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Apothecary is a crafting skill that allows characters to create potions, tonics, and other magical tinctures at the Summit. These potions vary widely in strength and effect, with new ones being discovered through Schools of Magic and the wider world of Esterra. Some potions produce temporary boosting effects, these are commonly called Tonics. A full list of potions can be found here.

Crafting a Potion

To craft a potion a character needs to complete the following steps;

  • Select a potion you know.
  • Gather the appropriate resources.
  • Head to the Exchange tent and exchange the resources for an appropriate potion card.
  • Attach your potion card to the physical representation on the potion.
  • Register that you have crafted that potion with the Exchange Storyteller.

You are not required to engage in roleplay of your crafting during these steps, however, we ask that Apothecaries dedicate some of their time each day to roleplaying their craft. This adds to the mystical nature of the world, brings your characters skills forward and provides context to other characters.

Crafting a Poison

Not much is yet known about crafting poisons but some limited infomation can be found here

Alchemical Toxicity

The process of crafting potions is not without danger. It often involves dangerous reagents being treated through unorthodox manners, arcane elements, and foul gasses. While the human body is durable, it does need some time to overcome the toxicity of this process, lest it succumb to a wide variety of toxic wounds.

The process of Alchemical Toxicity is tracked by the Exchange Storyteller. Each day as apothecaries craft potions the Exchange Storyteller tracks the amount. After crafting 5 potions the apothecary opens themselves up to minor alchemical wounds, beyond 10 they are at risk of moderate wounds, and after 15 they risk major wounds which may be life-threatening. They are not guaranteed after crafting a potion beyond these thresholds, but each potion is its own new risk. Thankfully the human body recovers quickly and the level of an alchemist's toxicity resets to clear at the end of the Summit. Examples of a Minor, Moderate and Major wound can be found below.

Example Wounds

Vial Burn - Traumatic Wound

Mechanical Effect: You may not wield weapons. Additionally, every time you Craft a Potion you must take one damage.

Roleplay Effect: Your fingers and palms itch constantly, causing no pain but distracting you from any work requiring your hands. Ignoring the itching sensation causes the hands to flare with a burning sensation, causing great pain

Crushed Fingers - Traumatic Wound

Mechanical Effect: Take two Damage. Any time someone (including yourself) tries to move your fingers, take an additional one damage.

You cannot Craft Potions or wield weapons

Roleplay Effect: All of your fingers are crushed and snapped in a freak accident. You are in immense pain and any attempt to move your fingers causes you to nearly pass out.

Past Mistakes - Traumatic Wound

Mechanical Effect: You must choose a total of three important memories of your Character immediately after reading this. These can be based around places, people or events, but must be important to you (positive or negative). Every factor of the memories is removed from your character’s mind.

If this Wound is not cured by the end of the Event, inform a Storyteller

Roleplay Effect: The past is a place of errors. Mistakes are never easily forgiven, but it is perhaps easier to forget them instead. Your past is filled with much, and so it is easy to forget. Even the good times seem like such dens for mistakes to live, and it seems such a risk to remember them, and so you choose to forget. Whenever you try to recall the chosen memories, you are filled with a feeling of relief.