Demosthenes
The Alchemist God
History
Before Time
Demosthenes is an enigmatic God; the brother of Ishtar, he dedicates himself to researching the secrets of the World. From the earliest accounts, he was always taking things apart and putting them back together again. He did not take an interest in politics and remained totally neutral throughout the Darkness and Chaos Wars. He appears in many legends as a source of rumour, knowledge and obscure questions. He brewed the intoxicating Nectar for the Gods and the healing elixir Ambrosia. It was after consulting with Demosthenes that Selene discovered or created Moon and Than devised the vile Head spell. These acts caused some anger among the Gods but the Alchemist demonstrated his neutrality by advising Neibelung on the fashioning of the Dwarves and researching the Head of Than for Rhadamanthus. He questioned Rhadamanthus and Humakt after all their quests and thereby learnt much of the World, though in exasperation they sometimes refused to answer him. He was interested in all things, but particularly the origins of Chaos and its connections with Darkness, and both their links with the Moon. He researched deeply into the nature of elements and it was upon his advice that the elements were allocated their places in the calendar and the cyclic nature of Time was so wrought. For this alone he deserves respect from the Gods, for it was his hand that scribed the Great Pact that all the gods signed to end the Chaos Wars and Godtime.
Since Time
The cult is basically dedicated to knowledge skills and research, but several sub-cults have developed. First, the Brewers specialise in producing alcoholic drinks and the many establishments for the purveyance of such, the Brewers are the most worldly of the Demosthenes cultists but still serve as local repositories of Knowledge, Wisdom and always seek after strange tales by travellers. The Apothecaries serve as vendors for medicines and herbs of strange properties and also as buyers, sellers and valuators of strange and unusual objects. The Scribes perform a valued service in a society where literacy is rare, they read and write for others, and also draw-up legal documents, record histories, make maps and serve as professional linguists. Finally the sages are often lone individuals who pursue some highly specialised aspect of knowledge. While Scribes are generalists, Sages are specialists and are often nobles pursuing what was once a hobby or passing interest to the point of obsession. Above these are the true alchemists who conduct original research having risen above the most mundane aspects of the cult.
Life After Death
Demosthenes teaches that all who die in his cult shall serve him in his laboratory and libraries wherein is stored all the Knowledge of the World. He recognises that acquiring the necessary skills, knowledge and experience must take a lifetime and so demand that his initiates be allowed to return to mortality if their deaths be untimely by either resurrection or Divint. Burial customs are usually those common in the area, but some dedicated cultists leave their bodies to science that they may further Alchemy.
Runic Associations
Demosthenes believes in using Alchemy to Order Truth. Alchemy is the primal force of curiosity, taking-apart and putting-together, Analysis and Synthesis. It is peculiar to Demosthenes. The Symbol is said to represent Demosthenes' first retort.
Nature of Cult
All aspects of the cult are essentially interested in acquiring, ordering and sharing knowledge. Even the worldly brewers are always interested in hearing a strange tale and will often reward a story teller or a bringer of news with a free drink. The cult aspects are by no means separate and it is common to find an aspiring alchemist having started as a sage, finance his research by working as a scribe, brewer or apothecary. The keyword to any Demosthenes cultist is inquisitivity, and therefore a few even become adventurers, though most prefer to ask questions of others and adventure only within their own laboratory.
Socio-Political Position and Power
It can never be said that an Alchemist cares for power, but only in knowledge for its own sake. However, cultists are widely respected for their various skills. Brewers, apothecaries and scribes all fulfil necessary functions within society. Sages appear to be solitary, introverted figures and are often ridiculed yet should an expert opinion be sought on a particular matter of lore, then the relevant sage is the person to turn to for a comprehensive analysis. The Alchemists themselves, of course, are the only people to bring an artefact to when it is desired to ascertain its purpose and function; their services are expensive, but necessary, the examination usually long and thorough.
Particular Likes and Dislikes
The cult is associated to Ishtar as she is the Alchemist's sister. It is friendly towards Humakt, Rhadamanthus and Mordrake though this is not necessarily mutual. Most other cults and people are viewed neutrally. The only thing Demosthenes hates is the destruction of knowledge and therefore Thanatar is hated, however the head-hunters are too covert and devious for the Alchemists and they fear because of their defencelessness. Aside from the head-hunters, Demosthenes cultists are known for their ability to speak to anyone in the pursuit of knowledge. Sailors and soldiers like strong drink and in return often bring news of distant places.
Organisation
Brewers, apothecaries and scribes usually have a guild-structure which sees to training and regulates the profession within one town. Sages are most often found on their own, often as eccentric minor nobles, but occasionally found in centres of learning in very large cities. The alchemists are also found in these institutes, but are also found independently. Most Rhadamanthus Bridewells will retain an alchemist locally for analysis of criminal evidence, and occasionally an ordinary nobleman will maintain a court alchemist. Alchemists and sages sometimes voluntarily come together for long or short periods to confer or form particular schools of research. Monbury Abbey was one such place.
Centres of Power and Holy Places
None and none, though any place where there is a high throughput of travellers, objects, knowledge or any repository of knowledge will attract cultists from all over the world.
Holy Days and High Holy Days
Godsday Truthweek is the Seasonal Holy Day, though the commencement of any alchemical process requires a point of battlemagic power as sacrifice. All Deities Day is the High Holy Day that is a strict day of rest, cultists refraining from any exertion, work, travel and alcohol - in commemoration of the Great Pact.
Lay Membership
Demosthenes holds that anyone who has a desire to learn a knowledge skill is a Lay Member. For practical purposes a Lay Member is usually apprenticed within the one of the Guilds of Brewers, Apothecaries or Scribes where they are trained in the skills of their guild under the tutelage of a master. In very large cities, they may enrol as pupils in the colleges to hear discourse by the Sages and of course any nobleman may hire a sage to instruct him in a knowledge skill. The title by which these laymen go by varies; prentice, essayer, pupil, student, etc.
Laymen must sacrifice a point of power each Holy Day, three on All Deities Day. Those apprenticed or acquiring a scholarship receive free room and board, others must pay. All laymen are governed by strict regulations and must obey their masters and tutors. Apprentices aspire to obtaining their professional qualifications as journeymen in their respective guilds. Pupils and students look to acquire mastery of their chosen subjects. All may purchase battlemagic at normal costs. An apprenticeship or studentship typically lasts for five years, at the end of which the laymen will be close to initiating. Training may be bought at half price in primary and full price secondary skills.
Initiate Membership
| Guild | Primary | Secondary | Tertiary |
|---|---|---|---|
| Brewers | Brewing | Distilling Evaluate Treasure Story Telling |
Bargaining Speak Other Spot Hidden Read/Write |
| Apothecaries | Herb Lore | Preserve Herbs Evaluate Treasure Bargaining |
Read/Write Taste Analysis Brew Poison Brew Antidote |
| Scriveners | R/W Manic | Listen Speak Any |
Map Making R/W Other Oratory |
Initiatehood is ostensibly open to anyone with mastery of a knowledge skill. The Guilds all additionally require that the applicant have served his time as an apprentice whereupon they become journeymen in their guild and receive licenses to practice within their town. These people have status within their towns and will usually start practising in a company of their guild if they cannot afford to set up by themselves. Anyone with mastery of a Lore skill is a sage, but colleges will insist that a sage have passed his degree unless he has made a name for himself in his field of knowledge. Initiates must sacrifice three points of power on a Holy Day, five points on a High Holy Day.
A sage may receive full cost tuition in any knowledge skill and free access to the library provided he spends an equal amount of time lecturing; if a member of the college, he need only spend half this time lecturing. Guildsmen pay a tithe to the guild.
A Journeyman of the guild may have free training in his primary skill, half price in his secondaries, and full price in his tertiaries, the guild skills are;
Initiates may purchase all Battlemagic at normal cost plus all Detection spells, Glue, Ignite, Inking, Mind Speech and Smallsee all at half price.
There is of course, nothing to stop a guildsman from purchasing training from the Sages, however the guild will not allow him to lecture in guild knowledge skills at the college and he must either pay in cash or else lecture in some other skill. As the colleges and the guilds are facets of an Harmonious, Orderly cult, the respective hierarchies will co-operate to ensure this rule is enforced.
Initiates may sacrifice for all runemagic non-reusably save for those spells labelled "Alchemists only". In addition, upon initiating they may select one Runespell to be reusable, this must be a one point spell, and they may sacrifice for as many points as they please.
Runelord Membership - The Masters
When the initiate has mastery of five knowledge skills including Read/Write in a language, then he may apply for the status of Master. The Guilds insist that the primary and secondary skills are those being mastered, the sages are of course more lax. The guilds refer to their Runelords as Masters of their respective Guilds. The Runelord sage is referred to as a Loremaster; his skills are usually Lores and knowledges rather than mundane artisan skills.
An applicant has to convince a board of examiners in a test of 10% per mastered knowledge skill plus POW, INT and CHA, there may be a bonus if he has made his mark in whatever field he has selected. If unsuccessful, he must master a new knowledge skill and wait at least one year before reapplying. If successful, he is inaugurated on the Storm season Holy Day in anticipation of the High Holy Day when he spends his time in prayer.
All Runelord Masters are expected to spend All Deities' Day in prayer and feasting, they are expected to oversee underlings and ensure their proper training. In the Guilds their activities are highly regulated but they can make some considerable money within their professions. The sages do not make money unless they can sell their knowledge skills and the colleges usually rely on charity of some form. The sages have few restrictions and those not in colleges may do as they please. Colleges usually demand a sage keeps students and writes scrolls and books on his subjects for the library.
Masters may attune iron though they only receive token items from the cult. Brewers receive ironware stills; Apothecaries, iron pestle and mortar; Scribes, iron daggers for cutting quills; and Sages receive handsome rune metal trimmed gowns. They gain Runelord divints and familiars plus all other Runelord benefits, though only their knowledge skills or those directly related to cult business may rise above 100%. Usually any small animal may be used as familiars though most cultists favour owls. There is no POW maintenance requirements and they sacrifice for all cult runemagic reusably save for those spells intended for Alchemists alone and additionally may select one type of elemental to summon reusably. All their dexterity skills are limited to DEX ×5%.
The biggest benefit to the Master status is the purchase of the skills Analysis and Synthesis. These skills make him an erstwhile Alchemist and entitle him to use the Alchemist runespells non-reusably. When he has mastered one skill, he is an Alchemist and may then use these reusably. Alchemists are at the peak of their professions and can use their skills to elucidate how things work and explore the world within their laboratories; training may occur by normal training or by research from books and experiments, the latter is double time.
Runespell Compatibility
Demosthenes masters gain access to the following standard runespells. Dismiss Elemental I, Divination, Divine Intervention, Extension I II & III, Matrix Creation, Spell Teaching and Warding. Demosthenes' Divination works only within the realms of Alchemical matters for Demosthenes is only concerned with pure knowledge. The cult also gains access to the following cult special runespells, those labelled "A" are only reusable to a master of either Analysis or Synthesis. Though one such spell may be taken reusably once the loremaster has any Analysis or Synthesis.
Cult Special Runespells
One Point Spells
Analyse Magic A Range: Touch; Duration: 1 Week/Point; Stackable - No Limit; Reusable
Allows the caster to ascertain one fact about an item per point stacked. All answers will be known at the end of the spells duration. It is used for
specific things (e.g. command words). However it has its limitations and as sages are fond of saying to clients, "The Answer is meaningless without
the Question!" If the answer to the stated question will not fit the parameters of the spell, then no answer will be given. Sometimes the information
will be distorted due to a literal reply to the question and this may go unnoticed without further research.
Copy Scroll Range Range: Touch; Duration: 15 mins; Stackable - No Limit; Reusable
Allows the caster to automatically make a copy of any scroll he is currently writing by superimposing blank scrolls under the scroll he is writing
and casting Copy Scroll upon each sheet. These extra sheets will be identical in all respects to the actual written sheet including changes of nib,
colour of ink, illustrations, etc. Even errors are reproduced.
Create Specific Demon A Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
Converts a specific type of small elemental into the relevant Elemental Demon, e.g. Create Fiend turns a Small Shade into a Small Fiend, Create Golem
turns a Small Gnome into a Small Golem. Subject to all the usual restrictions of such spells. There is no Lunar variant of this spell.
Seal-Bottle Range: Touch; Duration: 1 Season; Non-Stackable; Reusable
When cast on a glass, stone, crystal or metal bottle, vase or other such receptacle with a stopper inserted, will cause it to become hermetically
sealed and double its H.P.! Nothing within the bottle can break out, however anyone else can open the stopper by casting a point of B/M power at it
and pulling; it may be resealed the same way. This is stackable with Lock. A point of Divint can be stacked to render the spell permanent.
Summon Specific Elemental A Range: 60m; Duration: 15 mins; Non-Stackable; Reusable
Summons a Small Elemental of specific type named at sacrifice. Any of the six elemental types can be taken, but only one each. Subject to all the
normal restrictions, plus the user must only cast it once per week and must roll POW x 5% to do that, as these are all drawn from the cults'
subservient spirits and are limited in availability. Care should be taken when summoning two or more elementals, for conflicting elements will
disobey all orders and attack each other.
Translate Range: Touch; Duration: 15 mins; Stackable - No Limit; Reusable
When cast, caster must read the written-matter before him by following the script with his finger at normal reading speed. Regardless of the script
used, he will receive a clear impression of the content and meaning of the material, but not the exact text. He will retain an impression of the
meaning of the characters and symbols that will aid in verbatim translations of the same language and script. Stacking doubles the duration per point.
NOTE: A corrupted page may obscure the meaning of a passage and render it untranslatable.
Writing-Trance Range: Touch; Duration: 4 Hours; Non-Stackable; Reusable
This spell places the recipient into a form of meditation, wherein they concentrate only on matters connected with their writing. They ignore all
distractions and use Listen Skill doubled when taking dictation. All writing and copying is done at double speed. They may only use writing related
and such magics as suitable to their work. Before using the spell, cultists should have an adequate supply of writing materials.
Two Point Spells
| 1 pt | 130sh (115sh) | 3 pt | 212sh (140sh) | 5 pt | 355sh (185sh) |
| 2 pt | 163sh(125sh) | 4 pt | 276sh (160sh) | 6 pt | 457sh (215sh) |
Create Spell Potion Range: Touch; Duration: Permanent; Non-Stackable; Reusable
Cast upon a vial of suitable unguents simultaneously with a Battlemagic Spell, causes the spell to become suffused in the potion, charging it with
magical power. This potion can later be drunk, whereupon the spell will affect the drinker as if it had successfully beaten his power. Obviously,
spells affecting inanimate objects are pointless in potion form, but potions of Healing VI and Iron-Hand IV are very useful and marketable. The cost
for any potion is normally rated at a base 110sh for the Alchemist's time and ability plus the normal cost of learning B/M spells (payable to the
person casting the B/M spell) / 50 plus the cost of the power (payable to the provider of the power) plus the costs of the ingredients and preparation
time. Cost of B/M power depends on the source, generally Laymen and non-entities 1sh per day, Initiates 2-5sh per day, Runelords typically 20sh per
day, Runepriests and Alchemists 30 sh per day. For variable Battlemagic potions this translates to the following.
For this, power is assumed to return in 8 hour days and the power and casting of the spell is supplied by the Apothecary, it does not allow for profit margin or cutting corners. Ingredients include rare oils and herbs etc. connected with the potion and typically cost 5sh per level of spell potion, cumulative (i.e. 5, 15, 30, etc.). These costs fall dramatically if the buyer provides the source of spell and power (in brackets). Apothecaries will frequently make and sell potions of healing etc. and is one of their principle sources of profit. There is no outward way of identifying a potion by either spell or power without alchemical "Analysis" and apothecaries will subtract the cost of such analysis from their buying price. Licensed Apothecaries attached to Healer temples will generally be purveyors of quality healing potions, non-licensed apothecaries may be quacks if the town-guild structure is week.
General Knowledge Range: Touch; Duration: 1 Hour; Non-Stackable; Reusable
When cast upon a magical object or artefact, it causes the caster over an hour to have visions concerning the past history, function and abilities of
the item. Specific details will be obscured, but he will know whether the device is attuned, command operated and what are its basic functions. This
spell is an invariable preliminary to magical Analysis.
Subservient Cults
Cult Spirit of Reprisal
There is no Cult Spirit of Reprisal. Offences against strictures are usually handled mundanely by the Guild Hierarchy, fines for minor offences, trading and practice restrictions for more serious offences. Guildsmen may ultimately be banned from practising for money in their town, and forced to move away if they wish to practice their profession. Similarly the sages will penalise students, Sages, Loremasters and Alchemists that transgress college rules. However, Demosthenes himself is only concerned with the destruction of knowledge, burning books etc. and no Demosthenes cultist will ever consider this.
Elemental Spirits
Demosthenes anciently drew the great pact for the Gods, and in exchange was rewarded with the following Elemental Spirits.
- Blindfright given by Stygia and is the source of the Small Shades and Fiends
- Undertow Given by Poseidon and is the source of Small Undines and Kraken
- Quarryman Given by Matar and Neibelung and is the source of Small Gnomes and Golems
- Zephyrson Given by Typhon and is the source of Small Sylphs and Gargoyles
- Bunsen Given by Helios and is the source of Small Salamanders and Angels
- Ga-Ga Given by Selene and is the source of Small Lunes
Associate Cults
Ishtar
Demosthenes is close to his sister, she is intensely involved in knowledge albeit in a very narrow field. It is common for a College to include a School of Wizardry. In love of her brother, Ishtar offers the following spell.
Sense-Magic Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2pts
When cast, this spell allows the caster to "feel" the magical power play around himself. Magical spells and objects will be detected as with a Detect
Spell, but they will be sensed continuously over the spells' duration. If he senses a spell he personally knows, the user will recognise it instantly.
Alchemists can use their skills of Analysis and Synthesis to ascertain the basic nature and method of manufacture of an item though this is dangerous
as the artefact must be functioning to be so examined.
Posiedon
The Sea God of Old brought many items to Demosthenes as gifts for his research, often in return for strong-drink. In recognition of past and present attachments Poseidon offers the following.
Lock Range: Touch; Duration: 1 Week; Stackable; Reusable; 1pt
When cast upon a door, chest or any fastening, it becomes fast shut so that only the caster can open it with ease. Dispel Magic will not affect it,
though it remains vulnerable to being smashed or broken. Each extra point stacked doubles the duration.
Rhadamanthus
The Law God learnt to write from Demosthenes and was given sage advice over his Laws, in return he shared any knowledge he knew with his teacher. Today most Bridewells will retain an Alchemist to aid investigations and research.
Thanatar
When Than first appeared, he and Demosthenes recognised kindred spirits and helped each other. Later the cults were sundered, but Demosthenes still has access to the following runespells because of their association in Godtime.
Ingest-Scroll Range: Touch; Duration: Instant; Stackable; Reusable; 1pt
When cast upon a single scroll, page or sheet of written material, causes the knowledge to be transferred to the caster's mind entire and intact, and
completely erasing the source. The caster must roll (INT + CON) × 5 / 2% or go into shock for 21−CON minutes. If shock occurs he must roll
INT ×5% or lose all memory of the contents. If he fumbles the first roll, he must roll CON ×5% or die, and it takes hours rather than
minutes to recover and costs 1pt of INT. If he fumbles the second roll then he loses 5% from his knowledge bonus permanently. The spell can also
absorb all the information from a single sentence carved in stone or wood.
Devour Book Range: Touch; Duration: Instant; Non-Stackable; Reusable; 2pt
Cast upon a book or tome, functions as Ingest Scroll and is similar in all effects. Can absorb all the knowledge in one page of material carved in
wood or stone.
Miscellaneous Notes
Cult Battlemagic
Inking Range: Touch; Duration: 1 Hour; Focussed; Non-Stackable; Passive; 500sh; 1pt
Causes a suitable pen-like instrument to flow with ink of the colour of the caster's desire. The instrument must be inanimate and if a different
colour of ink is desired, the spell must be recast.
Smallsee Range: Touch; Duration: 1 Hour; Unfocussed on Self, Focussed on others; Variable No Limit; Passive
This spell gives the recipient magnifying vision, x3 per point stacked. It is subtly different from Farsee, which makes an object seem nearer, whilst
Smallsee makes it seem larger.
Alchemetical Skills - Analysis and Synthesis
These skills summarise the Alchemical processes that allow an Alchemist to take a substance and break it up into its relevant parts and discover from what it is made, or to discover how to combine elements and substances to make others. Alchemical Analysis/Synthesis requires a fully equipped laboratory with some very expensive glassware costing typically several thousand shillings. Analysis and Synthesis will take a variable amount of days to weeks, depending upon the difficulty and amount of material to work with. Simple Alchemical operations operate at normal skill, but may be penalised for more difficult operations. These skills are also used to draw conclusions from data and produce written papers.
Other Cult Skills
| Skill | Base | Type | 00-25 | 30-50 | 55-75 | 80-100 |
|---|---|---|---|---|---|---|
| Analysis | 00 | K | 500 | 1000 | 2000 | 4000 |
| Synthesis | 00 | K | 500 | 1200 | 3000 | 7200 |
| Brew Any Antidote | 00 | K | 500 | 1000 | 2000 | 4000 |
| Brew Any Poison | 00 | K | 500 | 1000 | 2000 | 4000 |
| Brew Specific Antidote | 00 | K | 200 | 400 | 800 | 1600 |
| Brew Specific Poison | 00 | K | 200 | 400 | 800 | 1600 |
| Brewing | 00 | K | 200 | 400 | 800 | 1600 |
| Distilling | 00 | K | 300 | 600 | 1200 | 2400 |
| Preserve Herbs | 00 | K | 50 | 100 | 200 | 400 |
| Storytelling | 05 | O | 400 | 800 | 1600 | EXP |
| Taste Analysis | 00 | P | 500 | 1000 | 2000 | 4000 |
Brew Acid
The production of acid from new ingredients, potency = 1 per Brewing, special adds 2 again and critical adds 4 potency. Takes 1 season to brew
from ingredients worth 10sh/dose. One dose can be brewed per 200sh worth of glassware.
Brew Any Antidote
Knowledge of brewing various antidotes to poisons, only one type brewed at a time, otherwise as brew acid. Cost of the ingredients is dependent
upon the poison.
Brew Any Poison
This is the knowledge of how to brew a specific poison. Brewing strictures are as Brew Acid.
Brewing
This is the knowledge of how to brew alcoholic drink. Takes one season to produce beer, three to produce wine. Potency per dose is equal to number
of brewings, dosage made is one per 200sh of glassware for beer and one per 100sh of glassware for wine. Ingredients cost 1sh per 10 doses.
Distilling
Knowledge of how to brew spirits from wine, takes one season and one dose can be distilled from one dose of wine taking 100sh of glassware. It
doubles the potency of the drink.
Preserve Herbs
Knowledge of how to dry and store fresh medicinal herbs so as to preserve their potency. Very easy skill to learn.
Storytelling
Oratory; the telling of tales for entertainment.
Taste Analysis
Skill enabling classification of substances by smelling and delicately tasting them. Success gives broad idea of substance, special gives category,
fumble means substance is either misclassified or too much has been taken.
Lore Skills
The Lores are skills concerning knowledge about fields of interest, they tend to be fairly broad e.g. Mineral Lore, Plant Lore, Beast Lore. They differ from normal skills in that they can be raised by experience only by failing or else fumbles and having the error demonstrated to the character. An unrecognised fumble means the skill may not be trained until the error is corrected. All Lore skills are 00 base Knowledge skills, training is 500/1000/2000/4000 for Lores such as above, but may be less for more specific Lores or readily available knowledge. Lore skills are esoteric and training is difficult to find, therefore Sages and Loremasters indulge in research and even go adventuring. Research can also be done from books which are written at one week per 5% up to 25%, 2 weeks per 5% up to 50%, 3 weeks per 5% up to 75%, and so on. Training from books can be up to the level of the book and is therefore somewhat more efficient than person-to-person training, especially if copies are made.
Beer, Wine and Spirits
One Dose of Beer equals a pint, for the same volume, 2 Doses of Wine or 24 of Spirits can be carried. Beer and Wine is the normal method of carrying drink while travelling, Wine being watered-down. Spirits are a luxury item drunk purely for taste.
Poisons and Antidotes
An antidote is made vs. a specific poison and has the effect of negating the poison at 1 potency level per minute, most swallowed and Potency attacks Poison, half effect if unsuccessful.
The virulence of a poison is its potency per dose, but its the total potency level (Potency x Dosage) that is the amount of poison in the character. Most small animals such as snakes, etc., deliver only one dose. Scorpion-men deliver one dose per point of damage. The poison takes effect at one potency level per dose per minute, but if delivered by an impale then the effect is immediate (i.e. as if one minute had already passed). Poison delivered on a weapon will inflict one dose per point of damage up to the maximum for the weapon without magic, (e.g. Broadsword does 9), minus 1D6 unless the attack roll is a critical success, the potency level falls by one per minute in contact with the air. The effect of a poison is directly related to the level of intoxication vs. the subject's total hit points, but is dependant upon the type of poison, examples are given over.
Some of these poisons are found in animals and creatures, Dragon venom is lethal, Manticores cause blindness, Newtling and Pan cultist's poisons are irritants, Spiders and Scorpion-men paralyse. Bees and Wasps secrete poison which acts as both paralytic and irritant, normal snake venom is both knockout and irritant, spitting snakes are both blinding and irritant, and Walktapi have a random poison (roll 1D6, 1-5 one of above, 6 roll twice).
| Poison Type | Dose Level (HP%) | Failed (CON+HP-Dose Level) ×5% | |||||
|---|---|---|---|---|---|---|---|
| Affected Trait | 25% | 50% | 75% | 90% | 100% | ||
| Blindness | Visual Perception | −5 | −15 | −25 | −50 | Blind | |
| Combat Skills | −5 | −15 | −30 | All at 5% | |||
| Irritant | DEX Skills & Limb | −5 | −15 | −25 | −50 | Incapacitated | |
| General DEX Skills | -10 | -20 | -30 | KO | |||
| Wound is | Itchy | Sore | Inflamed | Swollen | Purple | Black and Gangrenous | |
| Knockout | Knowledge & Perception | −5 | −15 | −25 | −50 | ||
| DEX & INT Skills | −5 | −15 | −30 | ||||
| Symptoms | Relaxed | Drowsy | Wooly Brained and Slow | Zombie | KO | Dead | |
| Intelligence = HP+INT−10−Potency | |||||||
| Lethal | CON = HP−Potency | ||||||
| Paralysis | Movement Rate | −1 | −2 | −4 | −6 | Paralysed | Dead |
| Strike Rank | +1 | +2 | +3 | ||||
| Symptoms | Cold Muscles | Stiff Joints | Muscle Cramps | Arthritis | |||
| Dexterity = HP+DEX−10−Potency | |||||||
| Chaos Slime | Chance of CF | 5% | 15% | 25% | 50% | 100% | |
| Resistance Roll | Dose Level |
|---|---|
| Critical | 0 |
| (CON + POW) ⁄ 2 | 1 |
| CON + POW | 2 |
| (CON + POW) × 3 ⁄ 2 | 3 |
| (CON + POW) × 2 | 4 |
| (CON + POW) × 5 ⁄ 2 | 6 |
| (CON + POW) × 7 ⁄ 2 | 8 |
| Fail | 12 |
| Fumble | 16 |
Gaseous cloud poisons always have a potency of one, dosage level is dependent upon the victim's actions. If he holds his breath (follow drowning rates) and avoids strenuous activity then he is unaffected; strenuous activity (e.g. Combat) demands he breathes. Every round he must roll (CON + POW) ⁄ 2% and examine the following table.
These dose levels are cumulative per round and take effect immediately.
The cost of manufacture of poisons depends on the total dose level and the type. Irritant poison cost 10sh per dose level for the ingredients, Blindness and Knockout poisons cost 25sh per dose level, Paralytic cost 35sh per dose level and lethal poison costs 50sh per dose level for ingredients. Then the poison must be brewed which is where the Alchemist comes in. Synthesis may be used to brew a combination poison, otherwise poisons react and neutralise each other.
When learning Brew Poison and Brew Antidote they count as related skills.
Costs of buying poisons and antidotes depend on the potency, rank of the Caster, time to make and cost of ingredients. It is generally proportional to the square of the potency.
Languages
| Category | Base | 00-25 | 30-50 | 55-75 | 80-100 |
|---|---|---|---|---|---|
| Own Language | 80 | 100 | 200 | 400 | 800 |
| Related Language | 05 | 200 | 400 | 800 | 1600 |
| Unrelated Language | 00 | 500 | 1000 | 2000 | 4000 |
All characters speak at least one language, their own, at 80% plus knowledge bonus. They will also, if necessary, speak the local Manspeech Language at 30% plus knowledge bonus. All languages can then be classified into three categories:
- The speakers own native tongue,
- A language from the same family as the speakers own or any at least 15% or better, and
- A language that is unrelated to any the speaker knows.
The following table reflects ease of learning.
The following is a non-exhaustive list of languages by family.
| Family | Language |
|---|---|
| Atyari | Atyari |
| Beastspeech | Baboon, Bear Tribe, Beaver, Broo, Wolf Tribe, Tiger Tribe, Morokanthi, Jack-o-Bear |
| Camelrider | Camelrider, Carthaginian (S.W. Med) |
| Darktongue | Bagogi, Transylvanian, Trollish |
| Draconic | Dragonewt, Lizardrider, Newtling, Snaketongue, Walktapi, Gibberish |
| Faerie | Faerietongue, Pannic (Centaur and Satyr), Minotaur, Unicorn |
| Eaglespeech | Eagletongue, Duckspeech, Llamarider!, Karnaki (Italy) |
| Khûzdul | Khûzdul |
| Manspeech | Helionic (N.E. Med, and Lüneport), Lunatic (Moonguard), Stormspeech (N.W. Middle Sea and Windchildren), Hispannic, Nerthan (Copperhead Vale), Necropolitan (S.E. Med), Old Manic. Tribals - Horseclans, Quaggapeople, Rooriders, Sablemen, Zebrafolk. Plus many variations in peoples living isolated on islands, (e.g. "Femm" on Lesbos, "Corsican" on Sickle-Island, "Cretin" on Crete) |
All languages may be written in any alphabet, but some alphabets are peculiar to certain Languages and or areas. All nobles gain Read/Write at 10% plus bonuses unless Typhonian, all townsmen gain Read/Write at 10% plus bonuses, all peasants and tribesmen have Read/Write at base 00%. Other races are specific in racial write-up. There follows a non-exhaustive list of alphabets, all languages are base 00%.
| Script | 00-25 | 30-50 | 55-75 | 80-100 | Notes |
|---|---|---|---|---|---|
| Darkish | 300 | 600 | 1200 | 2400 | Used in Trollands and Dark-dominated areas (e.g. Transylvania) |
| Draconic | 500 | 1000 | 2000 | 4000 | Used by Dragonewts, very difficult and mystical |
| Duckwrite | 200 | 400 | 800 | 1600 | Used by Ducks, distinctive "Feather and Beak" symbols |
| Dwarvish | 200 | 400 | 800 | 1600 | Used by Dwarves, Craftsmen, Volkano peoples etc. |
| Faerie | 400 | 800 | 1600 | 3200 | Pictographic, used by faeriekin. Elves will teach at full cost. |
| Manic | 300 | 600 | 1200 | 2400 | Used by most people on N side of the Middle Sea - Cursive |
| Sandsript | 400 | 800 | 1600 | 3200 | Used by most people on S side of the Middle Sea - Pictographic |
The Great Alchemetical Secrets
There are thought to be Seven Great Alchemetical Questions and many alchemists devote their lives to attempting to answer one or more of them. The questions often vary in detail and sometimes in gross detail, but these are the most commonly accepted versions.
- What is the Seventh Element connected with the colour Red and the Iron Runemetal?
- What is the nature of the Elemental Demon of Moon?
- How may Runemetals be created from base bronze?
- What is the "Dark-Side" of the Moon?
- What is the essence of Chaos?
- What is the essence of Time?
- What is the nature of the Runes and their Symbology?
Elemental Alchemy
There are many associations between the elements and certain groups of materials and ideas, these are set-out below.
| Element | Dark | Water | Earth | Air | Fire | Moon |
|---|---|---|---|---|---|---|
| Elemental | Shade | Undine | Gnome | Sylph | Salamander | Lune |
| Planet | 5 | 1 | Sun | Moon | ||
| God | Stygia | Poseidon | Matar | Typhon | Helios | Selene |
| Negative Idea | Fear | Selfishness | Stagnation | Instability | Arrogance | Insanity |
| Positive Idea | Security | Generosity | Growth and Stoicism | Communication | Leadership | Insight |
| Body Part | Bowels | Bladder | Feet | Lungs and Mouth | Heart | Head |
| Gem | Jet | Sapphire | Emerald | Opal | Diamond | Amethyst |
| Runemetal | Lead | Tin | Copper | Quicksilver | Gold | Silver |
| Colour | Black | Blue | Green | Grey | Yellow | White/Purple |
| Demon | Fiend | Kraken | Golem | Gargoyle | Imp/Angel | ? |
Some elements are recognized as possessing a dual nature:
- Dark - Cold and Shadows
- Fire - Light and Heat
- Moon - Moonlight and the 'Darkside'
Famous Colleges
This is a non-exhaustive list of some of the more famous colleges in the world.
- Heliopolis College of Alchyme - Schools of Elemental Alchyme, Magic and Form
- Godsport Alchemical Institute - Schools of Runic Symbology, Wizardry
- Drakenberg University - Schools of Draconic Studies, Languages
- University of Necropolis - Schools of Languages, Runic Symbology and Death Studies
- Karnak College of Phoenician Alchemy - Schools of Light, Language, Chaos Theory
- Monbury Abbey - Defunct centre of learning into Lunar Element and Demon
- Lüneport School of Lunar Alchemy - Founded on dissolution of Monbury Abbey, very small
- Moonguard Academy of Dream - Schools of Lunar Studies, Chaos Studies
Famous Alchemists
There have been many famous Alchemists, some have formed Alchemical "Dynasties", here are some of the more famous alchemists and sages from recent years, and the works and theories for which they are famous.
Alcaselsus
For over forty years held the Chair of Runic Symbology at Heliopolis. Never travelled much, but is famed for his teaching of Sages from all over
the World and specifically for his "Theory of Runic Progression".
Thomas de Severin
Originally a native of Heliopolis, attained Loremaster status as a pupil of Alcaselsus and then joined the Monks in Monbury Abbey and remained
there for some twelve years, until the institution's dissolution whereon he move to Lüneport and married. He was initially interested in Runic
Symbology and the nature of deity, later he became interested in the nature of Moon, (his wife was a Lunar Priestess). Late in life he went insane
after experimenting with the raw element of Moon.
Elvira de Severin
The only daughter of Thomas (see above), made a name for herself by continuing her father's study of Moon. She went from there to Runic Duality,
during which she declared herself a life-long disciple of Christos-Farlae and moved to Transylvania. There she has spent many years in state-financed
research into various subjects, mostly secret but known to include Lunar Philosophy and the Nature of Chaos. She is now the foremost authority on
Chaos and Dualism.
Streptomycin of Stannary
He is currently the foremost authority on the element of Water and the Alchemy of solvents. Best known work - "Aqua-Regia, the Solvent and its
Solutes in Alchemical Synthesis".
Psychomorpheus of Karnak
A native of Moonguard, he later took-up the Chair of Dreams in Karnak. Best known for his demise attempting an unauthorised experiment upon the
Dragonqueen in Drakenberg!
Vitamin Pils
Native of Godsport, son of a Brewer, studied under Alcaselsus in his early days, returning to Godsport to Chair the School of Runic Symbology. He
founded a notable dynasty of Alchemists.
Beacham Pils
Son of Vitamin, maintained close communication with Thomas de Severin having met him under Alcaselsus' tutelage at Heliopolis. Tremendous output
in the realms of Runic Symbology and nature of Deity, but very much an all-rounder.
Holsten Pils
Son of Beacham, did not show great promise in his youth, following a dissolute lifestyle into middle-age. The advent of the Wraith-Wars, the sack
of Godsport and his father's murder caused him to move to Drakenberg where he has since flowered into the world's foremost authority on Darkness and
Undead outside of Necropolis. Also known for his close professional relationship with the Drakenberg Bridewell. His research continues to be financed
by the families' brewing business.
Starting Player Character Alchemists et al.
Any townsman can join one of the guilds as a Scribe, Brewer or Apothecary. Nobles can become Sages, as can any townsman who gains a scholarship. For this, there must be a college nearby and the candidate must pass a test of (INT × POW − 100) %.
All successful applicants gain 70% in the primary skill, 50% in the secondaries and 30% in the tertiaries; all plus bonuses. Stat raises, armour, weapon skills and money etc. according to the following table. Sages should pick complementary Lores, unless nobles.
| Scribe | Brewer | Apothecary | Sage | |
|---|---|---|---|---|
| Primary | R/W Local | Brewing | Preserve Herbs | R/W Local |
| Secondary | Listen, Speak Related or R/W Other, Speak Related or Map Making | Distilling, Storytelling, Spot Hidden | R/W Local, Herb Lore, Taste Analysis | Lore or Knowledge Skill, Listen, Speak Related or R/W Other |
| Tertiary | Map Making or Speak Related, R/W Other or Speak Related, Speak Unrelated, Oratory | Bargaining, Evaluate Treasure, Speak Related, R/W Local | Bargaining, Evaluate Treasure, Brew Any Poison, Brew Any Antidote | Lore Skill or Speak Unrelated, Speak Related or R/W Other, Oratory, Knowledge Skill1 |
| Stat Raises | 2 DEX, 1 CHA, 1 POW | 2 CHA, 1 DEX, 1 POW | 2 DEX, 1 POW, 1CHA | 2 POW, 1 DEX, 1 CHA |
| Spells | Smallsee II, Mindspeech II, Coordination, Inking, Light | Detect Enemies, Harmonize, Strength | Detect Runemetal, Detect Magic, Smallsee I | Mindspeech II, Glamour, Detection Spell2, (Nobles get more) |
| Weapon3 | As Gowrie table and Dagger | As Thief | As Thief | As Gowrie, Noble chooses own suitable for rank |
| Armour | None | As Thief | None | None |
| Money | 1D100sh | POW × 1% to have own shop, else 1D10sh | Noble Allowance or 1D10sh | |
Notes:
- Under 500s for training at 0-25%
- 500s or less
- Best attack and parry at 50%, and others at 25%