"You’re fascinated by uncovering the secrets of science and the natural world, and you’re constantly experimenting in your lab or on the go with inventive concoctions for every eventuality. You are fearless in the face of risk, hurling explosive or toxic creations at your foes. Your unique path toward greatness is lined with alchemical brews that push your mind and body to their limits."
True enough for the campaign setting. Of note: in the Viridian region, especially on the east and southern side of the Sea (Essodan, Krajevar, Halakhvane, Tribal Lands), magic in general and arcane magic in particular is viewed more and more suspiciously as one gets further away from the coasts. In some remote areas, alchemists may be seen as eccentric herbalists; in others they may be seen as mages who use some sort of "liquid spells".
Alchemists are likely from one of two branches: a local, small town tradition that grows out of herbalists and healers; and larger city, crown-trained military detachments. Most alchemists learn on their own, under a local mentor, or at the Royal Military Academy in Assetallis.
An alchemist may reasonably be from almost anywhere in the Khallah Vex setting, though there are fewer in places where there is a distrust of magic. Alchemy seems too close to arcane knowledge for some of them.
None specifically, though attention should be given to the difficulty of acquiring any later-level components that are difficult to come by. There are few large cities where such things can be gathered by coin and most would need to be sought out.