Alchemist (Any Race) Profession in Tariek Rough Collection | World Anvil

Alchemist (Any Race)

A skilled chemist, you create medicine and concoctions of various use from all manner of substance and material.

"Ach human chemistry? Just as likely ta kill ya as cure ye. Asked fer a simple tonic af'er a night o' drinkin'. Was shittin' me insides out fer a week!" Torbram Yvimac Solvig, dwarven merchant.

"This symbol, Mortar and Pestle Black on silver background. Don't you dare try and ask for an order from someone without it or we'll take ye in to the guard. Also any of you lot, lemme be clear. Don't short our alchemist. Isn't worth it, unless you like being paranoid of everything you eat or drink for the rest of your damn days." Gregory Sulav, 'guild enforcement'

Alchemists specialize in preparing all manner of pharmaceutical substances; medicines in both pills or draughts, salves, ointments to sell to patients and physicians alike. This is along with being capable of making various toxins and chemical agents that can be used in all manner of other deeds both upstanding and more...nefarious, though these are generally kept 'hush-hush'. Their workshops are what you would expect, bubbling beakers, notes all around, worn mortar and pestles, chemicals and ingredients all about on shelves with prices listed, and a thin haze all about. A bittersweet chemical smell clings to everything, which is not unexpected. Alchemists, as hinted at, some of them will supplement their income with more....illicit activities, though if you ask one of them, what they are doing isn't illegal. After all, they don't know the intentions of their clients and that is not their job! They are also known to occasionally dabble in the drug trades, though this is exceedingly high risk, especially various stronger hallucinogenic substances, as these are highly illicit. It used to be seen that alchemists were direct competition to the Physician's College and their guild, but for the last three hundred years they had become seen more as the manufacturer side of medicine, the idea being it allows the physician to focus on the actual doctoring, without needing to spend extra years learning all the complex chemistry involved in making various medicines, salves and ointments, they simply need to learn what they are and what they treat so they could ask for it by name. As this idea became accepted continent wide, finally a hundred years ago, alchemists were officially recognized. The guild is yet young, so very strongly and aggressively defending their rights, pushing into every city and town they can. They can be ruthless as a guild is want to be for its members, if they catch someone unlicensed practicing the craft.

As to how an alchemist ends up on an adventure, well there are many rare and difficult to find ingredients, and as such they are expensive. So alchemists oft have money problems or a need to go out to a particular place to acquire and harvest some more of a particular ingredient. Many will also take, on occasion, temporary employment with expeditions, mercenaries or even military groups for extra coin.

Role: Gameplay wise, within a campaign or adventure, they can slot in nicely as a healer, nearly as effective, if in a different way, as physicians. Indeed they have a unique versatility as well, for they can identify all manner of useful and dangerous substances in the wild, and perhaps use some to make all manner of useful chemicals out of some of them.

Career

Qualifications

You will need to be capable of reading and writing, and generally, you will need to be apprenticed to a guild licensed Alchemist for five years, one who actually keeps track and lets the guild know you are apprenticing. After which you will be given a rigorous exam by the guild, and they will also send someone to interview your mentor, and if they are satisfied, you will then be expected to pay ten silver moons as an initial membership fee, which then insures you get your license and a guild hall pocket book, this details the address of each major guild hall in any major city or town, alphabetically. The guild will collect dues as a percentage of your income (which is already accounted for in income rolls mechanically so don't stress it, unless you dealing under the table). You will get a set of decent tools as well for your initial fee, and after a few years of guild dues being a steady income flow, you can approach your guild for help acquiring a workshop and they might very well happily give you a small loan for reasonable interest of course. As soon as you have your own workshop, they will start pressuring you to take on an apprentice of your own, offering financial incentives as well. 'Oh we will freeze the interest on your loan for the five years of the apprenticeship.' etc. If you are successful enough and your business grows to where you need to hire other alchemists to keep up, a rarity but it does happen, well know you actually have no true freedom in that regard. Your guild will enforce their 'right' for their workers to be the ones plying this trade, and do so viciously in legal and more...dirty and underhanded methods. Be sure to visit your local guild hall to be safe, they will provide you with a list of your fellows in the city whom are looking for work, so you can make inquiries.

Career Progression

CAREER CHARACTERISTIC ADVANCE SCHEME:
WS BS Str T I Ag Dex Int WP Fel
- - - 1 3 - 1 1 4 2
CAREER PATH OUTLINES:
TIER 1: Alchemist's Apprentice: Copper-3
Skills: Consume Alcohol, Heal, Language (Lālsīian), Lore (Chemistry), Lore (Medicine), Lore (Plants), Trade (Alchemy), Trade (Poisoner)
Talents: Concoct, Craftsman (Alchemist), Etiquette (Scholar), Read/Write
Trappings: Book (Blank), Healing Draught, Sleeved Gambeson Tunic, Mortar and Pestle

TIER 2: Alchemist: Silver-1
Skills: Charm, Haggle, Lore (Science), Gossip, Language (Guilder), Perception
Talents: Criminal, Dealmaker, Etiquette (Guilder), Pharmacist
Trappings: Guild License, Trade Tools

TIER 3: Master Alchemist: Silver-3
Skills: Intuition, Leadership, Research, Secret Signs (Guilder)
Talents: Bookish, Master Tradesman (Alchemist), Resistance (Poison), Savvy
Trappings: Advanced Recipe Book (Alchemy), An Apprentice, A Workshop

TIER 4: Grand-master Alchemist: Gold-1
Skills: Intimidate, Ride (Horse or Boar)
Talents: Acute Sense (Taste), Cool-headed, Master Tradesman (Poisoner), Savant (Alchemist)
Trappings: Commission Papers, Large Workshop

Payment & Reimbursement

Status scales from Copper-3 all the way up to Gold-1 through the four tiers.

Other Benefits

Guild Resources include; 25% off medical care for you and your employees. Guild membership also grants 15% off all common and uncommon ingredients. 10% off all rare ingredients, if the dealer's stall or shop is marked with the guild sigil on the door frame/counter

Perception

Purpose

Medicine mostly, but also other chemicals for....various.....objectives, as requested.

Social Status

Its generally considered an 'honest' dishonest profession as some do make bold (read snake oil) claims at times. However overall, they can be effective, and obviously are, as physicians deal with them regularly to acquire needed medicines and treatments. So its considered middle working class, as they do have a guild, so they do, in theory, have a voice politically speaking, all the way up through to the continental level. You can live well if successful, and in the rarest of rare circumstances, should you master the wide arching theories of chemistry and medicine well enough, and become known as a true master of the craft, you can even live as mildly upper class.

Demographics

This is not well known, but members are of every race and nationality

Operations

Tools

Mortar and Pestle, recipe book, whale oil, oil lamp (open topped to allow access so you can boil things as needed in beakers), beakers and vials, measuring spoons and dosing vials. Corks, bees wax to seal the corks. One can make do with a Mortar and Pestle for simpler concoctions, the rest of this is normally acquired over time, or upon joining the guild and getting licensed. Eventually a workshop is often desired but you can manage without, though its generally not encouraged by the guild to do so.

Materials

All manner of ingredients. Ink as well to write the labels

Provided Services

Medicine, salves, ointments.
**Some will, generally under the table, hush-hush like provide toxins, poisons or all manner of drugs.**

Dangers & Hazards

If you try and operate without a license, yeah the guild may as well be a mafia.
Even with that, being robbed by a desperate drug addict is not unheard of in larger towns or cities. Its suggested you keep a weapon behind the counter by the guild, or hire a a tough to hang around during the day.
Alternative Names
Apothecary, Pharmacist
Type
Medical
Demand
Demand is moderate but steady. You wont find many alchemists in more rural areas, unless they are on an expedition to gather raw ingredients.
Legality
So long as you are guild licensed it is legal, if not, well it isn't but unless you also don't pay taxes, government won't care, they'll leave it up to the guild to govern its own mess.

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