Soma: Difference between revisions
Prose pass to plain technical English: "element" for the type and "soma" for the substance throughout (Kinds → Elements); epigrams and examples-as-rules removed. Rule fixes from the 2026-09-06 session: health is volume × density with damage removing soma; hybrids depend on ratio; splitting folded into Alchemy; dissonance reach and ratio hybrids listed as open (via update-page on MediaWiki MCP Server) |
State rules positively: drop denials of unimplied negatives ("not alive", "never destroyed", "no process loses soma", "not destroyed", "consume no soma", "does not raise", "not dead"); enemies defined by differing in both qualities (via update-page on MediaWiki MCP Server) |
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'''Soma''' is the world's matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. | '''Soma''' is the world's matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. [[Pneuma|Pneuma]] animates it. Pneuma is energy and soma is matter. A creature's pneuma is its power and its soma is its health. | ||
Soma is a physical quantity. It is gathered, split, recombined, traded and spent. | Soma is a physical quantity. It is gathered, split, recombined, traded and spent. | ||
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Soma comes in four '''elements''': fire, air, water and earth. "Fire soma" is soma of the fire element. Everything in the world is soma of one element or a '''blend''' of several. Soma of each element is a thing that can be held, stacked and traded. | Soma comes in four '''elements''': fire, air, water and earth. "Fire soma" is soma of the fire element. Everything in the world is soma of one element or a '''blend''' of several. Soma of each element is a thing that can be held, stacked and traded. | ||
[[File:Elemental Square.png|thumb|The four elements on a square. Each edge joins two that share a quality: a temperature (hot or cold) or a moisture (wet or dry). | [[File:Elemental Square.png|thumb|The four elements on a square. Each edge joins two that share a quality: a temperature (hot or cold) or a moisture (wet or dry). Each diagonal joins two that differ in both.]] | ||
The four elements | The four elements are related as follows: | ||
* '''Allies''': two elements that share a quality (adjacent on the square). Every element has two allies. | * '''Allies''': two elements that share a quality (adjacent on the square). Every element has two allies. | ||
* '''Enemies''': two elements that | * '''Enemies''': two elements that differ in both temperature and moisture (diagonal). Every element has one enemy. | ||
Ally and enemy are relations between elements. | |||
== The Two Laws == | == The Two Laws == | ||
'''Law I — Persistence.''' | '''Law I — Persistence.''' The amount of soma is constant. Every craft rearranges soma. Compare Attrition on the [[Pneuma#The Three Laws|Pneuma page]]: every shaping loses pneuma. | ||
'''Law II — Vessel.''' A vessel is an arrangement of soma that can carry circulating pneuma. A vessel with pneuma circulating in it is alive ([[Pneuma#The Three Laws|Vitality]]). The arrangement | '''Law II — Vessel.''' A vessel is an arrangement of soma that can carry circulating pneuma. A vessel with pneuma circulating in it is alive ([[Pneuma#The Three Laws|Vitality]]). The arrangement determines what the vessel can do; the pneuma is the same in every vessel. | ||
== Alchemy == | == Alchemy == | ||
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Alchemy is the craft of soma: '''splitting''' a thing into the soma it is made of, and '''recombining''' soma into new things. Any thing can be split, and the yield is the blend the thing was made of. Most soma is obtained by splitting. | Alchemy is the craft of soma: '''splitting''' a thing into the soma it is made of, and '''recombining''' soma into new things. Any thing can be split, and the yield is the blend the thing was made of. Most soma is obtained by splitting. | ||
The result of recombining two elements depends on their relation: | |||
{| class="wikitable" | {| class="wikitable" | ||
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| Share a quality || Allies || '''Synergy''' || Hold together as a hybrid | | Share a quality || Allies || '''Synergy''' || Hold together as a hybrid | ||
|- | |- | ||
| | | Differ in both || Enemies || '''Dissonance''' || Separate and release the pneuma bound in both | ||
|} | |} | ||
''' | A '''hybrid''' is the result of combining allied elements. The hybrid is determined by the shared quality and by the ratio of the two elements: different ratios of the same pair give different hybrids. | ||
{| class="wikitable" | {| class="wikitable" | ||
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== Casting == | == Casting == | ||
An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it. The soma becomes part of the effect | An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it. The soma becomes part of the effect (Law I): a fireball is fire soma moved by pneuma. A pure spell or an ability spends pneuma alone (see [[Pneuma#Casting|Casting]] on the Pneuma page). | ||
== The body == | == The body == | ||
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=== Health === | === Health === | ||
A body has a '''volume''', set by its size, and a '''density''': how much soma its volume can hold. Maximum health is volume times density. Current health is the soma the body | A body has a '''volume''', set by its size, and a '''density''': how much soma its volume can hold. Maximum health is volume times density. Current health is the soma in the body beyond the minimum its structure needs to carry a current. Damage removes soma from the body. When health reaches zero, the vessel breaks. | ||
A giant has a larger volume than a person, so a higher maximum. A veteran and a novice have the same volume; the veteran has the higher density. | A giant has a larger volume than a person, so a higher maximum. A veteran and a novice have the same volume; the veteran has the higher density. | ||
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=== Tempering === | === Tempering === | ||
Damage taken and recovered from is the only thing that raises density. Density is independent of every value on the [[Pneuma]] page. | |||
=== Healing === | === Healing === | ||
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=== Death === | === Death === | ||
Death is the vessel breaking: the body | Death is the vessel breaking: the body's soma has lost the arrangement that carries a current. The soma itself persists (Law I). Its pneuma leaves it as described under [[Pneuma#Death|Death]] on the Pneuma page. A creature at zero pneuma is exhausted. | ||
== Open questions == | == Open questions == | ||
Latest revision as of 04:54, 7 September 2026
Soma is the world's matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. Pneuma animates it. Pneuma is energy and soma is matter. A creature's pneuma is its power and its soma is its health.
Soma is a physical quantity. It is gathered, split, recombined, traded and spent.
Elements
Soma comes in four elements: fire, air, water and earth. "Fire soma" is soma of the fire element. Everything in the world is soma of one element or a blend of several. Soma of each element is a thing that can be held, stacked and traded.

The four elements are related as follows:
- Allies: two elements that share a quality (adjacent on the square). Every element has two allies.
- Enemies: two elements that differ in both temperature and moisture (diagonal). Every element has one enemy.
Ally and enemy are relations between elements.
The Two Laws
Law I — Persistence. The amount of soma is constant. Every craft rearranges soma. Compare Attrition on the Pneuma page: every shaping loses pneuma.
Law II — Vessel. A vessel is an arrangement of soma that can carry circulating pneuma. A vessel with pneuma circulating in it is alive (Vitality). The arrangement determines what the vessel can do; the pneuma is the same in every vessel.
Alchemy
Alchemy is the craft of soma: splitting a thing into the soma it is made of, and recombining soma into new things. Any thing can be split, and the yield is the blend the thing was made of. Most soma is obtained by splitting.
The result of recombining two elements depends on their relation:
| Elements combining | Relation | Reaction | Result |
|---|---|---|---|
| Share a quality | Allies | Synergy | Hold together as a hybrid |
| Differ in both | Enemies | Dissonance | Separate and release the pneuma bound in both |
A hybrid is the result of combining allied elements. The hybrid is determined by the shared quality and by the ratio of the two elements: different ratios of the same pair give different hybrids.
| Allies | Shared quality | Hybrids |
|---|---|---|
| Fire + Air | Hot | Lightning |
| Fire + Earth | Dry | Magma |
| Water + Air | Wet | Mist, ice |
| Water + Earth | Cold | Mud |
Dissonance: the two elements separate, and both persist (Law I). All pneuma bound in either is released. Released pneuma enters the nearest vessel if one is in reach; otherwise it goes dull (see Land on the Pneuma page). What counts as in reach is open.
Sources
- Elemental sites. Wherever an element is concentrated — a river, a fire, a mountain — soma of that element can be gathered. The same sites hold bound pneuma (see Sources on the Pneuma page).
- Creatures. A slain creature's body is soma in its blend (see Composition). Splitting it yields that blend.
Casting
An elemental spell has a body of soma. The caster supplies the soma and the cast consumes it. The soma becomes part of the effect (Law I): a fireball is fire soma moved by pneuma. A pure spell or an ability spends pneuma alone (see Casting on the Pneuma page).
The body
Composition
Every body is a blend of the four elements, fixed by creature type and unchanged over its life. Damage of an element does less to a body with much of that element in it and more to a body with little. This is resistance.
Health
A body has a volume, set by its size, and a density: how much soma its volume can hold. Maximum health is volume times density. Current health is the soma in the body beyond the minimum its structure needs to carry a current. Damage removes soma from the body. When health reaches zero, the vessel breaks.
A giant has a larger volume than a person, so a higher maximum. A veteran and a novice have the same volume; the veteran has the higher density.
Tempering
Damage taken and recovered from is the only thing that raises density. Density is independent of every value on the Pneuma page.
Healing
Healing puts soma back into the body, up to its maximum. Food is soma, and eating is the ordinary way to heal. A healing consumable restores soma; a phial restores pneuma.
Death
Death is the vessel breaking: the body's soma has lost the arrangement that carries a current. The soma itself persists (Law I). Its pneuma leaves it as described under Death on the Pneuma page. A creature at zero pneuma is exhausted.
Open questions
- Origin. Where the world's soma came from.
- Numbers. Blend proportions, resistance strength, the density curve and the soma cost of a working.
- Ratio hybrids. Which ratios of each allied pair give which hybrids.
- Reach. How near a vessel must be to catch the pneuma a dissonant reaction releases.
- Spent soma. Whether the soma a cast consumes can be recovered from where it lands.
- Affinity and soma. Whether affinity lowers the soma cost of a working (see Open questions on the Pneuma page).