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Alchemy Guild
7th Sea™ / Swashbuckling Adventures™ eBook
The Alchemist’s Guild
The Vendel League, Book I
Introduction
Organisation and Goals
Founded in 1639, the Alchemist’s Guild of the Vendel
League remains as controversial today as it did when it was
grudgingly accepted by the Chairs of the League. It was in
fact only through intense politicking and the personal
charisma of its founder, the enigmatic Teodorus von Hafen,
that it even came into being. An eclectic scholar and writer,
von Hafen is known to have published at least thirty-five
treatises on subjects ranging from the alchemical properties
of mercury to the effectiveness of ancient Avalon druidic
healing salves. The exact circumstances of his death have
also been a subject of some debate, while most accept that
he died in a freak accident during
an experiment, some have
attributed the explosion to a
jealous rival scholar.
The Guild is a very loose affiliation of scholars and does not
pretend to be as comprehensive in its membership as other
Vendel organisations. While many scholars with an interest
in alchemy have seen the advantages of joining the group,
there exist small enclaves of experimenters throughout
Théah who have never heard of the Guild or have little
interest in joining. In total the full membership of the Guild
numbers a little over two dozen scholars, mostly located in
Vendel itself.
When Theodorus founded the Alchemists’ Guild, the stated
aims was furthering studies of
esoteric knowledge he and his
associates were conducting, and
perhaps also to give more
credence to a craft that was
starting to lose its place to the
new sciences of the College. A
number of long-time associates
gathered together in Kirk, and
used their wealth to establish
several well-equipped laboratories in the city, even to the
extent of importing high-quality glass apparatus from
Vodacce, much to the annoyance of certain merchants.
Since that time, however, membership has fluctuated and
very few younger scholars have entered the Guild. The
usual practice of apprenticeship is starting to break down,
with experienced scholars now having to employ paid
assistants instead of relying on the work of junior members.
In the past, an initiate could spend up to ten years working
in one of the Guild facilities before seeking funding to
establish his own laboratory and start his own research. A
few new members still join each year, but some mutter that
they are more looking for the quick Guilder than actually
dedicated to the art of alchemy.
The study of alchemy has
fascinated Théan scholars for
centuries, ever since the craft was
brought back from the Crescent
Empire during the early Crusades.
The modern rational practice of chemistry, promoted
strongly by the Invisible College among others, developed
out of this knowledge. The name itself derives from the
Crescent word al-Kemia and supposedly relates to a now
extinct civilisation in which scholars first experimented with
the nature of substances. Some have even speculated that
this may be a currently unknown Syrneth civilisation from
the deep deserts. While the Crescent scholars themselves
wrote extensive texts on all areas of natural philosophy and
human anatomy, it was the minority area of transmutation
of materials that so inspired western adepts and became
synonymous with the term alchemy. The pinnacle of this
was the ability to change a base metal into gold, which is
regarded as the purest of all metals. Although many have
made fortunes on such claims, no one has to date reliably
demonstrated a means to do this and more than a few have
paid for false claims with their lives.
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Theory of Alchemy
Locations
Théan alchemy is based on an ancient philosophy of
four prime elements - Earth, Air, Fire and Water.
These were originally suggested by the Numan scholar
Basilides and later expanded on by Crescent
alchemists. A substance was said to contain certain
amounts of each prime element. For instance, a piece
of wood was mainly Earth as it had weight, but
if you burned it you could see the Fire it
contained. Smoke was the Air escaping
and you could also see Water had formed
on the surface. The four prime elements
were then further associated with four prime
states - Hot, Cold, Dry and Wet. The eight in total
reflected the classical number of Numan deities and the
spheres that were said to hold the planets in place.
Unbeknownst to Théan scientists until fairly recently, this
theory of the elements had been developed centuries before
in Cathay and was the foundation of that culture’s faith and
science. Specific substances were associated with each of
the eight, for instance sulphur is the prime example of Hot
as it was associated with volcanic activity and the
alchemist’s favourite element, mercury, is quite obviously
the signature metal for the elemental Water. Early
alchemists believed that each substance was defined by its
specific properties, so by combining materials to give those
properties you could create that substance. Thus, gold could
be defined as being soft enough to bend, yellow in colour
and would sink in water. If you combined the right
combination of other substances with some of these
properties you could make gold.
Early experiments developed a higher level of sophistication
as techniques to purify and extract new substances were
developed. The distill became the crucial piece of
equipment for any respected scholar, by which he could
achieve the very essence of a substance through carefully
controlled applications of temperature and water. By
varying the amount of Hot, Cold, Dry and Wet in this way
the alchemist transmuted the substance with the ultimate
goal always being the creation of the universal solvent that
could dissolve all other materials or the creation of gold
from other base metals.
The Guild has small laboratories throughout Kirk and
in a few other Théan cities, most notably Charouse
and Luthon. Each is usually the personal property of a
single Guild member, although a few belong to small
confederations of alchemists who have combined
research and resources. The headquarters of the
Guild is a small set of rooms above the
‘Shining Guilder’, a fairly up-scale and
well-respected tavern in central Kirk. The
facilities are maintained by a small staff but
are rarely used by the senior members,
excepting the occasional conference. Most
recently, the main room has been used for a number of
meetings with members of the Usury Guild to secure
additional financial support. The Guild pays a small
peppercorn rent in gold nuggets to the owner of the tavern,
per a very favourable agreement signed by Theodorus
himself when the group was first established. Some
members have suggested renting out the rooms to other
small Guilds due to their favourable location near the major
League offices. However, the senior members are unwilling
to risk upsetting the current owner and jeopardise the
standing agreements.
Patrons
While most rational scientists dismiss the alchemists as
outdated crackpots, the allure of gold and immortality
means that the Guild has enjoyed a history of strong
patronage from rich nobles seeking to enhance their status
and fortune. Some have been rendered destitute in the
process, but the fact that the answer may come from the
very next experiment keeps a steady stream of, some would
say, gullible financiers. Many of these nobles were
Montaigne gentry who regarded themselves as scientists and
philosophers, but were sadly amateurs in the extreme. The
revolution in that nation has seen this previously almost
limitless source of funding dry up with astonishing speed.
The Guild has yet to reveal to the League that instead of
being one of the wealthier of the minor Guilds, it is now
heavily in debt to a number of lenders including some of the
Usury Guild’s senior members.
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Important Members
Guild still functions to this day. However, in recent years
the strain has begun to show and his public appearances
have decreased. Those who have met with him comment in
hushed tones that his behaviour seems to be getting even
more erratic. Usually a calm and rational man one minute,
he has begun to explode into a tirade of politics and
opinions that most never thought they would hear.
Jans Ulkopf ~ Guild Master
The current head of the Alchemist’s Guild is a very
eccentric Vendel born and raised in Kirk. The ageing
scholar was once apprentice to Theodorus von Hafen and
has continued much of that research, although he has yet to
outstrip his mentor in sheer volume of writings. While a
dogged researcher, Ulkopf has also impressed many with his
organisational skills which is one of the reasons that the
The truth behind Jans’ increasingly bizarre behaviour lies in
his primary research. He has continued to experiment with
mercury compounds, which Theodorus believed held the
secret to the universal solvent which would in turn unlock
the full potential of transmutation. A lifetime of exposure to
such chemicals has had a profound effect on the old scholar,
who in modern terms would be termed as suffering from
multiple personality disorder. A number of close friends are
becoming aware of the problem, but they are uncertain what
to make of the mood swings, sudden changes in attitude, and
Jans Ulkopf , Hero ( 7th Sea™ )
Brawn 2, Finesse 2, Wits 4, Resolve 3, Panache 2
Advantages : Alchemist, Connections: Numerous, Emergent Person-
ality, Membership : Alchemist Guild, Patron (Numerous), Published,
University, Language: Castillian (R/W), Montaigne (R/W), Vendel
(R/W), Theah (R/W)
Background : Debt
Reputation : 30
Courtier : Dancing 2, Etiquette 3 Fashion 2, Oratory 4, Diplomacy
3, Gossip 3, Mooch 3, Politics 3, Scheming 3, Sincerity 3
Doctor : Diagnosis 3, First Aid 3, Examiner 1, Surgery 1, Quack 2
Knife : Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 2
Merchant : Accounting 2, Alchemist 4, Haggling 2
Performer : Acting 1, Cold Read 3, Dancing 2, Oratory 4, Singing 1
Professor : Law 2, Mooch 3, Natural Philosophy 4, Oratory 4, Poli-
tics 3, Research 4, Tinker 3, Writing 4
Scholar : History 1, Mathematics 3, Philosophy 1, Research 4, Law
2, Natural Philosophy 4
Jans Ulkopf , Villain ( 7th Sea™ )
Brawn 2, Finesse 2, Wits 4, Resolve 3, Panache 2
Advantages : Emergent Personality, Language: Castillian (R/W),
Montaigne (R/W), Vendel (R/W)
Reputation : 0
Ambrogia : Exploit Weakness (Ambrogia) 2, Feint (Fencing) 3,
Pommel Strike (Fencing) 2, Riposte (Fencing) 3
Courtier : Dancing 1, Etiquette 3 Fashion 2, Oratory 4, Diplomacy
2, Gossip 4, Mooch 2, Politics 2, Scheming 4, Sincerity 4 Dirty
Fighting: Attack (Dirty Fighting) 4, Eye-Gouge 4, Throat Strike 4
Doctor : Diagnosis 3, First Aid 2, Examiner 1, Surgery 1, Quack 3
Fencing : Attack (Fencing) 2, Parry (Fencing) 2
Knife : Attack (Knife) 4, Parry (Knife) 4, Throw (Knife)
Performer : Acting1, Dancing1, Oratory 4, Singing 1, Cold Read 4
Jans Ulkopf , Guild Master ( d20™ )
Vendel Alchemist 5/Courtier 3 : CR 8; SZ M (humanoid); HD
5d6+3d6+8; hp 37; Init+1; Spd 30 ft; AC 11; Atks: Knife +3 melee
(1d4), pistol +4 ranged (1d10); SA Craft Elixirs (cure minor
wounds, feather fall, jump, purify food and drink, resistance, virtue,
endure elements, goodberry, bull's strength), Brew Potion (4th level
spells), Wealth, Talent, Style and Grace, Iron Will, Gossip; SV
Fort+6, Ref+3, Will+11; Str 10, Dex 13, Con 13, Int 17, Wis 15,
Cha 13; AL LN; Skills: Alchemy+16, Bluff+6, Craft (potions and
elixirs)+13, Concentration+10, Decipher Script+10, Diplomacy+8,
Gather Information+7, Heal+10, Innuendo+4, Knowledge
(bureaucracy)+11, Knowledge (chemicals)+10, Knowledge (natural
philosophy)+10, Perform (oratory, writing)+3, Profession
(Alchemist)+11, Search+5, Sense Motive+7, Speak Languages
(Castillian, Montaigne, Vendel, Thean), Spot+4; Feats: Member
(Alchemist's Guild) , Emergent Personality, Skill Focus (Alchemy),
Craftsman
Jans Ulkopf, Evil Mastermind ( d20™ )
Vendel Assassin 8 : CR 8; SZ M (humanoid); HD 8d6+8; hp 37;
Init+1; Spd 30 ft; AC 16; Atks: Knife +6/+1 melee (1d4), pistol
+7/+2 ranged (1d10); SA Poison Use, Sneak Attack+4d8, Death
Attack, Inconspicuous, Ambush Attack+2, Conceal the Evidence,
Uncanny Dodge; SV Fort+3, Ref+6, Will+4; Str 10, Dex 13, Con
13, Int 17, Wis 15, Cha 13; AL NE; Skills: Bluff+12, Diplo-
macy+7, Gather Information+10, Heal+8, Hide+9, Listen+7, Move
Silently+9, Open Lock+6, Pick Pocket+6, Search+5, Sense Mo-
tive+8, Speak Languages (Vendel, Castillian, Montaigne, Thean),
Spot+6, Use Rope+3; Feats: Assassin's Hand, Gifted Liar, Unar-
mored Defense Proficiency (Beginner), Improved Sneak Attack
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even tone of voice. The pragmatic researcher they knew
appears to be losing ground to a number of other emerging
identities, one of which is the volatile and opinionated
persona that has caused concern in social gatherings. Jans’
friends would be even more worried if they were
completely aware of how much of a problem this
personality represents, since it is borderline megalomaniac
and trying to use the research carried out by the rational
persona to further its goals. One lab assistant inadvertently
overheard Jans arguing with himself about a new form of
explosive that he is developing. That researcher died a few
days later when a distillation column somehow overheated
and set fire to one of the smaller rooms in which he was
working.
Matthew Ferryman , Hero ( 7th Sea™ )
Brawn 2, Finesse 3, Wits 5, Resolve 3, Panache 3
Advantages : Alchemist, Brilliant, Connections: Hans Bjork and Fe-
lix du Martise, Membership : Alchemist Guild, Patron: Vincent Ulf-
son, Published, Spark of Genius (Alchemy), University, Language:
Avalon (R/W), Vendel, Theah (R/W)
Reputation : 10
Courtier : Dancing 1, Diplomacy 1, Etiquette 1, Fashion 1, Gossip 1,
Mooch 1, Oratory 2, Sincerity 1
Doctor : Diagnosis 3, First Aid 3, Examiner 3, Quack 2, Surgery 2
Knife : Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 2
Merchant : Accounting 1, Alchemist 4, Haggling 1
Professor : Law 2, Mooch 1, Natural Philosophy 5, Oratory 2, Re-
search 4, Tinker 4, Writing 3
Scholar : History 1, Law 2, Mathematics 3, Natural Philosophy 5,
Philosophy 1, Research 4,
Matthew Ferryman ~ Golden Boy
One of the most celebrated of the Guild’s researchers is the
flamboyant Avalon scholar who appears to be the closer to
the creation of gold than anyone has achieved thus far.
While working with Jans Ulkopf on his research in solvents
that can alter mercury, Matthew discovered a combination
of mineral acids that could dissolve gold. He called his new
solvent agua regia , or ‘royal water’, due to the high status
that gold holds to the alchemists. While there did not seem
to be any practical use for this new material at the time, his
later research into the power of lightning to change metals
led to an unusual discovery. He found that a metal strip
running up a stone tower near his laboratory would attract
lightning in a storm, which he could then channel into vats
of the liquid formed by application of his agua regia .
Through trial and error he found an arrangement whereby
another metallic object placed in the vat took on a slightly
golden appearance. He hoped that by changing the amounts
of various substances he would be able to completely
change the metal object to appear as gold and present the
Matthew Ferryman , Golden Boy ( d20™ )
Avalon Alchemist 7 : CR 7; SZ M (humanoid); HD 7d6+7; hp 35;
Init +2; Spd 30 ft; AC 12; Atks: Knife +4 melee (1d4+1), pistol +5
ranged (1d10); SA Craft Elixirs (cure minor wounds, enlarge, feather
fall, purify food and drink, resistance, virtue, bull's strength, darkvi-
sion, endure elements, goodberry, obscuring mist, delay poison),
Brew Potion (4th level), Modify Metal; SV Fort +6, Ref +4, Will +7;
Str 12, Dex 14, Con 12, Int 18, Wis 14, Cha 12; AL LG ; Skills:
Alchemy +16, Bluff +4, Craft (potions and elixirs) +14, Concentra-
tion +9, Decipher Script +6, Diplomacy +2, Gather Information +2,
Heal +12, Knowledge (chemicals) +14, Knowledge (natural philoso-
phy) +18, Perform (oratory, writing) +3, Profession (Alchemist) +8,
Speak Languages (Avalon, Vendel, Thean), Spot +3 ; Feats: Member
(Alchemist's Guild), Skill Focus (Alchemy), Spark of Genius
(Knowledge : Natural Philosophy)
result to the rest of the Guild, thereby providing a solution
to their financial worries in one act.
The biggest problem for Matthew so far has been the
unpredictability of storms. Even though the Norvik Isles are
known for their harsh weather, there are often long periods
between thunderstorms and he is worried that other
researchers will work out his methods and beat him to the
prize. Being based in Kirk, a solution that has occurred to
Matthew is to acquire the services of a Laerdom mage who
could summon lightning on demand. A number of such
mages have been responsible for attacks on League shipping
near Kirk in the last few months and Matthew has been
trying to work out the best way to approach the
Vestenmannavnjar raiders to present his idea.
Historical Note
The process that Matthew has accidentally discovered is electroplat-
ing. This was developed in our world by Brugnatelli in 1805, so the
Theans have something of a lead in this field. However, as noted in
the text, the scholars are unaware of the true importance of the dis-
covery and it may be a long time until it has any other applications
beyond this minor miracle. Matthew has also invented the first ligthn-
ing rod as part of these experiments, but if his demonstration proves
to be fraudulent, both important discoveries could be dismissed.
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Dmitri Kuloi Malenkov , Scoundrel ( 7th Sea™ )
Brawn 3, Finesse 2, Wits 3, Resolve 4, Panache 2
Advantages : Able Drinker, Alchemist, Membership : Alchemist
Guild, Patron (Several), Tough, Language: Ussuran (R/W), Vendel
(R/W), Theah (R/W)
Reputation : 20
Doctor : Diagnosis 3, Examiner 1, First Aid 3
Knife : Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 3
Merchant : Alchemist 3
Professor : Mooch 1, Natural Philosophy 3, Oratory 3, Research 3,
Tinker 2, Writing 2
Scholar : History 1, Mathematics 2, Natural Philosophy 3,
Philosophy 2, Research 3,
him. However, two months ago Dmitri received a shipment
of exotic herbs from the town of Breslau which were
reported to have been smuggled out of Cathay. Having paid
a hefty sum for such a rare treasure, Dmitri halted all other
research to catalogue these latest additions. He does not
remember much after this point. In fact, he remembers
nothing of the two weeks following his initial experiments,
only that his notebook states that he had started to test the
first of the plants. There are a few entries after this point in
Dmitri’s own handwriting, but they do not appear to make
that much sense. Since that time, he has had a few other
occurrences during which cannot remember what he did for
the last few hours. The bouts of amnesia seem to be fading
now, but small clues of what happened during some of these
periods continue to emerge and each raises more questions
than they answer.
Dmitri Kuloi Malenkov , Unorthodox Naturist ( d20™ )
Ussuran Alchemist 4/Fighter 1 : CR 5; SZ M (humanoid); HD
4d6+1d10+20; hp 42; Init+0; Spd 30 ft; AC 10; Atks: Knife +5
melee (1d4+2), pistol +3 ranged (1d10); SA Craft Elixirs (cure minor
wounds, enlarge, jump, purify food and drink, resistance, virtue,
endure elements, bull's strength), Brew Potions; SV Fort+12, Ref+1,
Will+4; Str 14, Dex 10, Con 18, Int 16, Wis 10, Cha 12; AL NG;
Skills: Alchemy+3, Craft (potions and elixirs)+8, Concentration+12,
Heal+8, Knowledge (chemicals)+11, Knowledge (natural
philosophy)+11, Profession (Alchemist)+10, Speak Languages
(Ussuran, Vendel, Thean), Spot+5; Feats: Member (Alchemist's
Guild), Able Drinker, Great Fortitude
Story Hooks
1. The evil personality of Jan Upkopf does not believe that
his research is proceeding as fast as it could, so he has
decided to give himself a little extra incentive. He wants to
hire a small group of mercenaries to threaten himself into
speeding up his work. The players could either be hired
anonymously to put the pressure on the elderly scientist, or
the scholar personality could hire them in order to protect
him from these threats while completely unaware that he is
in fact asking them to protect him from himself.
Dmitri Kuloi Malenkov ~ Unorthodox Naturalist
The elderly experimenter is one of the most prominent
members of the Guild to express public disinterest in the
transmutation field. Instead, the natural philosopher from
the forests of central Ussura is devoted to testing and
cataloguing all known substances. However, his idea of
testing involves eating a small amount of every chemical as
part of a series of experiments. One of his notebooks
contains detailed notes of his impressions of the taste of
substances from throughout Théah, alongside a
comprehensive study of specific densities, their reactivity,
as well as other more traditional observations.
2. The near success of Matthew Ferryman has come to the
attention of League member Peter Vel, otherwise known as
the Living Rune of Velstand. The greed-obsessed Vel has
arranged for a Laerdom mage to assist in the research and as
soon as it is successful a group of mercenaries will attack
and steal the work. The blame will easily be placed on
Vestenmannavnjar raiders, especially with the dead body of
a Laerdom mage as proof. This will only heighten tensions
between the groups, while Vel’s presence continues to
corrupt the League from the inside. ( For more information
on Peter Vel, see the Vendel-Vesten™ sourcebook )
Over the last few years a number of substances he has
sampled have caused serious problems, often requiring
periods of convalescence or in the most extreme cases
urgent medical attention. The local doctors tolerate this only
because they are Vendel and he pays well for them to treat
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