TEXT: 7th Sea™ / Swashbuckling Adventures™ eBook
  1
  Introduction
  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 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.
  Organisation and Goals
  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 Alchemist’s Guild
  The Vendel League, Book I
  
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  2
  Theory of Alchemy
  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.
  Locations
  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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  3
  Important Members
  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
  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.
  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, 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, 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, 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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  4
  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 ~ 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
  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.
  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 ( 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)
  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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  5
  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.
  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
  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.
  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.
  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 )
  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,
  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
  
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  6
  Dues and Responsibilities
  All full members of the Guild are expected to pay an annual
  retainer of 50 Guilders. Some younger members have
  argued that the more established Alchemists have always
  had greater prestige and therefore earning potential so they
  should pay more, but understandably the senior members
  fail to see the logic of this argument.
  Each member is also expected to
  send a bound copy of their
  findings for that year to the
  main branch in Kirk, where
  the information is placed
  in the Guild library.
  However, it is generally
  known that most members
  only share partial results,
  usually information that is
  not too important or likely
  to lead to profit. Influential
  patrons also have been
  known to receive an
  annual copy of findings
  from the members they
  sponsor, which means that new ideas may be mentioned in
  casual conversation for a few weeks. Even if the noble has
  no idea what he is talking about, such discussions can lead
  to a variety of outcomes, some of which could lead to more
  funding and some of which could lead to dead bodies in
  dark alleys.
  Social Benefit
  Although the Guild is looked down upon by most of the rest
  of the League it remains popular amongst many wealthy
  Vendel, as well as the undercurrent of esoteric thinkers
  throughout Théah.
  d20™ Mechanics
  Members who are known to be Alchemists receive a +2
  circumstance bonus to Charisma and Wisdom based checks
  when in one of the courts of Théah (excluding Castille) or
  among other esoteric scholars.
  7th Sea™ Mechanics
  Members who are known to be Alchemists receive a free
  raise on Socialise skill checks while in one of the courts of
  Théah (excluding Castille) or among other esoteric scholars.
  Training Benefit
  Since apprentices in the Guild are usually given the
  mundane tasks of crafting apparatus and carrying out simple
  experiments, by the time they graduate they have built
  up a base of practical skills that they then
  pass on to their apprentices.
  d20™ Mechanics
  Members receive their Wisdom
  modifier in extra skill points
  when they gain a level in the
  Alchemist class which can only
  be spent on Craft or
  Knowledge based skills that
  relate to their profession.
  7th Sea™ Mechanics
  Advanced knacks in the
  Servant and Scholar skills cost
  1 point less to purchase at
  character creation.
  New Rules
  Emergent Personality
  ( d20 Feat / d10 1-point Advantage )
  Perhaps through exposure to mercury or other dangerous
  chemicals, or from birth for some other reason, the person
  has demonstrated a strange mental condition that they
  appear to be more than one person in the same body.
  Mechanics : Create another player character at the same
  level of experience and with the same base attributes as the
  main character. Assign a number between 1 and 10 to this
  character sheet. At the start of every session roll 1d10 and if
  the number of the character is chosen, replace the normal
  character with the alternate character until the end of that
  session. This feat can be taken after character creation and
  may also be chosen up to five times, each time assigning a
  different number to the new persona.
  
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  7
  Mercury Poisoning
  The metal known as ‘quicksilver’ has always held a
  fascination for alchemists, especially when red mercuric
  compounds can be turned into the silver liquid as if by
  magic. However, there is growing evidence among scholars
  that prolonged exposure has a serious effect on the mental
  state of the experimenter.
  d20™ Mechanics
  Mercury acts as a poison with a Contact DC of 25. Those that
  fail the roll suffer a permanent 1 point loss to Wisdom. At the
  end of each hour still in its prescience, may a new roll
  subtracting 2 from the DC for every success to date.
  7th Sea Mechanics
  -1k0 to all Wits checks / 1 hour / 1 month
  About this Series
  The Alchemists’ Guild is the first is a series of eBooks
  exploring the Vendel League and its many Guilds. Using
  the Social and Training benefit structure from the Legend of
  the Five Rings roleplaying game, each will detail the
  operations and advantages of professionals joining one of
  these diverse groups.
  Credits
  Writing and Layout
  Mark Stanton Woodward and Martin Hall
  Editing
  Nancy Berman
  System Mechanics
  Dana DeVries
  Line Development
  Mark Stanton Woodward
  7th Sea System Creation
  John Wick, Jennifer Wick and Kevin Wilson
  7th Sea™ and Swashbuckling Adventures™ are properties of
  Alderac Entertainment © 2004. All rights reserved.
  
  7th Sea™ / Swashbuckling Adventures™ eBook
  8
  The Open Game License
  The following text is the property of Wizards of the Coast, Inc. and is Copy-
  right 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark own-
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  15.COPYRIGHT NOTICE: Open Game License v1.0 Copyright 2000, Wiz-
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  The Open Game Content
  This printing is done under version 1.0 of the Open Game License and the
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  AEG’s intention is to open up as much of this eBook as possible to be used as
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  Some of the portions of this book which are delineated OGC originate from
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  “Vendel League : Alchemist’s Guild Copyright 2004, Alderac Entertainment
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  ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of
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  Swashbuckling Adventures, Theah and 7th Sea are trademarks of Alderac En-
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  All contents of this book, regardless of designation, are copyrighted year
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SOURCE: textdata/thevault/7th Sea [multi]/7th Sea - Vendel League - The Alchemist's Guild.pdf