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Wednesday, May 14, 2025

Leading to Gold: Alchemists of The Empire (TDO)

 An Alchemist's Oath: no love, hate, or other emotion will impede perfecting your Work. Importantly, greed is not recognized as an emotion.

A post vaguely intended for use with The Darkest Outcome

Chemical Instability

The Society of Free Alchemists, known colloquially the Alchemist Cartel or simply the Cartel, has a successful monopoly on chemicals, drugs and advanced medicine within The Empire, and much beyond. Alchemists regularly operate on the fringes of imperial law, abusing every possible loophole and technicality to maintain a stranglehold on scientific progress; and employing their private "Mercenary" armies to viciously stomp out any competition that threatens to break their monopoly.

Alchemists are regularly in conflict with each other, as they attempt to copy, steal and sabotage each other's Work. Gold is Power, and the Society stops at nothing to hoard both, even as they damage the world and themselves in doing so. For some, the most recent and most dangerous avenue of research has been Weird. This growing interest makes them a major opponent of the Order.       

History

In Century Previous, Chemists rose from relative obscurity into a noble service role as private doctors, tasked with keeping barons and princelings in good health and high spirits. Quickly, medical work became secondary to the production of recreational substances, thanks to which the chemists became highly sought after by the decadent nobility. To this day, some noble houses still have their own Chemists, paid handsomely and guarded well to keep them out of the hands of other nobles or the Cartel.

In the Imperial Heartlands, the more enterprising Chemists provided great leaps in medical and military technology, including gunpowder. The Emperor immediately saw value in these advancements, funding further research and even promoting a few prominent Chemists to the position of Royal Alchemists, to the great annoyance of The Orthodoxy. 

The newly-titled Alchemists leveraged their new position to demand even more, asking for endless freedoms and powers, to the point where even the Crown would not be able to reach them. Two decades of turbulent political action, several revolts and a sudden imperial succession saw most of their demands being met, and the formation of The Society of Free Alchemists: nominally still subservient to the emperor and the military, but given great leeway and freedom in their work and research. Once Alchemists fully felt the liberty that came with their title, taxes were the only thing they continued to contribute to the Empire.

- Philosopher's Ashes (2 gp): Alchemical Supply. When vial is brought to body temperature and then put into contact with any other alchemical supply, the ashes will take on all the properties of the used item, and allow it to be used in the same way; the ashes will go inert in hour afterwards if unused. Two doses, each in its own easily-broken glass vial.  

Alchemical Work

A core tenet of the Cartel is that each Alchemist is the sole owner and creator of a single alchemical product of their own design, known as their Work. This Work might be a base element for use in other formulas, a more complex formula that refines one or more of those base elements into something new, or a "final" product taken to the public market. New developments in all three categories are common, and only the most dedicated can keep current with the chaotic progresses and regresses of alchemy. 

The mutual dependence between Alchemists' Works has resulted in large, complex trading networks and production lines that span across the Empire, spawning a whole secondary industry of caravan workers and guards that escort the alchemical products between workshops. Alchemist Caravans are a common sight on long roads, usually well-stocked to camp in the wilderness, and avoiding larger settlements to minimize chances of theft. They are a popular target for bandits who like gambling on how much a given alchemist paid for guard equipment.

Alchemists have near-complete authority of the land which they claim for their workshops, mines and refineries, in exchange for two-thirds of all their (declared) income going into the royal treasury. Some of the largest operations even have their own worker towns, settlements that are essentially fiefdoms of their own. Barons and other nobles usually try to be in good relations with the local alchemist, or at least tend to leave them alone; as long as the taxes have been paid, the pollution doesn't impede noble recreation and any damage caused by rowdy mercenaries is swiftly paid for. 

The center of each Alchemist's domain is their Workshop, where they do their unending research, and the sole place where they allow their Work to be produced. Workshops come in many shapes and sizes, but they're usually in remote locations that are easily protected and difficult to sneak into: refurbished castles, adapted cave networks, mountaintop complexes and the like. Workshops are rarely in towns - not because of the danger to the civilian population, but because it's usually cheaper to take your own land than to pay someone else for it. Occasionally, blood ties or land deals with local rulers result in urban workshops, close to their workers and carefully watched over by the town guard in addition to mercenaries. 

- Queen's Sleep (1 gp): Alchemical Supply. Works as a Smoke Bomb, but the gas is invisible and does not obstruct vision. No sound will travel through the cloud, and any sound produced inside the cloud is completely negated. 

Personnel 

An Alchemist's livelihood depends on nobody knowing how to recreate their Work: if the formula becomes public knowledge, they're out of business. The only other living soul who comes close to knowing the formula is one's Apprentice, the understudy who will (supposedly) one day inherit the Alchemist's Work, or create their own. Apprentices are a legal necessity for all members of the Alchemist Society, as they cannot allow a formula to be lost with the death of a single person - even if that one person relies on that secret knowledge to keep them alive. How much trust, truth and power a given Apprentice wields varies wildly between Alchemists. Most often, they are seconds in command, often sent in the Alchemist's stead to public meetings, negotiations and location scouting. 

In addition to mundane workers like miners, farmers, gatherers and hunters, Workshops have "Experts", sworn to secrecy and guarded every waking hour. Experts are each taught a specific step of the alchemical process, and are held in isolation from the outside world and from other Experts. Their waking time is dedicated to their step of the Work, and their free time is spent in isolated quarters inside the Workshop. No one Expert knows how their part of the process is integrated into the Work, in what proportion, or - often - even what the final product of their labors will look like. 

Secrecy is taken very seriously when working for an alchemist, and mercenaries operate on a strict "shoot first, ask nothing" policy when it comes to ensuring silence. More paranoid Alchemists (which is most of them) will go so far as to create false jobs, such as paying miners to extract worthless minerals, mixing vital alchemical plants with inert herb species, or hiring Experts to (unknowingly) perform work doesn't actually do anything, all in the interest of keeping their rivals guessing. If an Alchemist suspects that someone has seen too much or has been compromised, action is quick and severe. 

- Amnesia Powder (1 gp): Alchemical Supply. Bitter, flour-like substance that instantly knocks victims out for 2d6 seconds when ingested. One dose completely and utterly wipes the last two hours from their mind (including ingesting the powder), while two doses taken at once will scramble their brain: any skill, knowledge or memory they posses has a 4-in-6 chance of being gone for good (rolled when they try to access that memory). Two doses, packed in nondescript greased parchment.   

Forces

The Cartel's private armies are called Mercenaries, because they may not legally own an standing army; but that they are allowed to hire "temporary" sellswords to protect their lands, employees and wealth in times of danger or uncertainty; on the off chance of inquiry, Cartel leadership is adept at explaining how any given point in time can be considered dangerous or uncertain.  

The non-soldier soldiers of the Cartel are predominantly thugs, criminals and gang members, well-paid and -equipped to deal with anyone who would interfere with Cartel business. During daytime and while under scrutiny, they will maintain some degree of professionalism; but out of view and in the shadows, they are the ones breaking competitors' legs, harassing smaller vendors, kidnapping potential new experts and doing any other dirty work that furthers their patron's goals. Mercenaries rely on their reputation and intimidation to get their goals across, and swift violence on those who the first two didn't work on.

Mercenaries are organized into companies of 20 fighting men, each lead by an experienced captain. These common Guards usually have a standard array of equipment: Light Armor (brigandines, colorful padded surcoats, tassets and other showy items), large shade-hats or metal skullcaps, Muskets, and Short Blades for close quarters fighting. Some Alchemists may give their entire force additional "standard" equipment, such as extra weapons or gas masks, and the Company will always be well-equipped for whatever environment they are expected to operate in - underground base guards will always have lanterns and several oil flasks, for example. 

The common mercenary guard is a bully, not especially coordinated or disciplined. Their tactical and fighting prowess is unremarkable, with their success coming primarily from superior numbers and first-strike tactics, reliant on the idea that shooting first and coming in loud will kill off any danger, and that stragglers who don't surrender can be cleaned up easily with a knife. If they find themselves outnumbered, outflanked, surprised or face to face with Weird threats, the mercs are usually outclassed and crumble quickly without leadership. 

Mercenary Guard - 4 Morale
Cruel, cocky humans equipped with superior equipment. Morale is reduced to 2 if exposed to Weird, if their leader is killed or flees, or if they find themselves outnumbered, ambushed, or otherwise clearly losing the upper hand.

- Musket (2 gp): Large Firearm. As a Handcannon, but with +1 at all ranges up to and including Long. Can be reloaded in half the time a Handcannon takes. Highly suspicious and alerting if seen outside the hands of Mercenary guards or imperial soldiers.

Considerably more menacing than the common guard are Professionals, well-trained and loyal veterans who are equipped with bleeding-edge alchemical equipment. They vary greatly in equipment and tactics, but can be expected to be highly coordinated, well-trained and very dangerous in a fight. Professional squads are rare and expensive, so they are used sparingly and only for important missions - such as hunting down Monsters or eradicating organized opposition - and unless the mission is covert, they are always sent along with at least one Guard Company.

Mercenary Professional - 5 Morale
Cool-headed humans sent on special missions for the Cartel. In addition to quality armor and weapons, they have access to Alchemical Supplies and Weapon Coats (including ones that the Order doesn't have), which they will use to the greatest effect in a fight. Have Priority when using firearms.

- Bauble (1 gp) - Alchemical Supply. A brittle glass orb the size of a bowling ball, filled with a bright pink pressurized gas. When shattered, emits an incredibly loud, high-pitched squeal for a few seconds. Used solely by Guards the Alchemist Cartel, to act as an alarm of hostile attack; usually hung around a guard's waist, so that that it shatters if the wearer were to suddenly fall to the ground. Shattering a Bauble without cause or by accident is grounds for severe punishment. 

Conflict

While the Cartel survives due to its aggressive monopolistic efforts, it is also constantly embroiled in infighting, theft, backstabbing and power plays between its members. None covet an Alchemist's secrets and resources more than another Alchemist.

Cartel members constantly seek new and exciting ways to steal the profits out from other Cartel members. The most common "legal" conflict is seeking new formulas that reduce the need of a competitor's Work, or synthesizing "new", technically distinct elements, either to try to push a competitor out of the market or to simply remove the need to buy anything from them in the first place. Alchemists who wield enough power also often try to strongarm lesser competitors, laying a direct claim on the competitor's Work by demonstrating that they have produced a superior¹ version.

[1]: "Superior" is a very loose term here, and usually comes down to the alchemist demonstrating how their product is The Same, But Better to a council of their (easily bribed) peers, thus stripping the other alchemist of their right to the Work as they have been proven inferior. There's more than one case of an Alchemist sabotaging another's Work just before making such an accusation, usually after stealing the formula for themselves, and then presenting the old item as a new version. Alchemist Council hearings are home to some of the most comical injustices in the Empire.     

As far as illegal action goes, Alchemists will do anything and everything that they can get away with to get one over on their rivals: Mud slinging, undercutting, sabotage, espionage, theft, worker/apprentice kidnapping, and the occasional assassination are all on the table. This is the main reason that an alchemist's workshop is a secure fortress, and why workshop workers are so tightly observed: For Alchemists, paranoia is the only rational response to their work environment. 

- Tonguebite (1 gp): Weapon Coat/Poison. Wounded foes have their vocal cords constricted, causing a soundless gasping fit for 20 seconds during which the target may not vocalize, but is otherwise unimpaired. Those who ingest a full dose immediately lose their vocal cords and tongue, and are struck irrecoverably mute. Lasts 1 attack; 3 uses. 

Weird

While most are thankfully unaware, some Cartel members have already started exploiting the creeping doom that approaches. For those who have learned of them, the dangerous artifacts and warped creatures are a desperately sought-after item of research, fetching absurd prices and causing even greater amounts of fighting and tension than usual, as the aware Alchemists race to be the first to exploit any and all of the unearthly things they can capture while hiding it from the others. 

Alchemists have already tried to harness the power of intangible beings, shapeshifters and - in the absolute worst case - a captive Wizard. So far, all of their efforts have failed, thanks to Order interference and the cooperative nature of the subject, but the likelihood of a disastrous breakthrough looms ever closer: Even now, Alchemists are covertly developing dangerous things that we can't even dream of. 

The first effects of their Work have already been encountered by our Rooks: weapons that strike through solid matter, and traps that can capture the insubstantial. Eyeless mercenary companies roam the deepest, darkest passages of the cavern networks of the undermountains, sniffing out new Artifacts. Animal-men wielding strange firearms raid the villages of the northern regions, seemingly kidnapping members of specific family bloodlines. On nights of severe thunderstorm, the dead rise from their graves, steal their family's woodworking and stonecutting tools and march off to an unknown goal in the great saltwater marshes. Clouds of creeping green vapor roll out of Workshops and across the plains, traveling from plant to plant while evading anyone who approaches. Most recently, witnesses claim Engerick Bickelssen, Apprentice to the oldest living Alchemist, was seen eating the brain of a freshly-slain competitor before disappearing into thin air. 

The Order considers the Cartel to be a major threat to the Empire. Their obsessive Work threatens to spread Weird across the realm at rates we cannot control. The only thing that keeps them in check is their distrust, preoccupation with competition, and dedication to secrecy, meaning that relatively few Alchemists are aware of or trying to exploit these things... for now.  

- Ruler of Thee: Heavy Artifact, a great hammer made of red lead once used by the Iron Lord. Slow, +1 to Attack rolls. Anyone and anything wounded by this weapon will suffer the same wound again in five minutes, and then again in another five - but the one who used the weapon will be also be struck by the final wound.

- Repeater Shot: Experimental alchemist ammo, but also a Trinket. When fired, the red lead bullet travels back and "resets" the weapon, reloading it and allowing it to fire again immediately. Each time this happens, there is a 1/6 chance of the bullet returning incorrectly, destroying the weapon and rolling an unmodified Attack against the wielder. 

- Bottomless Jar - Artifact. If a liquid is put inside it, the jar will begin spewing massive amounts that liquid uncontrollably, stopping only if the jar is shattered or thrown into salt water. 

The Fifth Order

As far as we know, the Cartel is unaware of The Fifth Order. Those who have run into our bands in the past have shrugged it off as petty thieves, or more often, saboteurs hired by other Alchemists. Remaining unknown to the Cartel benefits Order operations greatly, and all effort should be made to minimize the chances of them recognizing our interference: if they catch wind of our existence, and our role as an impediment to their Work, they could easily attack our informant networks, erode our contacts and reduce our ability to travel freely - not to mention that we can't really win in a straight fight against the full brunt of a Mercenary force. Concealing our identity and mission is always a priority, but even more here.

Order Leeches get their Alchemical Supplies from a variety of sources: Military surplus, purchased from caravan robbers, or, very rarely, made by hand. Bulk movement of these items would immediately be noticed by the Cartel, so only small packages can move back and forth along the Order's supply lines. That, along with their general volatility and difficulty of storage, is the main reason that leeches are such a budget drain. On the plus side, this has taught our Leeches to be thrifty and precise, so our bands are never subject to misfire or incorrect dosage. 

We have the upper hand in information: mundane workers, mercenary guards, and even a few apprentices have been absorbed into our informant network, allowing timely action by our Rooks when needed. Due to the high security of Cartel operations, these sources are unfortunately not as detailed or accurate as others the Order relies on, so any specific data given on related missions should be treated with a grain of salt - it can be anticipated that at about half of all mission details will be estimated, muddled, incomplete or outright lies.  

Order operations against the Cartel are most often to sabotage their attempts to capture wild creatures or artifacts, or if that fails, stealing or destroying those things from the Alchemist who captured them. If that fails, it might also be necessary to find and destroy research notes, infiltrate and damage workshops, or contain and obscure the fallout of their experiments. Sometimes, the Cartel will be indirectly involved in a mission, such as having anomalies that manifest on guarded Alchemist-owned land, or their workers unwittingly running into our objective before us and complicating matters. 

Direct confrontation is rarely productive, as mercenary companies will always outnumber and outgun a band: stealth, subterfuge and subtlety are much more effective. If a battle is inevitable, all efforts should be taken to avoid open combat, instead finding ways to divide, mislead and indirectly eliminate or disable opponents. Leadership should be targeted first, as they rely on direct leadership to be effective. The short tempers and shoot-first philosophy of mercenaries can be levied against them: There is always rivalry between Companies (even those employed by the same Alchemist), and it doesn't take much pushing for a fight to break out. 

- Hinge (1 gp): Tiny dose of alchemical "waste", sought by thieves everywhere. Poured into a regular lock, will quietly dissolve the interior mechanism in 30 seconds and open the door. Secure locks, especially those in Workshops, are usually built to be immune to this. Single use.  

- Qurrow/Quolt (1 gp): Two arrows or crossbow bolts, made entirely of "tensed water". Harmless to humans; burst on impact or when exposed to heat, releasing a spray of liquid that will instantly extinguish any flame up to the size of a campfire. Evaporates quickly; leaves no trace.

- Candle Root (1 gp): Edible drug, reduces Stress by 2. For the remainder of the mission, a Panic result will always cause the character to Freeze. After the mission, the character automatically suffers a Stress Affliction, rolling for it as normal.

- Starburn (1 gp): Inhaled powder, grants the user Priority on all actions for 10 rounds (~30 seconds) and allows them to see in all but total darkness as if in daylight. Afterwards, the user suffers a light wound that cannot be removed for the rest of the mission, and becomes sluggish, unable to benefit from Priority until they sleep it off; using the drug in direct sunlight results in blindness. A second dose can be taken, but results  in the user's death after the effect runs out. Commonly given to Mercenary Guards expecting close quarters combat. 


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