
Malglass is commonly used to hold volatile or dangerously hot substances such as phlogiston. If you feel particularly malicious you could also shove a vial down someones throat and watch him asphyxiate to death on the tiny shards. Brittle one-time weapons could possibly be fashioned from the glass.  

Ambrosia is simply tasty, which is more than enough to make it extremely valuable. It would spoil after some time if not kept properly, but like most powdered spices I imagine it can keep from spoiling for quite a while.  
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

O Senhor Leetz

Quote from: Cataclysmic CrowBrittle one-time weapons could possibly be fashioned from the glass.  

Ambrosia is simply tasty, which is more than enough to make it extremely valuable. It would spoil after some time if not kept properly, but like most powdered spices I imagine it can keep from spoiling for quite a while.  

that would be great on the end of a crossbow bolt for assassins and what not.

Are there ever any ambrosia-centered drug wars?
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Superfluous Crow

If you don't go all crazy with it, it's pretty safe to eat occasionally when you feel like eating some expensive food (if you can afford it that is). So it is not generally considered a drug and is not illegal. Also, there is only really one nation that is qualified to collect it so there is not a lot of competition on that field.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Ghostman

Quote from: Cataclysmic CrowAn airtight container wouldn't really have any effect, but having a layered vial so that the malglass itself is protected from breaking would be safer.
Do you mean that it can suck oxygen from air even if it's not in contact with the air? That's pretty interesting, and scary.

A rather nasty use of Malglass could be making large quantities of fine sand from it, storing it in ceramic vases and flinging those containers with catapults. Would make a terrible siege weapon, although it'd be quite difficult to clean up the mess afterwards.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Superfluous Crow

It pretty much just sucks up oxygen near you. Bringing a vial with you when the dungeon you're in caves-in would be a bad idea.
The malglass sand weapon sounds terrifying. Pretty cool idea! But yes, it would be a terrible mess to clean. You would basically have to pour vinegar on everything : p
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Superfluous Crow

I wanted to do more of the various pieces of voltaic technology in this post, but it's late, and I have lessons tomorrow, so i thought I'd just post what I had written. Enjoy.
[spoiler=How to handle a secret?]As you might note, there is a pretty big "secret" in the entry below. Originally i wanted to keep it less obvious and just hint at it, but that would give me less of a chance to implement it the way I wanted to, so at last I saw no option but full disclosure. Do you think that is for the better, or have I revealed too much?[/spoiler]
 
Voltaic Technology
Developed in and controlled by the the Remnant Empire, electricity in Kherennem is a powerful  and unstable technology.  Powered by cumbersome Voltaic Receptacles, the various voltaic apparatuses can give the humans handling them control over heat and light.

The Voltaic Receptacles
In modern voltaic science, it all comes down to the receptacles. About the size of a large barrel, these heavy, durable objects are fashioned from light metal and ceramics and are vaguely egg-shaped. From their dark metal/ceramic skin sprouts various features of complex tecnology, from dials and gauges, over vents and tubes, to hinges and gears, giving the entire device a motley and arcane appearance. Where the metal plates of its surface meet,soft electrical luminescence permeates into the open atmosphere, adding to the mystical appearance of the receptacle.
The common people know little  about the internal workings of the devices; only the Keepers know all their secrets. What is known is that Ozmael Voltar came to the conclusion that the only thing that could provide the steady kind of power he wanted was the power of life itself, and he desired to build a mission that would emulate the functions of life. What is not known is that he failed in this endeavour, and that he in his frustration instead created a machine that would exploit life. In truth, the presumedly magnificent biotechnology of the receptacle amounts to little more than a glorified sarcophagus; a cage which can suck out and intensify the electrical power in living creatures. A mere human is not enough to run the machine though; only a Marut will do. While the Remnant claim that they only capture these half-humans to protect the populace from their destructive powers, this is actually the primary reason of their incarceration. Their bodies are filled with drugs meant to preserve and pacify, and their body is put to sleep in the foetal position while the mind is kept horribly awake in a series of lucid nightmares which agitate the body thus producing the power that the machine amplifies. The Maruts who escape their prison are but hollow rage-filled shells of their former selves; mad, artificially preserved, lightning-throwing creatures known as electrical mummies.
No one knows this of course, except for the aforementioned Keepers. The Keepers are the guardians and the caretakers of the technology, the machines, and the fragile bodies within. Most stay in Kolyaev, watching over the repository of receptacles which fills the city with light and heat, but for every receptacle distributed to the rest of the world, along comes a keeper. They are mostly women, their nurturing skills rededicated to the living machine, and they are all intelligent and trained in the arts of combat if anyone should try to acquire the device. They feed the machine the nutritious gruel it runs on, and administer the drugs as signalled by the gauges and dials. They are secretive and prefer solitude, and are ready at a moment's notice to destroy the machine if it is ever about to fall out of their control.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

O Senhor Leetz

very creepy, very cool. I like the matronly/psychotic Keepers that watch them. One thing though, I don't think having them be made of wood works that well. For one, it's not that creepy, and I'm no scientist or whatever so I could be wrong, but wouldn't/couldn't the wood start on fire? Maybe having them be made with opaque glass or even ceramics (both good insulators, I think)
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Superfluous Crow

Hmm, true. I'm not much for glass; becomes too crystal-techy. But ceramics might work! I'll change that.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Kindling

I don't see the problem with wood... I mean, it's a fantasy setting, so if you don't want it to burn, it can just not burn. Maybe electricity just works differently in the Broken Verge. And I think wood could be VERY creepy... like some kind of dubious 19th-century device, all tarnished brass and knotted, warped mahogany... just my thoughts :)
all hail the reapers of hope

Ghostman

I am partial to the ceramic aesthetic myself. And I don't think letting out the secret was that bad. Secrets are useful for storytelling (whether literary or RP), oftentimes only if they are to be revealed at some point. They are less useful for actual world building.

The Keepers come out as a very dedicated and disciplined group. I'd like to read some more about them - do they have uniform dress, code of conduct, common skills (other than what's already mentioned), etc? How are they trained for their task and selected for training? How do they ensure that each Keeper (especially those sent out to the world) remains faithful to their duty? Can Keepers have family/children, and could this interfere with their work?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Superfluous Crow

The Keepers are selected by the Censors at a fairly young age, with the Censors mainly looking for high intelligence and a patriotic or loyal nature. They have uniforms; robes in grey, black and purple. They are given a thorough education in modern science (of course focussing on their chosen field) and combat training. They serve some time in the repository before being allowed to venture out. Keepers can't legally marry or heirs as long as they keep their title.  
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development