Soma: Difference between revisions

From BTScape Wiki
Jump to navigation Jump to search
Soma is a physical quantity: kinds as goods, the elemental square and hybrids move here from Pneuma, new Alchemy (split and recombine; enemies react and release bound pneuma), Sources, and Casting (soma is the body of an elemental working and is consumed) (2026-09-06 session, Tyler + Bembi) (via update-page on MediaWiki MCP Server)
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)
Line 1: Line 1:
'''Soma''' is the world's matter. Everything is made of it ground, sea, flame, wind, tools, bodies. It holds no life of its own; [[Pneuma|pneuma]] is what animates it. The two are the world's dual: pneuma is energy and soma is matter, pneuma is mind and soma is body. A creature's pneuma is its power and its soma is its health.
'''Soma''' is the world's matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. Soma is not alive; [[Pneuma|pneuma]] is what animates it. Pneuma is energy and soma is matter. A creature's pneuma is its power and its soma is its health.


Soma carries the elements, and it is a physical quantity: gathered, split, recombined, traded and spent.
Soma is a physical quantity. It is gathered, split, recombined, traded and spent.


== Kinds ==
== Elements ==


Soma comes in four kinds: '''fire''', '''air''', '''water''' and '''earth'''. These are the elements. Everything in the world is one kind of soma or a blend of several, and every kind is stuff in its own right — a handful of fire soma is a thing in a bag.
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 somas on a square. Each edge joins two that share a quality a temperature (hot or cold) or a moisture (wet or dry); the diagonals share none.]]
[[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). The diagonals share none.]]
The four somas stand in fixed relation to one another:
The four elements stand in fixed relation:


* '''Allies''' two somas that share a quality (adjacent on the square). Every soma has two allies.
* '''Allies''': two elements that share a quality (adjacent on the square). Every element has two allies.
* '''Enemies''' two somas that share no quality (diagonal). Every soma has exactly one enemy.
* '''Enemies''': two elements that share no quality (diagonal). Every element has one enemy.


These relations belong to the soma. Pneuma bound in it is only along for the ride.
These relations are properties of the soma. Pneuma bound in soma does not change them.


== The Two Laws ==
== The Two Laws ==


'''Law I — Persistence.''' Soma is never destroyed, only rearranged. Mining, smithing, cooking, building and every other craft take soma in one arrangement and leave it in another. A ruin is soma that lost its arrangement and kept its substance. Energy dissipates ([[Pneuma#The Three Laws|Attrition]]); matter persists.
'''Law I — Persistence.''' Soma is never destroyed, only rearranged. Every craft takes soma in one arrangement and leaves it in another. Compare Attrition on the [[Pneuma#The Three Laws|Pneuma page]]: pneuma is lost to every shaping; soma is not.


'''Law II — Vessel.''' A vessel is soma arranged to carry a current of pneuma. Fill it and it lives ([[Pneuma#The Three Laws|Vitality]]). What a vessel can do is decided by its arrangement: the same pneuma glows in a stone and thinks in a person because the stone and the person are different arrangements of soma.
'''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 decides what the vessel can do; the pneuma is the same in every vessel.


== Alchemy ==
== Alchemy ==


Alchemy is the craft of soma: '''splitting''' a thing into the somas it is made of, and '''recombining''' somas into new things. Splitting is how most soma is won — a salamander's body into fire soma, a stone into earth. What two somas do when recombined depends on their relation:
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.
 
What two elements do when recombined depends on their relation:


{| class="wikitable"
{| class="wikitable"
! Somas combining !! Relation !! Reaction !! Result
! Elements combining !! Relation !! Reaction !! Result
|-
|-
| Share a quality || Allies || '''Synergy''' || Hold together as a hybrid
| Share a quality || Allies || '''Synergy''' || Hold together as a hybrid
|-
|-
| Share none || Enemies || '''Dissonance''' || React: fly apart and release the pneuma bound in both
| Share none || Enemies || '''Dissonance''' || Separate and release the pneuma bound in both
|}
|}


'''Hybrids''' are what allied somas make together. The hybrid follows the quality the two share:
'''Hybrids''' are what allied elements make together. 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"
! Allies !! Shared quality !! Hybrid
! Allies !! Shared quality !! Hybrids
|-
|-
| Fire + Air || Hot || Lightning
| Fire + Air || Hot || Lightning
Line 47: Line 49:
|}
|}


'''Dissonance''' is violent. The two somas persist (Law I) but cannot hold together, and whatever pneuma was bound in either comes free at once — into the nearest vessel if one is there, dull into the ground if not (see [[Pneuma#Spent pneuma|Spent pneuma]]).
'''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 [[Pneuma#Land|Land]] on the Pneuma page). What counts as in reach is open.


== Sources ==
== Sources ==


* '''Elemental sites.''' Wherever a soma is concentrated — a river, a burning fire, a rocky mountain — that soma can be gathered. The same sites hold bound pneuma; absorbing it is on the [[Pneuma#Sources|Pneuma page]].
* '''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 [[Pneuma#Sources|Sources]] on the Pneuma page).
* '''Creatures.''' A slain creature's body is soma in its blend (see [[#Composition|Composition]]). Alchemy splits it into what it was made of.
* '''Creatures.''' A slain creature's body is soma in its blend (see [[#Composition|Composition]]). Splitting it yields that blend.
* '''Splitting.''' Anything at all can be split into its somas; the yield is the blend the thing was made of.


== Casting ==
== Casting ==


An elemental working has a body of soma. A fireball is fire soma flung by pneuma: the caster supplies the soma, the cast consumes it, and the soma goes where the working goes — rearranged into the effect, never destroyed (Law I). Pure workings and physical abilities have no soma cost; what they spend is on the [[Pneuma#Casting|Pneuma page]].
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 and is not destroyed (Law I): a fireball is fire soma moved by pneuma. Pure spells and abilities consume no soma (see [[Pneuma#Casting|Casting]] on the Pneuma page).


== The body ==
== The body ==
Line 63: Line 64:
=== Composition ===
=== Composition ===


Every body is a blend of the four somas, fixed by its kind. A salamander is mostly fire soma; a fish is mostly water. The blend decides '''resistance''': typed damage lands hard on a body with little of that element in it and lightly on a body with much. A body's blend is set for life.
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 ===
=== Health ===


A body's health is its soma — how much there is, and how densely it is knit.
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 holds above what its structure needs to carry a current. Damage removes soma from the body. When health reaches zero, the vessel breaks.
 
* '''Amount''' is set by size. A giant is made of more soma than a person and has more to break.
* '''Density''' is set by a life. Damage loosens the knit. A body whose soma has been loosened all the way can no longer carry a current, and the vessel breaks.


Health is amount times density. Growing tougher means growing denser: a veteran and a novice are the same size, and the veteran's soma is knit far tighter.
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 ===
=== Tempering ===


Density grows from damage taken and recovered from. It is its own track, answering to nothing on the [[Pneuma]] page: a practitioner with a vast baseline is no tougher for it, and a fighter who has never cast is no less.
Density rises with damage taken and recovered from. Density is independent of every value on the [[Pneuma]] page: baseline does not raise it, and casting does not lower it.


=== Healing ===
=== Healing ===


Re-knitting loosened soma takes matter. Food is soma, and eating supplies what the body needs to close its wounds. Healing consumables are soma's counterpart to a [[Pneuma#Physical form|phial]]: matter to rebuild, where a phial is energy to spend.
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 ===


Death is the vessel breaking. The body's soma is all still there (Law I), but it no longer holds an arrangement that carries a current, and the pneuma leaves it as the [[Pneuma#Death|Pneuma page]] describes. Running the pneuma pool dry is exhaustion; only a broken vessel kills.
Death is the vessel breaking: the body no longer holds an arrangement of soma that can carry a current. Its soma persists (Law I). Its pneuma leaves it as described under [[Pneuma#Death|Death]] on the Pneuma page. A creature at zero pneuma is exhausted, not dead.


== Open questions ==
== Open questions ==


* '''Origin.''' Where the world's soma came from is unsettled.
* '''Origin.''' Where the world's soma came from.
* '''Numbers.''' Blend proportions, resistance strength, the density curve and the soma cost of a working are all undecided.
* '''Numbers.''' Blend proportions, resistance strength, the density curve and the soma cost of a working.
* '''Spent soma.''' Whether the soma a cast consumes can be recovered from where it lands, or is scattered for good, is unsettled.
* '''Ratio hybrids.''' Which ratios of each allied pair give which hybrids.
* '''Affinity and soma.''' Whether affinity thins the soma a working consumes is unsettled (see [[Pneuma#Open questions|Pneuma]]).
* '''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 [[Pneuma#Open questions|Open questions]] on the Pneuma page).

Revision as of 02:46, 7 September 2026

Soma is the world's matter. Everything is made of it: ground, sea, flame, wind, tools, bodies. Soma is not alive; pneuma is what 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 on a square. Each edge joins two that share a quality: a temperature (hot or cold) or a moisture (wet or dry). The diagonals share none.

The four elements stand in fixed relation:

  • Allies: two elements that share a quality (adjacent on the square). Every element has two allies.
  • Enemies: two elements that share no quality (diagonal). Every element has one enemy.

These relations are properties of the soma. Pneuma bound in soma does not change them.

The Two Laws

Law I — Persistence. Soma is never destroyed, only rearranged. Every craft takes soma in one arrangement and leaves it in another. Compare Attrition on the Pneuma page: pneuma is lost to every shaping; soma is not.

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 decides 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.

What two elements do when recombined depends on their relation:

Elements combining Relation Reaction Result
Share a quality Allies Synergy Hold together as a hybrid
Share none Enemies Dissonance Separate and release the pneuma bound in both

Hybrids are what allied elements make together. 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 and is not destroyed (Law I): a fireball is fire soma moved by pneuma. Pure spells and abilities consume no soma (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 the body holds above what 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

Density rises with damage taken and recovered from. Density is independent of every value on the Pneuma page: baseline does not raise it, and casting does not lower it.

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 no longer holds an arrangement of soma that can carry a current. Its soma persists (Law I). Its pneuma leaves it as described under Death on the Pneuma page. A creature at zero pneuma is exhausted, not dead.

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).