UDAVAN ALCHEMY
1.1 Intro
The below text will only include text that differs, addendas, or changes of the text in the Treasure Companion.
Read pages 5 through 122 of the TC. Also read Roy Altman's Alchemy Training Packages© (Opening, Amateur Alchemist, Holy Creator, Eccentric). ALL data has exact relevancy to Udava. Have you ever studied wealth in such a society? How come the people at Wizards of the Coast®, who took over management of Dungeons & Dragons, believe that a medieval society would be based upon the gold piece? Where did they get their info? Thimk about it. Misspelling purposeful.
Below, you will find the text that differs from the TC. Also, you will find some text directly from the TC. Remember that this text is copyrighted by Iron Crown Enterprises, Inc.
1.3 Alchemy
Round about the cauldron go;
In the poison’d entrails throw;
Toad, that under has thirty-one
Swelt’red venom sleeping got,
Boil thou first i’ th’ charmed pot.
Double, double, toil and trouble;
Fire burn, and cauldron bubble.
The Witches’ speech,
Macbeth, Act IV, Scene I
I love this speech. It is the only thing I ever remembered from Shakespeare. John Ronald Rueld Tolkien held a much better fascination.
ALCHEMY, THE OPERATION OF THE SUN
It is true without lie, certain and most veritable, that what is below is like what is above and that what is above is like what is below, to perpetrate the miracles of one thing.
And as all things have been, and come from One by the meditation of One; thus all things have been born from this single thing by adaptation.
The Sun is its father and the Moon its mother.
The Wind has carried it in his belly and the Earth is its nurse. The father of all the perfection [Telesmus] of all the world is here.
Its force or power is entire if it is turned into earth.
Thou shalt separate the Earth from the Fire, the subtle from the gross, softly, with great ingenuity.
It rises from the Earth to the sky and again descends into Earth, and receives the force of things superior and inferior.
Thou shalt have by this means the glory of all the world. And therefore all obscurity shall flee from thee.
From this shall be and shall proceed admirable adaptations, of which the means is here.
And in this connection I am called Hermes Trismegistus, having the three parts of the philosophy of all the world.
It is finished, what I have said of the operation of the Sun.
Hermes Trismegistus,
circa 1000 BC, Tabula Smaragdina
(The Emerald Tablet).
Unbelievable as it may sound, I read this while researching mythology over thirty years ago.
The Vinyarin, through simple utopic cohabitation with the natural world, discovered the way to manipulate a world. As the Vinyarin put it, "We have learned the ability to control and manipulate all things on the minutest and the greatest level. Which are the same." In a sense, the Yarin have conquered sciences beyond our greatest imagining just by living with the world instead of against it as we do now.
3 ALCHEMY
3.5 Enchanted Substances
The below text includes some from the TC with changes appropriate to Udava.
3.5.1 +20 Material Bonus Substances
Dryna Wood
Dryna Wood is a magical wood taken from the dead bodies of Dalinos, Hyrogs, Pentanoth, and Lingaras (Ents (Treeherds), Slowroots, Awakened Trees, and Deathwoodes respectively). Dryna Wood is unique in that it is a magical sponge and gets harder as more magic is placed in it. Unless the wood is worked in conjunction with a Weapon spell, it will have a Material Bonus of +0, and a Strength Bonus of +0. If used with a Weapon spell, it takes on the Material Bonuses necessary for the spell. Treat Dryna Wood’s Strength Bonus as if it were made of the appropriate metal for the spell (e.g., for a Weapon I, Dryna Wood would have the Strength Bonus of hard iron, for a Weapon V, it would have the same bonus as mithril).
Giant Spider Silk
This magical material is often used in conjunction with General spells, though it is sometimes enchanted to give an Armor Type increase. The +20 material bonus only applies if it is to be made into magical armor.
Hothralm
Hothralm is a very rare enchanted ice. Unlike normal ice, hothralm does not melt. It is sometimes called true ice. This material is available only to the Hathyarin.
Mithril
Mithril is often called true silver. It is a silvery metal whose beauty is unsurpassed by any other metal. Mithril gives +30 to an item’s Strength Bonus.
Wyvern Hide
The magical hides of wyverns, cave worms, dragon salamanders, and other drake-like creatures. Wyvern Hide gives +30 to an item’s Strength Bonus.
Jagasite
A pale blue nonmetallic chemical element found mostly in association with antimony in a greenish-violet crystal [SbJg]. When found in pure form, jagasite can absorb and store raw ManaNeth. Mostly found in the Vortan lands of Myigalokra, jagasite is rare elsewhere and nonexistent in Gwaithlond. Each carat in size will absorb and store 100 Power Points of ManaNeth. Each point over the maximum is the percentage chance that the Jagasite crystal will explode, releasing the stored power. This explosion is equal to a Fireball attack equal to a maximum threshhold equal to the carat size × 20. For example, a 3 carat Jagasite would have a maximum threshhold of "60" on the Fire Ball table. Jagasite also possesses a +20 material bonus.
Hint: A wall shield of Jagasite would be a good defense against ManaSurges. Provided you find enough.
Yurklasin
A deep violet-red nonmetallic chemical element found only in pure form. Yurklasin is actually the ManaBlood which has fossilized and crystallized. When within the radius of a ManaNode, yurklasin will pulse with a deep, bright, violet-red light in conjunction with the beat of the ManaHeart (once every two seconds). Yurklasin possesses a hardness two times greater than diamond. Like madanite, yurklasin can only be forged (shaped) through hyperphysical means (sometimes called magic). Although Yurklasin can be found virtually everywhere, it is exceptionally difficult to obtain and shape. Basic price: 1 carat = 100 Violet Hygronium pieces, which can vary. Once properly shaped into an icosohedron and Attuned to, Yurklasin will provide a Power Point Multiplier effect AND a Power Adder effect as per the following equations: PP Mult = ((Carat size ÷ 4) + 1), leave as is (no round off); PAdd = ((Carat size ÷ 5) + 1), round off. For example: A 7 Carat Yurklasin icosohedron will give a ×2.75 Power Point Multiplier AND a +2 Power Adder. Once properly shaped, the owner then must attune himself to the crystal. This attunement process encompasses the use of the Attunement skill. The owner must concentrate upon the Attunement for at least 15 straight hours per day. The owner then rolls on the Absurd column of the Movement/Maneuver Table. If the result is 100 or greater, then the owner is attuned and gains the PP Multiplier and Power Adder benefits. For each successive day spent attuning to the crystal, the Difficulty Factor is lowered by one. If the Attunement process is interrupted at any time, then it MUST be begun from the very beginning. Thus the adage, "leave sleeping PowerUsers alone".
3.5.2 +25 Material Bonus Substances
Ligith
Often called true glass, Ligith is a volcanic glass that is found only rarely in nature. As a gemstone, it has brilliance beyond all other gems. It comes in a variety of shades. It gives a Strength Bonus of +40 and may only be worked in very cold conditions.
Lesser Drake Hide
Lesser drake hide has a Strength Bonus of +40.
Urdite
A yellowish-silver metallic chemical element found in association with strontium as a greenish metallic ore, and more rarely in pure form. Despite its atomic weight and density, urdite weighs only 50% of what it should (according to normal physical laws as we understand them). Items forged from Urdite receive a +25 material bonus and weigh only 0.5× normal.
Kregonite
An orangish-silver metallic chemical element found in pure form or as an ore. Kregonite is rarely found on land and when it is, it is extremely brittle, being able to be broken and/or shattered by minor vibrations. Almost always found in the ocean floors, kregonite allows the wielder to wield weapons made from kregonite underwater as if they were being wielded in the air. When underwater, items forged from Kregonite receive a +25 material bonus and weigh only 0.1× normal. When in air, items receive a -25 material bonus and a -100 modifier against shattering when struck by another object, such as dropping it upon hard dirt.
Electronium
A blue metallic chemical element found in association with dysprosium [Dy4El3] and extremely rarely in pure form. The compound is called electronite. Electronium contains a continuous electrical charge. Electronium is extremely rare but can be found anywhere across the globe. Since dysprosium contains a continuous and powerful magnetic field, electronite can be used as a perpetually regenerating battery. The inductance and capacitance of elecronite is virtually infinite. The inductance and capacitance cycles of electronite cycle in the same sychronisity as Yurklasin (below), every 2 seconds. In fact, it is electronite power cells that supply power to the Nargthrin Planetary Instation known as Delbasa. Items forged from pure electronium receive a +25 material bonus. Additionally, if the item is a weapon, an additional electrical critical of equal severity is delivered when a critical is achieved with the weapon.
Mithrite
A black metallic chemical element found in pure form and more rarely in association with zirconium (as an electronegative radical) [ZrMt]. Like basdrun, once properly forged, mithrite never loses its lustre. Coins made of this element are called Mithral Pieces and are the most valuable coins within societies that can afford to mint such coins. Items made from Mithrite receive a +25 material bonus.
3.5.3 +30 Material Bonus Substances
Eog
Eog is a gray metal often called true steel, though true iron would be more appropriate. Eog is alloyed in a variety of ways through the various Weapon VII, Armor VII, or greater spells that are used to enchant it. It has a Strength Bonus equal to 10× the number of the Weapon spell used in creating it (So a Weapon X would give it a Strength Bonus of +100).
Greater Drake Hide
Greater Drake hide gives a material Strength Bonus of at least +50, though some greater drakes such as Behemoths, Leviathons, and The Taralku may have much higher bonuses.
Laktanthum
A metallic chemical element found in pure form, or extremely rarely in association with scandium. Laktanthum's color is indiscernible, for it absorbs all forms of electromagnetic radiation and is invisible in darkness. Laktanthum is found exclusively in the deep Underlands. Items forged from Laktanthum receive a +15 material bonus. Additionally, the darker it is, the more invisible the object. In daylight, item will appear to shed an aura of darkness.
3.5.4 +40 Material Bonus Substances
Basdrun
A metallic chemical element found only in pure form. Basdrun looks to be an alloy of gold and platinum. Its has an iridescence that will phase through the colors of the rainbow depending upon the angle and intensity of light. Basdrun also glows with an ghostly rainbow-like aura which is also visible during the day, thus its nickname, Starsteel. Basdrun is incredibly strong, giving any item forged from it a Strength Factor equal to 20× the number of the Weapon spell used in creating it (So a Weapon X spell would give it a Strength Bonus of +200). Basdrun adds a +25 material bonus to any item made from it. It reduces the Breakage chance by half (delete all even Breakage Numbers). Once properly forged, basdrun never loses its lustre. If the item is a weapon (sword, axe, et. al.), then the item gains the Armor and Shield Slayer Weapon IV Effect naturally, free of any charge (no additional Alchemy spells need be casted during the forging process). If item is a weapon, then it will deliver an additional critical of -2 levels severity as the initial critical (E gets additional C, D gets a B, C gets an A, B gets an A-25, A gets an A-50). For armor, basdrun protects as the AT it is made, and has Maneuver penalties reduced by an additional 25% (round off) on top of what is gained from magical armor as detailed in TC, pg 49.
3.5.5 +50 Material Bonus Substances
Madanite
A violet-red, metallic chemical element found only in pure form. Madanite is absolutely inert, even more so than the inert (noble) gases. At present, only hyperphysical means (sometimes called magic) can forge (shape) this metal. Once properly forged, especially with the ManaThrek Sword Law and/or War Law, madanite becomes virtually indestructible (at least no way has yet to be found to undo the forgings). Madanite never loses its lustre. At present, madanite is found exclusively in Gwaithlond. So far, only enough Madanite to make three swords and one chain hauberk has been found in the entire world. And, all four items belong to the Æmurëirun. Items made from Madanite and properly forged receive a +50 material bonus. Additionally, If the item is an edged weapon (sword, axe, et. al.), then item gains a Cleavage effect of 45% (i.e. - if a critical is achieved, there is a 45% chance of cleaving through the object struck). If item is a weapon, then it will deliver an additional critical of -2 levels severity as the initial critical (must obtain at least a C critical to gain the additional critical). It adds +1000 to the Strength Factor (where applicable) and reduces the Breakage Factor to none (Madanite items do not break).
4 HOW TO USE THE TREASURE COMPANION
4.2 Using Treasure Companion with Spell Law
Holy Vestment
The spells listed in TC, pp 29-30, are classified as Vestment spells.
Consecrates vestment (AT 2) for usage of many spells on this and other lists. A caster may only have one vestment at a time, and to be usable it must be clean (i.e.., excessive dirt, sweat, etc. will make the vestment unusable until cleaned and the vestment is consecrated again with the Holy Vestment spell).
4.3.3 Background Options
Disregard this table. Use the Background Options as detailed in Udavan Character Creation.
8 MAGICAL ITEMS
8.4.3 Daily and Constant Items
On Udava, Daily Items recharge a number of times per day equal to the number of uses per day, up to the normal uses per day. In other words, if the item can be used 3×/day, it will recharge 3×/day, up to the normal total of 3×/day. In more words, the item will recharge one charge every nine hours (27 hours ÷ 3). Equation: 27 ÷ #, leave as is.
Another example: A 2×/day item would recharge every 13.5 hours (27 ÷ 2). Etc.
9 ITEM CONSTRUCTION
9.6 Items with Intelligence
9.6.1 Deriving Will
9.6.1.2 Will for Items
A magical item on Udava derives its will slightly differently than listed in the TC, pp 50-51. Depending upon the Item's level (Empathic, Low, Medium, High, Very High, Artifact, or Legendary Artifact), and if created with an Intelligence, then that item receives a bonus on the Mental Stats for Items Chart (TC, pg 50). Refer to below table for the roll's modification. The below table depicts Alchemists whom know they are going create a powerful item.
| Modification to Mental Stats for Items Rolls | |
|---|---|
| Item Intelligence Level | Roll Modification |
| Empathic | +0 |
| Low | +0 |
| Medium | +10 |
| High | +20 |
| Very High | +30 |
| Artifact | +50 |
| Legendary Artifact | +80 |
14 TREASURE GENERATION
Still investigating. For now, use the tables generated in this section of the TC.
15 KEYING
15.1 The Keyers
Kragmara Empire, Guild Forgers, Kragmara Citadel. Further info forthcoming.
19 ALCHEMY TRAINING PACKAGES
© Copyrighted by Roy Altman
forthcoming