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Chapter 3.2 - Drogramath is an Idiot

The Dreamwalk skill allowed Theo and Tresk to traverse into a strange place. It was a reflection of a memory, recalled through the minds of both members of the Tara’hek. This often painted it with more emotions than logic, twisting reality to suit whatever either of them was feeling at the moment.

“It’s a mirror to our realm,” Theo said.

The pair stood overlooking the ruins of Berlin. A month ago, this sight would have sent Theo running, desperate to wash the image from his mind. Now he stared back at it in defiance. The crater left by the orbital kinetic bombardment was absolute, leaving no survivors. They stood in ruins of buildings, windows blown out with only a few walls to speak of. Crumbling bricks and the remnants of civilization all around them.

“Yeah, it’s neat,” Tresk said. “Didn’t you see this place before it got blown up?”

Theo nodded. With a thought, the image shifted. Tresk never enjoyed seeing the ruins. She always preferred to train in the busy suburbs outside of Berlin, or that quiet forest somewhere in Canada. The alchemist could never remember the name of that town, but that didn’t matter. This was a place for them to hone their skills while they slept, a skill they took advantage of every night. The Marshling disappeared, scampering off to summon monsters and practice her abilities. The Dreamwalk was the perfect place for alchemical experimentation.

The limitations of the Dreamwalk realm were only bound by the user’s imagination and knowledge. Everything worked like the real world. If they’d seen it before, they could reproduce it here with perfect accuracy. That was a hard limit, though. Theo could discover new things, such as properties on reagents, but it had to follow the logic of the real world. He couldn’t produce something from nothing, gaining knowledge he had no business poking into.

Theo walked for a few minutes, putting some distance between himself and the army of Trolls that was pummeling Tresk. It always took her a few hours to realize she should create monsters that were in her level range. He found a quiet spot, off a main road and near a few trees. It should have been dawn, according to his memory of this place, but the sky was just a twisting haze of colors. With a thought, he summoned a facsimile of a person. They were faceless, like a mannequin, just standing there. He found it easier to have something to talk to as he went through his steps.

“The basics of Drogramathi alchemy,” Theo said, nodding to summon a basic copper still. It appeared on the asphalt, flame already flickering below the pot-bellied still. He turned to his faceless companion. “Are you following? Of course not. Essences are the key to good Drogramathi alchemy. Unrefined essences are the basis for low-level alchemy. Simply heat mashed reagents in a still, and you’ll distill those essences.”

Theo summoned a pile of [Mage’s Bane] flowers and a large mortar and pestle to mash them with. He deposited the mixture into the still, returned the lid, and adjusted the fire below.

“This is where the intent comes in,” Theo said, turning to his companion. “I’ve discovered 2 properties for the [Mage’s Bane]. [Resist Magic] and [Absorb Magic]. Following? When I start a run, I focus on that intent.”

Theo manipulated the head of his mannequin, forcing it to nod. “The result is something like this,” Theo said, conjuring a flask of basic [Resist Magic Essence]. “But there’s the problem.”

A bolt of lightning shot from somewhere in the suburbs, staining the twisting sky for only a moment. Theo paused, waiting to see if Tresk’s pitched battle would spill into his section of the city. It did not. He summoned Throk’s design for the refinement chamber, a pressure vessel designed to remove the impurities from essences. The alchemist loaded it with the essence and set it to work.

“Without my alignment bonuses and upgrades, the essences refine at a half-rate,” Theo said, slapping the side of the machine. He produced a flask and looked at the [Refined Resist Magic Essence] that poured from the side of the device, half of what he put in. “We’re skipping a few steps here, but can you see the logic? Where does this go?”

Theo walked over to the dummy and forced it to nod its head.

“That’s right,” Theo said, nodding and moving back to his equipment. “There’s more process here to discover. Well, while we’re on the topic of that… I’m fairly certain I’ve already discovered the next step.”

Theo moved to the side of his still, gesturing to summon a [Fermentation Barrel]. He placed more [Mage’s Bane] mash inside, adding water and returning the lid. The alchemist focused, allowing mana to flow from his body and into the device. “Fermentation produces modifiers. Modifiers allow you to alter the way a potion works. We’re making potions here, by the way. That’s the entire process, if you want to think of it in the simplest terms. Mashing reagents and placing them in stills produces essences. Those essences can be refined in pressure vessels. Fermentation creates modifiers—oh, but that leaves a question, doesn’t it?”

Theo moved to the pressure vessel, slapping the side of it to speed up the process and scooping the alchemical waste from the output port at the bottom. This was the biggest mystery to him. Back in the real world, he had piles of the stuff sitting in [Dimensional Storage Crates], just waiting for experimentation. It didn’t matter to him if the waste was useful, but producing a byproduct meant his process wasn’t complete. He was missing a step.

“Well, there’s another mystery that might help that out,” Theo said, moving to a patch of open grass. Herbs sprung from the ground, growing far taller than they did in nature. “These are cultivated—” Theo looked back, moving to drag his mannequin over to the patch of earth. “These are cultivated plants. They produce better results than those grown in nature. I have a theory that once they hit the highest level of cultivation, you can splice them with other plants. I haven’t proved that yet.”

The distant battle came to a head, ending in silence. Theo waited, expecting the inevitable. Tresk came padding down the narrow street. Whatever wounds she suffered from the fight gone through the magic of the Dreamwalk.

“Who’s that?” she asked.

Theo gestured to the faceless person. “I call him Bob.”

“Alright. Is Bob helping you?”

“I’m just talking to him,” Theo said, moving over to his fermentation barrel.

“Kinda weird,” Tresk said. “What do you need to talk to Bob for?”

“It helps me concentrate,” Theo said. “I was explaining basic Drogramathi alchemy to him.”

“Oh! Did you get to the part about bombs? Hey, that’s a good question,” Tresk said in one rapid string of sounds. “How big can those explosions get?”

Tresk was talking about the unrefined way of making bombs. The dangerous way. Essences rarely got along. When introduced together, they typically produced a negative reaction. That ranged from sizzling, to smoke, to something similar to a lot of explosives crammed into a small space. The limit of an essences' ability to produce a negative reaction didn’t scale. Theo had already tested that here in the Dreamwalk.

“The largest improvised explosion is slightly bigger than the one I showed in Broken Tusk,” Theo said, producing a replica of the bomb. It was an improvised device, a two-chambered flask with a catalyst in the center. He handed it to Tresk to throw, which she did. It soared through the air, producing a sizable explosion on impact. “The problem is that the essences cook off before they can react. They get aerosolized, vaporize, or just get scattered before they can join the reaction.”

“That sucks,” Tresk said.

Theo smiled, patting her on the head. “No, that’s a good thing. Otherwise, I could just add enough essence to destroy the world.”

“Oh, right,” Tresk said.

“That’s about it, Bob,” Theo said, nodding to his mute friend. “Essences come from reagents. Modifiers come from fermentation. Refining essences strengthens them, puts them in tier 2. And I can now imbue water and catalysts with my mana. Well, that ignores the part about Drogramath’s influence on our world.”

“That’s concerning,” Tresk said.

“Well, at least we’re safe here,” Theo said, casting his eyes over the constructed world. “Pretty sure no one can hear us here.”

“We really haven’t tested it,” Tresk said. “Drogramath is an idiot.”

She waited, looking at the sky as though the Demon Lord would smite her down. When nothing happened she shrugged, a look of smug satisfaction spreading across her wet face. Theo often struggled to be mad at her. Either through the connection provided by the Tara’hek, or his soft spot for people who went goblin-mode regularly, he found comfort in her antics. She was maturing, but it was slow.

The pair moved off from Berlin, shifting through a series of dream-like landscapes through the night. During the Dreamwalk they gained experience as though they had performed the actions in real life. Theo spent his time, in between adjusting to new environments, tending gardens to raise his [Drogramath Herbalism Core]. It was the toughest core for him to level. He inspected the core and adjoining skills sometime through the night.

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[Drogramath Herbalist Core]

Rare

Herbalist Core

Bound

2 Slots

Level 13 (12%)

[Herbalist Core] given to the descendants of Drogramath.

Effects:

+4 Vigor

Raising the core’s rating higher than rare was on his list of things to do, but it wasn’t pressing. That might have influenced his inability to level it so quickly, but with things being so busy he hadn’t had a chance.

[Drogramath Herbalism]

Herbalism Skill

Rare

Drogramath has an eye for reagents. His descendants have an easier time identifying plants that produce alchemical ingredients.

Effect:

You have a sense whether something will produce alchemical ingredients.

+3 Intelligence

[Drogramath Herbalism] was the skill that came with the core. It was the basis of everything he did, allowing him to identify herbs and process them. The increased [Intelligence] was also welcome.

[Drogramath Fermentation]

Herbalism Skill

Epic

Drogramath was fond of fermentation. Not only for the brewing of alcohol, but also the strange effect it has on reagents.

Effect:

Fermentations you perform happen rapidly, compared to those without this skill.

Allows the modification of reagents to produce special modifier essences.

+1 Intelligence

[Drogramath Fermentation] was attached to his [Drogramath Herbalism] core as well. This allowed Theo access to modifiers. Once again, the [Intelligence] was a boon. The herbalism core may have produced the reagents he needed to perform alchemy, but his [Drogramath Alchemy] core was the means to everything else. That core allowed him to create impossible potions, the life’s blood of his entire operation in Broken Tusk. He inspected that core and the related skills.

[Drogramath Alchemy Core]

Legendary

Alchemy Core

Bound

3 Slots

Level 13 (50%)

[Alchemy Core] given to the descendants of Drogramath.

Effect:

Increases the synergy of [Alchemy] abilities.

+4 Wisdom

[Unstable Material Handling]

It was an understatement to call the core rare. Even the legendary rarity status undersold how scarce it was in the world. If the information Theo got was true, he was the only Drogramathi Alchemist currently alive. While that was good enough for him, the legendary status made it more powerful than a normal alchemy core. He didn’t have the exact numbers, but it was somewhere near 50 levels stronger than the common rarity [Alchemy Core], and it was unlikely that any other core was aligned.

[Unstable Material Handling]

Alchemy Skill

Rare

Allows the user to handle alchemical materials safely.

Effect:

While handling alchemy materials of any kind, you’re less likely to cause an unexpected reaction

[Unstable Material Handling] affected more things than Theo could imagine. He understood, through intuition, that this allowed him to work his art. Anyone handling his essences would be hard pressed not to cause an unplanned reaction, likely resulting in their demise.

[Drogramath Distillery Specialty]

Alchemy Skill

Legendary

You claim heritage to Drogramath, the potioneer. The Demon King’s specialty was distillation, allowing you to extract the essence of alchemical ingredients. Distillation produces a pure form of extract, although some claim it to be more unstable.

Effect:

Allows the user to operate distillery equipment at a significantly increased efficiency.

Allows the user to gauge, by eye, the exact quantity of mixtures in units.

+2 Wisdom

Theo didn’t know how he’d live without [Drogramath Distillery Specialty]. It was simply the best skill he had, hands down. While the alchemy guilds in Qavell fumbled around with archaic distillation equipment, the alchemist operated them all with ease.

[High Pressure Refining]

Alchemy Skill

Uncommon

Requires: [Drogramath Alchemy Core] level 10

Pressure has an interesting effect on essences. This skill allows you to safely operate a pressure vessel. Learning how a pressure vessel works is up to you.

Effect:

Allows the user to operate an alchemical pressure vessel safely.

Gives the user access to refined essence identification.

+1 Intelligence

[High Pressure Refining] was the next step in his journey to create truly powerful potions. It allowed him to take a regular essence, which he had come to think of as rank 1, and elevate it to a new level of power. He thought of that next rank as rank 2 potions. Most potions created with the refined essences were doubly effective.

[Drogramath Inventory]

Universal Skill

Legendary

Your heritage gives you access to the extra-dimensional spaces claimed by Drogramath. This ability changes to suit the user, giving them access to a pocket dimension presented in a way that matches your true origin. Items can be stored in the dimension at will, the only limitation is based on your origin’s manifestation. Items stored do not encumber the user.

Effects:

Inventory (32 slot, item stack count based on item)

Of course, [Drogramath Inventory] was an absurdly powerful skill. Without this, Theo would be forced to carry around crazy amounts of materials in a satchel. This enabled him to do what most traders did. They stuffed absurd amounts of junk in their inventory. Anything stored within his inventory wouldn’t rot, and food would even stay warm.

The Dreamwalk ended as dawn approached. The transition between that strange realm and the waking world was hard to get used to. Theo woke up in his bed, even if he’d just been running around the dream world moments ago. He was completely rested, feeling as though he just got a full night’s sleep. Even better was that every action he performed in the Dreamwalk, translated into the real world. He gained experience for every action he took.

Theo and Tresk woke up, never ones to linger in bed, and made their way to the Marsh Wolf Tavern. Predictably, Xam served whatever she had on hand from the night before. The topic of discussion was her new building, still growing on the plot behind the tavern. It was the worst kept secret in Broken Tusk. Once people figured out what the pipes were for, they understood the purpose of the building.

“That works for her,” Tresk said, nodding. “Building up excitement before the building is even done.”

“I’m supposed to work with Throk to get the details on the mixers,” Theo said.

“Huh?”

“He made these artifices that mix purification essences with the water to automatically purify the water,” Theo said. “I wonder which would be quicker… Boiling the water, or using the essences?”

Tresk shrugged, dumping her plate of food into her mouth. Theo spotted one of the strangers he’d seen last night, catching his eye. The man smiled, making his way over to the table. He was a well-dressed Human, his short hair slicked to one side and expensive silks covering his body. Theo identified him as a trader immediately.

“Rud,” the man said, reaching out a hand for Theo to shake.

“Theo.”

“Crazy times, eh?” Rud asked, shaking his head.

“I suppose,” Theo said, unwilling to give anything up.

Rud straightened his silks, adjusting a pendant hanging from a silver chain on his neck. He cleared his throat. “I represent trade interests in Qavell.”

“Well, we’re not interested in dealing with the Trade Guild,” Theo said, waving a dismissive hand. Tresk shot the man a glare.

Rud leaned in, tapping his fingers on the table. “Then we have that much in common. Hardly anything worth talking about, those trade guilds. Not after the war.”

Theo raised his brows, failing to hide his interest.

“See? Perhaps we can be friends, after all,” Rud said, flashing a grin.

“What happened with the guild?” Theo asked.

“Ah, that’s a story,” Rud said, leaning back in his chair. “The story depends on who you ask. Some people say the Mercantile Chairs had it out for each other for years and it just boiled over. Others think assassins from the Order of the Burning Eye had it out for the Chairs. Then there’s the story about the duelist.”

“The duelist?” Tresk asked, standing up on her chair.

“Some Elf from Tarantham,” Rud said. “Came in and shook everything up. Sent the Chairs into a fit. Then, they ate each other alive.”

“Where is Tarantham?” Theo asked. He’d never heard the name.

“Ah, well… If you could find it, you’d be dead. Supposed to be west, across a sea,” Rud said. “But that’s not why I’m here. I work with bulk materials. Raw timber, stone, metal, motes.”

“Ah,” Theo said, spotting Alise entering the building. He waved her over.

“Sir?”

“Mister Rud is interested in buying raw materials,” Theo said. “Think you can sort him out?”

“I can,” Alise said, bowing. “Please follow me to the adventurer’s guild.”

Theo and Tresk watched the two people walk out of the tavern. Tresk punched him playfully in the arm. “You just get your minions to do everything now.”

Theo shrugged. “What’s the point of having an assistant if I don’t use her?”

They discussed how the trade deal would go. Their current deal with Rivers and Daub was good, but they needed to move more raw material if they wanted to expand the town quickly. The primary raw resources were, as Rud mentioned, wood, stone, metal, and motes. Broken Tusk had no formal way to manage the collection of motes, but that might have been something worth looking into. Stone was collected by Ziz and worked on a ninety-ten split favoring the stoneworkers. Gridgen managed the mine, Nira the smelter, and they got the ten percent of the split on their end. Sledge, another Marshling in town, worked the lumber operation and received the same deal.

The pace at which each producer was working was always in excess. They made more resources than the town could consume or sell, which put them in stockpiling mode. Even if Rud wanted to match the deal that Rivers struck, he wouldn’t take more than they could make. Theo made a mental note to get with Alise and run the numbers on their production later. Until then, he turned his attention to the thing that consumed most of his time. Alchemy.