info Overview
Name - What is this universe's name?

Republic of Alchemists, Mucs, and Artisans

 
Description - How would you describe Republic of Alchemists, Mucs, and Artisans?

From the explosion a massive amount of knowledge was given to the people in regards to chemistry, it also infused certain people with a rare material known only as Muc making them wizards.

 
Genre - What genre best describes Republic of Alchemists, Mucs, and Artisans?

making the most out of a terrible situation. not everything is caused by terrible monsters, sometimes its terrible people who like torturing people who are different. not every hero is a person with amazing powers.

 
date_range History
Origin - How did Republic of Alchemists, Mucs, and Artisans originate?

This continent originated from an C.A.T experiment regarding if something could be created from nothing. Thus random monster can appear from the ground or air. The only thing that stops them is stone and that produces a Colum field to the sky that monsters can not appear. that is why the castles are always circles.

 
History - What is Republic of Alchemists, Mucs, and Artisans’s history?

 These people were the first to evacuate from the lab before the C.A.T explosion but only got as far as the untamed north west before it caught up with them. When they arrived it would have been much like christopher columbus stumbling upon an entirely new world. While the evacuees knew that this island was man made, the creatures and nature inhabiting it have gained a life of their own. From complex ecosystems relying on matter manipulation, to strange weather patterns due to its dust, this land was now like no other. The first nights the evacuees spent there were desperate bids for survival, they had to adapt to the new climate and roughly 25% of the survivors got sick from it. After 50 years 5 cities began to form with the discovery of the Stan principle. It was named after Stan sherman who led the way in trying various sizes of walls in the effectiveness of blocking anomalies from spawning. The principle dictates that no monsters will spawn in a wall that is a. circular and b. at least 6ft tall by exactly 100 miles in diameter. however by the year 200a.e. a new problem arose. The amount of time and resources it takes to build even one circle is massive, as a result only one of them was built for every group of evacuees. However after 150 years not everyone could fit in the circle anymore due to land claims. These claims have huge taxes for anyone looking to build inside the circle and as a result only the rich and wealthy could stay full time. The rest of the population could be separated into 3 areas. outside the wall are the poor, they all know how to fight and wear swords. These people also make money off hunting or taming anomalies. The very outer ring of the wall are populated by the middle class, these people only stay for a couple of years and then they are sucked dry of money. As a result they are desperate and ruthless, commonly being employed in spywork and assassination. The very inner ring was made up of the land owners and rich, such as the king and his representatives. These people are pompous jerks with no regard to the outer or outside ring of citizens. They think that owning land and power makes them invincible to the anomalies or common folk. Throughout the years Alchemists and Mucs were persecuted, but that has subsided due to their invaluable service to the communities from construction, to hospitals. in the year 300a.e. the various kings of the evacuees made contact. This created trade, but more importantly it caused the kings to tax the trade of goods very heavily. In 325a.e. it was estimated that as much as 75% of the sale of a product went straight back to the king through taxes. This was the last straw and the outside ring rebelled against the king and his representatives. The conflict lasted until 400a.e when a new council was put into effect made up of two representatives from each kingdom. The rebellion also made it so that the only tax for the people inside the wall was put towards service projects and maintaining the wall. The council effectively put the taxes on trade and the citizens in check due to the council not wanting to make the other kingdoms mad. People still live outside the wall but they no longer have to pay taxes. These people still uphold the tradition of anomalies hunting, several are employed to protect the farms outside the wall. The peace would not last however, in 450a.e. a strange thing started happening. The anomalies stopped spawning or appearing in the fields near the stone walls. This initially seemed like a good thing, but as a result the entire council had to deal with crumbling economies, inflation, and riots. The problem was that anomali hunting and taming had now made up the base of the economy for four hundred fifty years. Without its base the economy was slowly sinking into chaos. There was also panic because the Mucs felt something was growing, while the alchemists suspected that the average intelligence of the anomalies was growing. It would all come to a head in 500a.e. where as a last ditch attempt to maintain order a prophecy was put in place. It stated the following "From a council of ten, a son of one will rise, rise over the mountain tops, fall through valleys, and uncover the story long forgotten". The plan was to have everyone distracted so that the council could come up with new economic policies with minimal riots. One council member, Velo Imp, volunteered her only son to go on this fake quest. This would not only increase her standing but also make the story more believable. Little did she know that Terren Dart, her son's friend, was not about to just sit idle by for such an adventure.

 
gavel Systems
Laws of Physics - What are the laws of physics like in Republic of Alchemists, Mucs, and Artisans?

all normal laws of physics apply except in regards to the conservation of mass for anomalies and muc

anomalies can't spawn in a area surrounded by stone that is 100 miles wide, 6ft tall, and is in a circle.

If any of these requirements are not met the anomalies can spawn inside the wall

anomalies can enter areas surrounded by stone if:
1 they are invited in
2 they enter through a purposeful hole in a wall, such as a gate or sewer pipe.

 
Magic System - What is the magic system like in Republic of Alchemists, Mucs, and Artisans?

the Mucs function as magicians, over the 500 years a.e. the Mucs perfected the art of magic and producing spells by utilizing the muc power to create and manipulate matter in a variety of ways.

If you have a large amount of muc in your veins than you are more physically weak while volatile, and magically capable.

The more you use the muc in your body the more it heats up, that's why if they use to much they can disintegrate.

The average life expectancy of a wizard with a high muc count is 20-30 years if magic is used constantly, and 30-35 with no magic usage

Alchemists mix potions to bring into battle with them and can't make new ones out of thin air.

Alchemists tend to be calmer and more stable than muc users, however they have no morals to guide them by and can do terrible things if it seems logical.

Pure Potions require very specific chemicals in the proper amounts to create reactions in the body to accomplish magic like feats, they are always made at home with special equipment (such as super strength or super speed).

Battle Potions are made from whatever is lying around and are always less effective than Pure Potions but can be administered from a larger dose and are easier to make (larger dose = larger amount of radius explosions NOT a larger effect. Aka the bigger the explosions radius the less effect it has. good for quick heals and offensive attacks)

The artisans utilize no magic and are the most stable. They want the best for the greatest amount of people in the wall, even if it seems hopeless or impossible.

Cast
Mucs, are able to most magic jobs effortlessly and efficiently. a few fight in a coliseum and survive off muc use for creating food. They all have inferiority complexes in regards to power levels.

Alchemists, are the leading scientists and procures of knowledge. Will buy any information at any price if vital enough. They do the most logical thing without exception.

Artisans, are the leading crafters and farmers, they are the backbone of society but are looked down on by Mucs and Artisans for their lack of special abilities or inherent intelligence. However they make the robes of Muc fighters, buildings for Alchemist experiments as well as their glass vials and science equipment. SO in short they are the dirt of society that the very society is built off of.

Jobs:
armor maker
field researcher
Master Gamer
ruin explorer
hired monster part gatherer
freelancer
wall builder
food hunter/farmer
other generic jobs
servent
King
Prince
Prophet.

Illegal Job:
Trophy hunter
Unauthorized Muc experimentation
Muc/Alchemist/Artisan extremists
Vigilante
Human population culler

 
Technology - What is the level of technology like in Republic of Alchemists, Mucs, and Artisans?

maritime technology is at the point where short trips are possible but the ocean is to rough for the boats

the cities on the coast are more advanced than the ones in the center of the continent

Manufacturing and transportation is facilitated by tamed monsters who have almost been domesticated. ( such as the golems for farming and nightmare wolves for hunting, fire breathing hawks with wings of fire are used as pets and to deliver messages)

Agriculture is limited to the internal cities due to their access to land, clean water, and hunting grounds

the meat of the anomalies loses its poison when cooked over a fire.

 
edit Notes
Inspiration - What were your major sources of inspiration for Republic of Alchemists, Mucs, and Artisans?

some Avatar (triket) and GodKillers (monsters randomly occurring) however the domestication of these monsters and the Muc being a entirely new material are entirely my own invention. The hereditariness of Muc( star wars micoclorides). ( muc staff partly from magnus chase)

 
Notes

The triket has always been traditionally a child (6 - 9) due to their ability to absorb massive amounts of information, the protagonist is an exception to this rule because of his test scores, education, and fighting prowess with a wizards(muc) staff.

 
folder_open laws of the universe ( these are set in stone and can't be changed in the story)
This universe contains...
2 characters reorder
group Characters close
Name
group Meridya Fett A bearer for the north west continent
group Terren Dart the improviser

1 location reorder
terrain Locations close
Name
terrain The central keep of the Republic of Alchemists, Mucs, and Artisans However, the term "Central Government" might be an overstatement. It is simply the place that the council meets, and as a natural result of this it a massive tourist trap. Scammers are common throu...

2 items reorder
emoji_events Items close
Name
emoji_events the taylors mock model shop a miniature of the best taylor shop in town, and is only ever given out for a week at a time. Run by Artisans for Artisans.
emoji_events The staff of ... Videogames A staff with a muc absorption head, a game impulse controller, and a hardened leather tip

This universe was created by Tom on Notebook.ai.

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