Wiki / Emotional Alchemy

Emotional Alchemy: Quest Design Reference

For admins creating CYOA quests. Use this reference when designing passages and choices manually (without AI). Energy economy, not morality. 5 elements, WAVE stages, 15 canonical moves. The 15 canonical moves unlock for cross-national collaboration when onboarding completes.

The five elements & their emotions

Every charge you capture is energy, not a verdict. Each element is a channel for one emotion — the colour you attune a seed to says which emotion it carries. It's an energy economy, not a morality wheel.

Charge = energy detectedElement = which channelAlchemy = how it moves
Wood
· Wood
Joy

Vitality detected — something alive and worth growing.

Fire
· Fire
Anger

An obstacle is present, or a boundary was crossed.

Earth
· Earth
Neutrality

Whole-system perspective. Grounded detachment.

Metal
· Metal
Fear

Risk — or opportunity — detected. Excitement is fear read as opportunity.

Water
· Water
Sadness

Something you care about is distant or misaligned.

5 Elements + Channels

Each element maps to an emotional channel. Use this when matching passage tone or privileging choices by nation.

MetalFear — risk or opportunity
WaterSadness — value, meaning
WoodJoy — vitality, growth
FireAnger — boundary, breakthrough
EarthNeutrality — clarity, coherence

Compound Emotions

The primary model is still 5 channels × 3 altitudes = 15 primary states. Compound emotions are a diagnostic layer: 10 channel-pair edges × 2 directions = 20 directional slots. Treat the component channels, not the compound directly.

Dreadnamed

fear + sadness · fear dominant · what I need to feel safe is far or slipping away

Disappointmentnamed

sadness + anger · sadness dominant · the let-down deflation; grief over thwarted drive

Disgust/ Contemptnamed

anger + fear · anger dominant · recoil-and-reject; beneath me / get it away

Show provisional slots (17)
Eagernesscandidate

joy + anger · joy dominant

Determination/ Ambitioncandidate

joy + anger · anger dominant

Satisfaction/ Vindicationcandidate

anger + neutrality · anger dominant

Relief/ Reposecandidate

anger + neutrality · neutrality dominant

Curiositycandidate

neutrality + fear · neutrality dominant

Wariness/ Cautioncandidate

neutrality + fear · fear dominant

Forlornness/ Desolationcandidate

fear + sadness · sadness dominant

Nostalgia/ Wistfulnesscandidate

sadness + joy · sadness dominant

Hope/ Yearningcandidate

sadness + joy · joy dominant

Bitterness/ Aggrievementcandidate

sadness + anger · anger dominant

Intimidation/ Cowedcandidate

anger + fear · fear dominant

Restlessness/ Itchcandidate

joy + neutrality · joy dominant

Contentmentcandidate

joy + neutrality · neutrality dominant

Acceptance/ Serenitycandidate

neutrality + sadness · neutrality dominant

Melancholycandidate

neutrality + sadness · sadness dominant

Trepidation/ Inhibitioncandidate

fear + joy · fear dominant

Thrill/ Temptationcandidate

fear + joy · joy dominant

Nation ↔ Element

When privileging choices for a target audience, offer at least one path that favors the nation's element. See Nations for each nation's 4 moves.

Argyrametal
Pyrakanthfire
Virelunewood
Meridiaearth
Lamenthwater

WAVE Stages (4 Moves)

Each playbook has a primary WAVE stage. Privilege at least one choice that connects to the playbook's move.

Wake UpNotice signal; see what's available
Clean UpCorrect distortion; unblock emotional energy
Grow UpExtract lesson; increase capacity
Show UpAct aligned; do the work

Transcend vs Translate — Three Scene Families

Every growth scene belongs to one of three families. Transcend is vertical — altitude within the same channel. Translate is horizontal — channel-to-channel. Generative (生 shēng) and Control (克 kè) are translate subtypes governed by the Wuxing cycles.

Transcend ↑
Stay in channel · altitude rises · energy +2
fear:dissatisfied → fear:neutral
Generate →↑ 生 shēng
Flow to nourished channel · altitude rises · energy +1
fear:dissatisfied → sadness:neutral
Control →↓ 克 kè
Master through overcoming cycle · altitude drops · energy -1
fear:neutral → joy:dissatisfied
生 shēng — Generation Cycle
joyanger
angerneutrality
neutralityfear
fearsadness
sadnessjoy
克 kè — Control Cycle
joyneutrality
neutralitysadness
sadnessanger
angerfear
fearjoy
∷ signal ∷

15 Canonical Moves

Transcend (+2 energy), Generative (+1), Control (-1). Control = high-cost precision, not negative.

Step Through (Excitement)(Transcend)Family: Transcendelement: metalWAVE: Show

Fear → opportunity

Reclaim Meaning(Transcend)Family: Transcendelement: waterWAVE: Clean

Sadness → value restored

Commit to Growth(Transcend)Family: Transcendelement: woodWAVE: Grow

Joy → sustained vitality

Achieve Breakthrough (Triumph)(Transcend)Family: Transcendelement: fireWAVE: Show

Anger → boundary honored

Stabilize Coherence(Transcend)Family: Transcendelement: earthWAVE: Clean

Neutrality → system clarity

Declare Intention(Generative)Family: Translateelement: woodWAVE: Show

Momentum into action

Integrate Gains(Generative)Family: Translateelement: fireWAVE: Grow

Action into structure

Reveal Stakes(Generative)Family: Translateelement: earthWAVE: Wake

Structure into clarity

Deepen Value(Generative)Family: Translateelement: metalWAVE: Grow

Clarity into meaning

Renew Vitality(Generative)Family: Translateelement: waterWAVE: Wake

Meaning into vitality

Consolidate Energy(Control)Family: Translateelement: woodWAVE: Clean

Ground enthusiasm; prevent overextension

Temper Action(Control)Family: Translateelement: fireWAVE: Clean

Reassess risk after bold action

Reopen Sensitivity(Control)Family: Translateelement: earthWAVE: Clean

Soften rigid structure; reconnect meaning

Activate Hope(Control)Family: Translateelement: metalWAVE: Wake

Convert fear into forward momentum

Mobilize Grief(Control)Family: Translateelement: waterWAVE: Clean

Turn sadness into boundary-setting

Developmental Lens → Moves

Each of the 6 Faces (Shaman, Challenger, Regent, Architect, Diplomat, Sage) has moves available. When a developmental lens is set in quest generation, these moves are privileged in choices.

ShamanRenew Vitality, Activate Hope, Reopen Sensitivity
ChallengerAchieve Breakthrough, Declare Intention, Mobilize Grief
RegentStabilize Coherence, Integrate Gains, Consolidate Energy
ArchitectReveal Stakes, Deepen Value, Integrate Gains
DiplomatReclaim Meaning, Deepen Value, Reopen Sensitivity
SageStabilize Coherence, Commit to Growth, Renew Vitality

Choice Privileging (Manual Design)

When creating passages with 2–4 choices, privilege paths that resonate with the target player:

  • Nation element — At least one choice should favor a move involving the nation's element (e.g. Pyrakanth → fire moves: Achieve Breakthrough, Declare Intention, Temper Action)
  • Playbook WAVE — At least one choice should favor a move whose primary WAVE matches the playbook (e.g. Show Up playbook → Step Through, Achieve Breakthrough, Declare Intention)
  • 2–4 choices — Style guide limit. Up to 4 when move spread is primary (one per move).