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Sith Alchemy

#1
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The Premise

A number of months ago (From posting) Aodh/Occularis/Zutauha did a lot of fantastic work putting together a complex and incredibly detailed guide on Sith Alchemy. After numerous edits and plenty of research it passed through the officer. and sub officer, team scrutiny. Now, finally, it is here and presented before you. This is an OOC guide to Alchemy and progress through it in HH and not to be taken as an IC file one could access.

The image below is a pathway, if you will down the 'tree' of alchemy and divides the abilities into the rough categories of accomplishment an alchemist should be at to attempt the abilities/creations described. Below the image there is then an entry on each creation, outlining whether something is an enchantment or a mutation, it's difficulty (Out of five) and a brief description with sources.

The different tiers or levels are described as followed:
Novice: Everyone has to start somewhere. The creation of the Novice level are, in general, the first steps towards exploring the subtle craft of Sith Alchemy. They are often simple to comprehend and to create, but always form the fundamentals for the more advanced creations.

Journeyman: Through diligence and practice, the Journeyman level of creations can be forged. These creations are more intricate and detailed than their colleagues from a tier below, and require more discipline. Yet, many of these techniques are still relatively simple in their use. More often than not, they tend to 'click' in the mind after extensive practice, making it possible to turn them into a second nature. So, where they might be challenging for new Alchemists, these techniques can still be perceived as a piece of cake for the more experienced wielders of the dark arts.

Artisan: Artisan level creations are mostly reserved for the Alchemists who have truly taken the subtle craft to heart, and have dedicated themselves through extensive study and training. These techniques require a strong, stable foundation of knowledge and skill, and are without a doubt far more complex than the two tiers below. Yet, where there is more complexity and dedication required, there is more power to be found...

Expert: This tier encroaches that of the true master craftsman, but falls just short. Under it's umbrella, a great number of extremely dangerous, extremely potent creations can be found. Every last one of these possibly requires years of training and study, but there can be no doubt about the result once mastered: It is astonishing. Most of the creations here have to be made with the best of ingredients that can be found within the galaxy. Do not take any of these creations lightly, ever.

Master: Reaching the master tier is incomprehensible for most who devote decades to Alchemy. It's creations are the sparks that create legends, and it's practitioners are God-like Craftsman amongst Sith. If not for the unmistakable proof that they have been created in the past, and can be forged in the present, many would write these creations off as myth and fiction. But it is possible. All of it. They are highly sought after, and all of it requires decades of training, dedication, blood, sweat and tears. But if one does manage to forge such an awe inspiring creation... They can be assured of a place amongst histories greatest.

The way that Sith Alchemy will be presented on your ability sheets will be a little different from the rest of your powers and skills. A spoiler can be added below the sheet named as 'Character Name's Alchemical Tome'. Within this spoiler you'd make a small table that lists the technique, the sub-sets of techniques you can do with it, if you possess the material components should they be required, if you possess the theoretical knowledge to practice it and finally, if you possess the practical knowledge to perform it correctly. Here is a short example:




We hope this serves all of you well and of course represents our view on the complexity and paths through the field of alchemy. Any, and all, questions and inquiries into this document are welcome privately and can be answered there.


Alchemical Progression

[Image: alchemy-tree-new.png]

Organic Alchemy

Spoiler: Force Mask

Inorganic Alchemy



OOC:
Compiled with the original Alchemy: Expanded text - Written by Joslae/Alex
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#2
Placing Runes on Armour and Clothing

Alchemical runes are, first and foremost, intended for two purposes; placing down on stationary objects to affect the world around them in various ways, or for use as components of more complex rituals. However, it is possible to deploy them as chargeable components of armour - with stipulations. These runes must be carved into something that is unable to flex, lest it disrupt the shape of the runes in the most minor way. If that does happen, or if the runes are damaged, then consequences can range from anything from a mere loss of power in the runes to a corrupting energy afflicting you, or even small force-based burns and explosions. This means that cloth, leather, flexible polymers and even particularly thin metals are either useless or ill-advised as surfaces for runes that are not part of a metallurgical enchantment on armour.

These runes are not equal to enchantments, they cannot affect the properties of the armour itself and while their effects otherwise will not be negligible, they are also not likely to be hugely significant. As an example of what these runes could do, an interconnected system of runes of protection and power might provide low level protection from force abilities and minor physical trauma. However, this will be a difficult process - establishing these rune networks on armour and imbuing them with power is an extremely lengthy and costly process, and requires the hand of an alchemist intimately familiar with rune inscription.

((Originally postyed by Aodh))
[Image: 66iciMH.png]
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#3
Necromancy

Necromancy should be a singular, specific ritual using both alchemy and sorcery (drawing upon theory included in techniques such as animate guardians, soti asarsi, ansi niti and the school of summoning) and which animates corpses in the zombie-like, simplistic and limited form we see in lore. They can wield weapons, but only in the most simplistic way, they have pretty much no higher thought or instinct, and they usually do not last very long outside of locales they are bound to which provide a dark sided atmosphere that they are tailored to survive in.

((Originally posted by Aodh))
[Image: 66iciMH.png]
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#4
Holocron Creation

A holocron is a precious thing, for it allows a sith's knowledge and legacy to remain far past their time. A pureblood may store all the knowledge they possess of their house, a sorcerer have it contain all their writings and ritual work, or a blade master commit every fight he'd ever been in to it. Costly to make and requiring the skill of a great inorganic alchemist to craft, the time, resources and influence needed to commit into one is only found with Sith that have outlasted and survived many conquests and stood the test of time. There is a reason holocrons are closely guarded in deep vaults, behind many traps or is the most precious possession of those Sith who manage to see one created for them.

The creation of a holocron is as mentioned above a long process, and will require significant time and resources to build. A very individual journey, some characters might have access to great resources but will have difficulty finding an alchemist to create it. Or maybe a particular piece of it eludes them and will require dedicated effort to aqquire. How someone approaches this journey is up to them!

Shared between all holocrons these things will be needed:
  • An outer frame to contain it all, typically precious glass or a type of crystal
  • A crystral lattice shaped to hold the heart of the holocron
  • And a natural crystal attuned to the character, the 'heart' of the holocron, referred to as the Capstone Crystal.
  • The creation of a guardian for the holocron, through the Rite of Commencement

Please open a ticket if your reading this, and your considering approaching this long-term project

Right of Commencement

This guide will give some general guidelines for the Rite of Commencement, the final part of the creation of a Holocron. Not so much an alchemical or sorcerous rite, it does not require one to use Ansi Niti, or use vast quantities of power. It is a mental process, and involves the character facing their own mind and their self-perception.

Consequently, and importantly, this is a very individualized and personal process, and no two rites should ever be exactly alike. There are, however, always similarities:

The character will:
  • Mentally connect with the capstone crystal for the Holocron before it is connected to the rest of the construct.
  • Face a version of themselves comprised of a totality of their aspects, desirable and not.
  • Shape that version into something that will act as the Guardian to their Holocron.
  • Finally, connect the capstone crystal to the rest of the Holocron, completing it and allowing the character to begin recording information onto it.

It is strongly recommended you ask the player and various others that know the character well for help in creating this moment. A holocron is usually made by a very experienced character, and is something of a crowning moment of a long project that deserves some grandeur. Flashbacks, references to key moments and characters, echoes of achievements, great losses, all are viable for this moment.

In the end, there is no true failure state here. The worst-case scenario is that the Guardian becomes something that is undesirable to the character. A worst aspect of their being, an ugly perversion of their form or confoundingly obtuse to work with. Most likely, however, the Guardian will be a reflection of their actual personality and appearance, often somewhat idealized or a peak of their appearance.
[Image: 66iciMH.png]
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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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