Alcohol of Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Decree Of Boredom

01-03-06, 09:14 PM
Aereni Skullwine
Aereni Skullwine, known as Mer Sholi in Elven, is a very weak, very expensive white wine brewed from fermented Covadish leaves, generally served in 2-ounce shot glasses. While few, even among the Aereni, enjoy the drink, necromancers the world over use it to enhance their spellcasting.

Despite a very low percentage of alcohol, the wise avoid drinking Aereni Silverwine in excess, due to its side effects. Anyone drinking a glass of Aereni Silverwine must make a DC 5 Fort save to avoid drunkenness. However, due to the necromantic properties of Covadush leaves, they must also make a DC 15 Will save, or take 1d2+1 points of negative energy damage. However, the DC of the next Necromancy spell the cast within ten minutes of failing the save is increased by 1.

Aereni Silverwine costs 25 gp per 2-ounces, and requires a Craft (Alcohol) check of DC 20 to create.

Zilargo Tri-Chambered Alchemical Cocktail
A Zilargo Tri-Chambered Alchemical Cocktail, generally refered to as Tri-Zils, are an extremely unusual drink from the land of the gnomes. It consists of three different alcohols in one glass, which diffuse into three distinct levels due to their vastly different densitites, generally served in large, 1-quart steins. The main ingredients of a Tri-Zil are heavily diluted forms of Alchemist's Flame, Spark, and Chill, which give the drink a distinct reputation for causing gastrointestinal suffering.

The lowest layer consists of a mixture of fermented Zil Potatos and diluted Alchemist's Chill. The next layer consists of various fruit liquers mixed with Alchemist's Spark, and the highest layer is made up of a fiery brandy, and even fierier Alchemist's Flame.

There isn't a gnome alive who enjoys a Tri-Zil. While made by gnomes, they are generally the mainstays of the savage races, who enjoy the drink's kick. Zil alchemists with a talent at drinkmaking can make a fortune selling Tri-Zils to inhabitants of Darguul or Drooam.

Anyone drinking a Tri-Zil must 2 of 3 DC 15 Fortitude saves to avoid drunkeness. In addition, they take 1 point of fire damage, 1 point of cold damage, and 1 point of electricity damage with no save.

Tri-Zils costs 10 gp per quart, and requires 3 Craft (Alcohol) check of DC 8 and 3 Craft (Alchemy) checks with a DC of 10 to create.

Zilargo Four-Fold Khyber Shard-Bound Elemental Cocktail of Arcane Supremacy
Tri-Zils are some of the strongest drinks known to man kind. A Zilargo Four-Fold Khyber Shard-Bound Elemental Cocktail of Arcane Supremacy--commonly known as a Khyber Cocktail--makes it look like watered-down grog. Served in massive, 1 gallon steins, and favored by evokers and warmagi, this drink is considered a lethal weapon in two of the Five Nations.

Like a Tri-Zil, the Khyber Cocktail is a layered drink. The bottom layer is an earthy mead, above that is, like in the Tri-Zil, vodka, the layer above that is, also like in the Tri-Zil, brandy, and the topmost layer consists of an airy champagne.

What makes a Khyber Cocktail so special? In the bottom of it are four small, edible Khyber Shards. A tiny elemental, one of each type, is bound within each. This turns the Khyber Cocktail into a drink of elemental destruction to intestines and liver.

Anyone drinking a Khyber Cocktail must 3 of 4 DC 25 Fortitude saves to avoid drunkeness. In addition, they take 1d6 points of fire damage, 1d6 points of cold damage, and 1d6 points of electricity damage with no save. Furthermore, he is weighted down by the earth elemental, and is treated as one level of encumberence higher than normal for 1 hour. However, an arcane spellcaster who fails his save gets a +1 bonus for his caster level for all spells with an elemental descriptor that he casts in the next 5d6 minutes.

A Khyber Cocktail costs 500 gp per quart, and requires 4 Craft (Alcohol) check of DC 20. In addition, four small dragonshards with elementals bound in them must be added. Each of these is created as a wondrous item requiring the elemental binding feat to create and with a market price of 250 gp.

Bottled Dreams
Bottled Dreams, called Quor Kika by the Kalashtar, is a drink made of a variety of fermented herbs with mild hallucenogenic properties, generally served in deep, lacquered, 1-pint tea bowls. It is prized by the Kalashtar for its special properties.

Anyone drinking Bottled Dreams must a DC 16 Fortitude save to avoid drunkeness. In addition, a member of any race capable of sleep, but not dreaming, such as the Kalashtar, gains the ability to dream for ten hours after failing the save. The dreams are not caused by the projection of the spirit to Dal Quor, but by the drink's hallucenogenic properties, triggered by sleep.

Bottled Dreams costs 15 gp per pint, and requires a Craft (Alcohol) check of DC 15 to create.

Dryad's Blood
Dryad's Blood is a exotic liquer from the forests of Aerenal, generally served in 1-pint goblets made of livewood. Made from fermented fruit of livewood trees, it is savored by those with a strong connection to nature.

Anyone drinking Dryad's Blood must a DC 20 Fortitude save to avoid drunkeness. In addition, any creature of the Plant of Fey type, and any druid or ranger who fails the save gets a +2 enhancement bonus to Wis and a +5 insight bonus on all Knowledge (Nature) and Survival checks for 3d10 minutes.

Dryad's Blood costs 50 gp per pint, and requires a Craft (Alcohol) check of DC 20 to create.

Goodfellow's Boon
Goodfellow's Boon is a wine of remarkable sweetness, favored by the fey of Thelanis, distilled from the very blood of the vinters who create it, mixed with the fermented planar essence of Thelanis. It is generally served in very, very small portions. Even the hardiest don't dare to drink more than a single fluid ounce of it.

Anyone drinking Goodfellow's Boon must a DC 30 Fortitude save to avoid drunkeness. In addition, any creature who fails its save must also make a DC 25 Will save or be plane shifted to a random location in Thelanis.

Goodfellow's Boon costs 400 gp per fluid ounce, and requires a Craft (Alcohol) check of DC 30, and a Knowledge (The Planes) check of DC 20 to create.

Slag Gin
Slag Gin is a disgusting brew made from alchemical refuse, generally served in 1-pint mugs. While any flesh and blood creature would be sickened by the stuff, the warforged enjoy it because it is one of the few manners of alcohol to have any effect on them.

Any non-construct that drinks Slag Gin must make a DC 20 Fortitude save to avoid drunkeness. In addition, they must make a DC 25 Fort save or be nauseated for 3d10 rounds. Even if they succeed the save to avoid nausea, they are sickened for 1d100+20 minutes.

A warforged that drinks Slag Gin suffers no such effects. They do not risk being drunkened, as they are immune to poison, but causes mild feelings of relaxation and cheerfulness.

Slag Gin costs 5 cp per pint, and requires a Craft (Alcohol) check of DC 5 to create.

Sober Pill
A Sober Pill is an invaluable alchemical concoction created by an alchemist tired of hangovers.

Upon ingesting a Sober Pill, the number of saves to avoid drunkeness the ingester has failed drops by 1d8. In addition, he gets a +2 alchemical bonus on all saves to avoid drunkeness for 10 hours. Finally, the duration of any hangover he has in the next 10 hours is halved.

A Sober Pill costs 15 gp for 1 dose. It requires a DC 10 Craft (Alchemy) check to create.

Liquid Keelhauling
Some drinks are the result of years of vintery. Others are discovered by fortuitous accident. Liquid Keelhauling? It's like the Mourning. Its source is unknown, divinations in regard to it fail, and it can't possibly be good for you.

The drink is rumored to have first emerged from the primordial ooze of an airship run by a group of incompetent, malicious pirates, miscreants, and ne'er-do-wells. Its ingredients are rumored to include fermented catnip, improperly mixed Alchemist's Fire, blood scraped off the ship's spiked keel, the rotted flesh of clones of certain pontiffs of the Silver Flame, and the acidic spit of one of the aberrations on board the ship.

Anyone drinking a Liquid Keelhauling must a DC 50 Fortitude save to avoid drunkeness. Should he fail the save, he is treated as failing 15 such saves for determining the effects of his drunkeness. In addition, they must make a DC 25 Fortitude save or take 1d4 points of Dex, Con, and Wis drain.

Liquid Keelhauling can not be purchased or created. Like artifacts, it can only be found. When some poor fool actually drinks the stuff, its generally done in 1-pint mugs.

Talenta Wildwine
Talenta Wildwine is an exotic wine made from wild grapes found in the Talenta Plains. Typically imbibed from small, easily portable, 1-cup wineskins. The drink is favored by Halfling hunters, Valenar warbands, and any others who expect to be engaged in war for longer periods of time. This is due to its cheapness, fair quality, ease of portability, the great amounts of time, and adverse environments, it will stay good in, and the low chance of getting drunk from it.

Anyone drinking a skin of Talenta Wildwine must make a DC 8 Fort save to avoid drunkenness.

Talenta Wildwine costs 8 cp per cup, and requires a Craft (Alcohol) check of DC 5 to create.

Stone Champagne
Stone Champagne is a foul-tasting drink derived from fermented basilisk eyes--and with the power to petrify. It was first created by the Stone Lady of Drooam as a way of getting rid of unwanted enemies. It comes in small, one-ounce bottles, and is added to the drinks of those who it is inteneded to petrify, rather than drunk alone.

Anyone drinking a drink containing Stone Champagne must make a DC 12 Fort save to avoid drunkenness, in addition to any save required by the drink it is in. They must also make a DC 20 Fort save to avoid being permanently petrified.

Stone Champagne costs 800 gp per bottle, and requires a Craft (Alcohol) check of DC 30 to create.

Thunder Rum
This rum, produced by pirates of the Storm Sea from sargullion, a seaweed that, like sugar cane, produces very sweet juice. Thunder Rum is dark drink with a full, molasses-like taste and very high alcoholic content, reputed for inducing "thunder" in the bellies of those who drink it, generally from 2-pint mugs, though some extraordinarily hardy folk drink from "Hurricane Mugs", massive 5-gallon mugs which generally require magical enlargement to lift.

Anyone drinking a mug of Thunder Rum must make a DC 16 Fort save to avoid drunkenness. In addition, if he fails the save, he is nauseated for 1d6 minutes, and sickened for 5d6 minutes more. If he is drinking a Hurricane Mug's worth, the save DC rises to 30, he is treated as having failed 8 saves, the duration for nausea is increased to 2d12 minutes, and the duration of sickness to 10d12 minutes.

Thuder Rum costs 2 sp per two pints, and 1 gp for a Hurricane Mug. It requires a Craft (Alcohol) check of DC 5 to create.

Fiddler's Green
Fiddler's Green is an unearthly brew, tasting of dreams, delight, and delirium. It is said to have been brought to Eberron by the quori when they attacked the Giants of Xen'drik, this eldritch brew can only be found in Xen'drik.

Anyone drinking Fiddler's Green must a DC 20 Fortitude save to avoid drunkeness. In addition, any psionic creature who fails the save gets a +2 enhancement bonus to Int and and gains 1d6 temporary power points, both of which last for 3d10 minutes

Fiddler's Green is rare almost to the point of being unpurchasable. Should a bottle, which contains five cups worth of the drink, somehow be put on the market, it generally sells for around 250 gp. The secret of making Fiddler's Green was forever lost when the quori who attacked the Giants died off.

Riedra's Pride
Riedra's Pride is a light drink brewed from rice, generally drunk from 1 pint teat bowls. It has an extremely low alcoholic, and yet, the Inspired sell it to the common folk at vastly inflated prices. However, it is the only manner of alcohol that common Riedrans are pemitted to own and consume. "Riedra's Pride" is an ironic name made by Khorvairian drinkers to express disgust over the drink's low quality and high price. In Riedran, it is called Lakavatha.

Anyone drinking a bowl of Riedra's Pride must make a DC 3 Fort save to avoid drunkenness.

Riedra's Pride costs 3 gp per pint, and requires a Craft (Alcohol) check of DC 5 to create.

Mourner's Mug
A Mourner's Mug is a bitter drink of fermented mint, served in 1 pint mugs. First brewed by Cyran's in commemoration of their lost nation, the drink has gained immense popularity among the people of High Walls, the district of Sharn home to the vast majority of Cyrans.

Anyone drinking a Mourner's Mug must make a DC 12 Fort save to avoid drunkenness. In addition, the drink contains a large amount of depressants, which evoke a great sorrow in its drinkers. Anyone who fails their save to avoid drunkeness must also make a DC 15 Will save to avoid being overcome with sorrow. Should they fail, they take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 5d6 minutes.

Mourner's Mugs costs 6 sp per mug, and requires a Craft (Alcohol) check of DC 5 to create. Cyrans get a +2 bonus on the Craft check to brew it.

Finder's Folly
This odd spiced mead is made from a number of herbs and roots found in the Shadow Marches. Generally drunken in large, 1 quart steins, this brew is known for its interesting dragonmark-hindering properties. Dragonmarked heirs are superlatively careful in not drinking their stuff, as any foes they may have will doubtlessly try to slip it to them.

Anyone drinking Finder's Folly must make a DC 16 Fort save to avoid drunkenness. In addition, any dragonmarked heir that fails their save loses access to the use of any and all of their dragonmark-granted spell like abilities for 1d2+1 days.

Finder's Folly costs 9 sp per quart, and requires a Craft (Alcohol) check of DC 8 to create.

Warfloorbanger
The Warfloorbanger is one of the few drinks served exclusively to warforged. It is made up mainly of an acidic electrolyte, brewed by gnomes, but the key ingredients are copper and silver pieces, placed in the drink. These coins create a current, which, when drunk by a warforged, causes pulses of electricity to run through the warforged's body.

Any non-construct that drinks a Warfloorbanger must make a DC 20 Fortitude save to avoid taking 1d2 points of acid damage and 1d2 points of electricity from drinking the primitive battery. In addition, they must make a DC 25 Fort save or be nauseated for 3d10 rounds. Even if they succeed the save to avoid nausea, they are sickened for 1d100+20 minutes.

A warforged that drinks a Warfloorbanger instead must make a DC 20 Fort save to avoid taking 1d6 points of electricity damage. However, if they fail the save, their slam attack, and any other natural attacks they may have due to warforged feats such as Second Slam or Jaws of Death, gain the Shocking special ability for 1d6 minutes.

A Warfloorbanger costs 25 gp, plus the 1 sp and 1 cp required to create the current, and requires a Craft (Alchemy) check of DC 15 to create.

Bad Moon
A Bad Moon is a strange-tasting drink, made of wolfsbane, and generally drunk in 1 pint mugs. The drink is fairly common in the wine cellars of those with a taste for the bitter, but it is favored by Shifters. The presence of wolfsbane makes it mildly toxic to the second-generation werebeasts, leading to long periods of vomiting. Among shifters, "There's a Bad Moon on the rise!" has became slang for "Out of the way, I'm gonna hurl!"

Anyone drinking a Bad Moon must make a DC 15 Fort save to avoid drunkenness. In addition, any Shifter that fails its save is nausesated for 3d20 minutes, and sickened for 1d4 hours.

A Bad Moon costs 4 sp, and requires a Craft (Alcohol) check of DC 10 to create.
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Effects of Drunkeness

The exact effects of drunkeness depend on the number of saves to avoid drunkeness that one has failed, as per the table below. The effects of drunkeness are cumulative.


# of Saves Failed.....Effects
1-2.........................-1 penalty to Wis and Dex
3-5.........................-1 penalty to Wis and Dex, -2 penalty on all skill checks
6-7.........................-2 penalty on all skill checks
8-10.......................Must make a DC 15 Fort save every 10 minutes or be sickened for 1d4+1 minutes
11-12......................-2 penalty to Wis and Dex, -3 penalty on all skill checks
13-15......................Must make a DC 20 Fort save every 5 minutes or be nauseated for 1d2 minutes
16-17......................-3 penalty on all skill checks
18-20......................-2 penalty to Wis and Dex, Must make a DC 25 Fort save every half hour or fall unconscious for 1d4 hours
21+.........................-4 penalty to Wis and Dex, -10 penalty on all skill checks, Must make one of three DC 25 Fort checks every hour or die.


A creature immune to poison is immune to drunkeness, and bonuses to saves against poison apply to saves against drunkeness.

Every hour, a drunk creature may attempt a DC 15 Fort check. If he succeeds, the number of saves he has failed dropped as one.

Every hour spent sleeping reduces the number of saves failed by 1d2.

A creature that goes to sleep with 4 or more failed saves is hung over when it awakes. It is sickened for 1d8 hours plus 1d2 hours for every 3 failed saves over 4. For example, Daine goes to sleep for 8 hours having failed 10 saves against alcohol. When he wakes, the number of failed saves has been reduced by 8d2, which should sober him up, but he is hung over for 1d8+2d2 hours.
PoeticJustice

01-03-06, 09:52 PM
Very good stuff, here!
Edymnion

01-03-06, 09:54 PM
Xen'Drik Fire Liquor
Decree Of Boredom

01-03-06, 10:07 PM
Yeah, this was inspired by the Xendrik Fire Liquor thread.
Edymnion

01-03-06, 10:22 PM
Yeah, this was inspired by the Xendrik Fire Liquor thread.:D
Vaalingrade Ashland

01-03-06, 11:25 PM
There needs to be a drink that can get warforged falling down drunk.

So powerful in fact, that two or three pitchers would get a dwarf slightly buzzed.
Decree Of Boredom

01-03-06, 11:37 PM
I don't think you can get something immune to poison drunk. However, I'm pretty sure that they are vulnerable to ability drain, and are thus vulnerable to Liquid Keelhauling.
Dex

01-04-06, 03:34 AM
Steel Gulletbane
This incredible beverage is one of the few know substances that can send an Iron golem reeling and even incapacitate Warforged. Made of Rust Monster digestive fluid fermented in quicksilver under high pressure, it appears as a watery liquid with an oily sheen once filtered. A shot of this is as much a blow to a warforged's structural integrity as it is to internal storage.

Any non-construct drinking a shot of this foul brew must make a fortitude save (DC 20) or be nauseated for 1d4 minutes. A passed save reduces this time to 1d4 rounds.

Any creature with the construct type drinking this suffers the effects of a Rusting Grasp spell. In addition to this effect, the construct is dazed for 1d4 rounds. Note that this secondary effect is a transmutation effect. Constructs regard the daze effect as a pleasant humming sensation, and multiple drinks do not accrue as normal alcohol.

Steel Gulletbane costs 50gp per shot glass, and a DC 20 Craft (Alcohol) check.
pinky_si

01-04-06, 04:17 AM
A lot of good ideas here, and I may well yoink a few myself...

Just two questions though;

1. The prices seem inordinately high on some of the drinks (even accounting for the magical effects), meaning that a lot of the better ideas aren't going to see common useage as almost no-one (except for maybe the top brass royalty/dragonmark housce scions) will be able to afford to drink it. Would it be worth a rethink and scaling down on the prices somewhat?

2. Some of these drinks do lethal damage. Wouldn't non-lethal be better for general use? (after all one tri-zil will probably kill any 1st level commoner, mage etc, or at least reduce them to 0-HP). subdual damage wears off quicker (over the course of a day in bed suffering from a hangover :) ) while the effects of some of these drinks could take weeks to heal from without the use of curative magic.

just my :twocents:
Isran_Imrador

01-04-06, 10:11 AM
Dragonmilk

Once only found in at the Dragonmilk Inn in Fairhaven. The Phiarlan run tavern & inn has since shared the rare brew with the other Phiarlan run theaters and enclaves.

In Fairhaven the rumour says that it was made of real dragonmilk from Argonessen or Seren. How Suva Phiarlan could get hold of such exotic goods was however beyond everyone. And he is still not telling.

An Arcanix expert even sayes that knowone knows if dragons got milk in the first place. After a while someone wondered who had imported all the Spiretop Dragons to Fairhaven...Some suggest that its in fact made from the blood of the small dragons from Sharn...

Suvas Sillence has become a expression in Fairhaven: Your as Silent as a Suva, Or is Suva keeping your mouth?...

Price: 1 sp, Served cold or warm in a beer jug....

A Craft (Alchemy) 25 & Craft (Alcohol) 20 is required to make it...Also a good Diplomacy roll to persuade the dragon would be good... ;)

Isran
Decree Of Boredom

01-04-06, 07:31 PM
1. The prices seem inordinately high on some of the drinks (even accounting for the magical effects), meaning that a lot of the better ideas aren't going to see common useage as almost no-one (except for maybe the top brass royalty/dragonmark housce scions) will be able to afford to drink it. Would it be worth a rethink and scaling down on the prices somewhat?
Some of the prices have been scaled down. I like to think some of them with expensive ingredient, like Aereni Skullwine, shouldn't be easy to acquire.

2. Some of these drinks do lethal damage. Wouldn't non-lethal be better for general use? (after all one tri-zil will probably kill any 1st level commoner, mage etc, or at least reduce them to 0-HP). subdual damage wears off quicker (over the course of a day in bed suffering from a hangover :) ) while the effects of some of these drinks could take weeks to heal from without the use of curative magic.
Problem is, no such thing as elemental subdual damage if I recall correctly. I don't think they should deal nonlethal, even if they could. Drinking wine infused with negative energy, alchemist's fire, or bound elementals should be hazardous to your health.

just my :twocents:[/QUOTE]
Salookanana

01-04-06, 10:48 PM
The Pan Planar Gargleblaster-
This mysterious brew was brought to eberron by planar traveling wizards. Once they sobered up, they decided to share how to make one


Take the juice from one bottle of that Ol' Janx Spirit.
Pour into it one measure of water that has been in the Mournlands.
Add three bottles of diluded Alchemest's Chill.
Have a small air elemental move around in it.
Overer the back of a alchemical silver dagger float a measure of Gelatenacious Cube extract.
Drop in the tooth of an Rakshasa.
Sprinkle Dragonshards.
Add an olive.
Drink . . . but . . . very carefully . . .


It is compared to having your head smashed in by slice of lemon wrapped around a gold brick. It happens to be the second most dangerous drink in Eberron, after Liquid Keelhauling, of course.

Served in 9 ounce mugs.

Anyone drinking this mix must take a DC 42 Fortitude save of suffer drunkeness. If this save is failed, treat it like the drinker failed 7 of such saves for the effect of drunkeness.

Craft DC- Alcohol 20 and Alchemy 10
Splendide

01-05-06, 03:38 AM
Espenne

This is a rare delicacy, made even rarer by the materials needed to create it. Espenne is a specially prepared cheese, made primarily of badger's milk, and is a regional speciality of the Zolanberg canton.

Its alcoholic content comes from fermented silk drawn from the Eslaran spiders found in the caves of the Seawall mountains. With a combination of other local spices, this spirit (known as Eslacnae) is heavily diluted with badger's milk, and is usually baked in a pan that has been alloyed with targath. The resulting cheese is typically long-lasting (particularly if it is kept sealed), is very resistant to drying out and remains a potent intoxicant for many months.

It is possible to make an inferior Espen with a regular steel pan, but it will be much more prone to dehydration and natural deterioration over time, and will lose its inebriating effect within days.

The most frequent purchasers of Espenne are, of course, within Zilargo, though it seems to be gaining a following among half-orcs of the Shadow Marches.
pinky_si

01-05-06, 05:35 AM
Some of the prices have been scaled down. I like to think some of them with expensive ingredient, like Aereni Skullwine, shouldn't be easy to acquire.[/QUOTE]

Agreed. I think with the changes you've made to the prices, most of the drinks now fall into the "easily affordable by Joe Noble and the PCs, but out of reach of the common slob" category (which is probably where such "designer" drinks should be).

Problem is, no such thing as elemental subdual damage if I recall correctly. I don't think they should deal nonlethal, even if they could. Drinking wine infused with negative energy, alchemist's fire, or bound elementals should be hazardous to your health.

True enough on the damage types (unless using a variant of Subdual Substitution - an ability normally reserved for deities from the 3.5 SRD).

On reflection, and in either case, I'd actually be tempted to have the dangerous beverages do small amounts of temporary ability damage like poisons do. Alcohol is in effect a poision, albiet a very tasty one.
Decree Of Boredom

01-05-06, 06:35 PM
On reflection, and in either case, I'd actually be tempted to have the dangerous beverages do small amounts of temporary ability damage like poisons do. Alcohol is in effect a poision, albiet a very tasty one.
I figure I'd just use the temporary penalties from drunkeness rather than actual ability damage.
PoeticJustice

01-05-06, 10:23 PM
"Goodfellow's boon" and "Fiddler's Green"?

Well met, fellow Dreamer.

I've no liquors to match yours, but perhaps a toast you might appreciate:
"To absent friends, lost loves, old gods, and the season of mists, may we all give the Keeper his due"

Seems to fit Cyre if you ask me, and if Gaiman cared, I think he'd approve.
Decree Of Boredom

01-05-06, 11:42 PM
"Goodfellow's boon" and "Fiddler's Green"?

Well met, fellow Dreamer.

I've no liquors to match yours, but perhaps a toast you might appreciate:
"To absent friends, lost loves, old gods, and the season of mists, may we all give the Keeper his due"

Seems to fit Cyre if you ask me, and if Gaiman cared, I think he'd approve.

Ya caught me.
Dex

01-06-06, 09:58 PM
pinky_si, you're right about the prices, i've changed mine down a bit.
Decree Of Boredom

01-10-06, 12:20 AM
ph34r t3h bumpzor
heathwilder

03-13-06, 09:06 AM
I had a Korivaire air pirate (very Yorkshire in accent) talk to the PCs about Liquad Keelhauling in a tavern in Sharn where they were staying completely outside the topic of the adventure and the PCs went mad for the story. Our changling Psion has now invented a Dwarf persona who is seeking the "Holy Grail" of LK much to every1s delight. Thanks for that ... a real kicker to our game :D
RPGfan

07-19-06, 01:43 PM
I'd like to see some more of this stuff. So... :bump:
Medesha

07-19-06, 02:51 PM
In one of my Eberron sessions, the players visited a gambling house. Our shifter cleric was delighted to discover a drink called a "fizzy shifter." I asked my friend Jim, who is a real life bartender, to design a real life "fizzy shifter" for us. This is what he said:

"Okay, I'm cheating a bit and basing this off another drink recipe that I know will produce the effect I want.

Fizzy Shifter

1.5 oz Cognac
1.5 oz Hpnotiq
1.0 oz Tonic

Start by layering the ingredients in your shaker glass over ice. Then cover it with your shaker tin (like literally two up and down motions) and give a quick shake. Hold the tin/shaker tightly as the carbonization is given to expanding.

The result should have "shifted" to a Hulk-like Green tint and the tonic should cause it to fizz a bit.

Note that I make no claims as to taste, but it should both "shift" and "fizz".

Buena suerta.

Game On"

Mmm, fizzy shifter.
Kinger

07-19-06, 05:57 PM
I posted this in Edy's Fire Liquor thread, but this seems to have become the main collection of Eberron Alcohols. :)

Smolga
Brewed from a fermented mixture of lichens and fungi found only in the Mror Holds, smolga was initially developed as a means of hydration in the terribly cold winters in the mountains. Having a rather significant alcoholic content, smolga does not freeze even when it's so cold one's eyes freeze closed. It is no longer used in such a fashion, as people have grown to realize that alcohol actually dehydrates one further. Smolga now has only less practical purposes.
Smolga is a staple part of any important Mror business meeting. Two glasses are served to each participant at the beginning of a meeting, and one is downed immediately to signify one's willingness to negotiate. The second is not drunk until the meeting's conclusion, usually as part of a toast. To traditionalists, drinking one's second smolga before an agreement can be reached is equivalent to rejecting the other party's offers entirely, spitting on him, and leaving to sleep with his wife.
To say smolga has a pleasant taste is being far too generous. It is not a tasty liquor by any stretch. It does, however, give a rather warm, comfortable feeling spreading from one's belly when one consumes it, which accounts for its popularity in colder climes. It also has a great pallete-cleansing property and little in the way of aftertaste. If you survive the immediate unpleasant taste, you're through it all and have nothing but the standard consequences of overconsumption to look forward to.
Mashido

07-19-06, 07:16 PM
Shifter fuel / Shifter Holiday Drink

Usually drank after the shifter holiday big events by all losing clans to help bring up there spirits or make them work harder in the next game but makes a good air ship fuel cleaner.

Taste: horrid before taste but the after taste is to die for....

1) 3 night shade root finely ground

2) 20 guenon berry's crushed in to paste (alcoholic % 50 proof)

3) ginseng for energy

4) 1 hog head full of strong scotch

5) a pinch of alchemists fire potion

Directions:

First step gather all the clan females and have them prepare it.

Secound Pore in huge pot boil till foaming

Thierd add alchemists fire potion

Forth each clan adds in there own special ingredients...

And last pore it in to mugs. If all done correctly by the females it should not kill you, but by some clumsy mistake. here is away to find out, If you don't see double affter drinking it then report to a healer fast.
RPGfan

07-20-06, 03:04 PM
I hate to be a nit picker but:
1) A lot of people aren't posting the cost of their drinks...
2) ... or the saving throws necessary to avoid drunkeness...
3) ... or even the Craft (Alcohol) DC to make the booze.
Just needed to say that.

On another note I give you:
Lhazaar's Blood

This alcoholic beverage is better known as sweetgrog. It was created by a pirate who thought that his grog (watered down rum) needed a little extra kick. They tried adding many different things but after a bad experince with Xen'drik chili peppers, he/she/it wimped out and used mild herbs from the Shadow Marches to sweeten the drink. Oddly enough, this gave the drink the extra kick it needed. It gave it a sweeter taste and made the grog go down easier. It also helped make the drink strong and flavorful, but weak enough for sailors who needed to keep their wits about. It is usually served in 1 pint mugs. It's sometimes refered to as "the lifeblood of Lhazaar" which is where it's name is derived from. Anyone drinking a pint of Lhazaar's Blood must make a DC 10 Fortitude save to avoid drunkeness.

Lhazaar's Blood costs 8 cp for a mug or 4 sp for a gallon and requires a DC 8 Craft (Alcohol) check to make.

(And yes this was based off the slang term Nelson's Blood meaning grog. And grog really is watered down rum.)
Medesha

07-20-06, 03:12 PM
Actually, you hate to be a nit picker. :) And my drink is for real life, of-age adults. Thus game rules and pricing are moot. Though I suppose if you can find cognac, hypnotiq and tonic water in Eberron, a fizzy shifter could cost, um, 2 sp and be a DC 20 Craft (booze) check to make. Every drink requires a DC 15 Fort save or assume the appearance of a lycanthrope in hybrid form for 1 round. This only changes your appearance, not your abilities, and try not to stand next to any Silver Flamers when you're drinking.
RPGfan

07-20-06, 03:35 PM
Thanks for the spelling assistance there. The boards have nothing in the ways of spellchecking. I wasn't just talking about your drink though. I meant almost everyone else as well.
Endless_Helix

07-21-06, 05:11 PM
Dragon on the Beach

This strange drink served by the Seren Barbarians, has recently been brought to Khorvaire by a group of Wayfinders. It's made out of the bladders of a rare deep sea fish that congregates around Seren during its breeding season. Aquiring these bladders isn't too difficult as the fish is well recorded as having seven. The rare part of the drink is the "Dragon" part of it. For every gallon, one dragon scale must be obtained to nullify the poison of the fish bladder. The drink is still dangerous, but not immediately lethal. The most curious effect of the drink is effect on Dragonmarked. After getting drunk (Fort DC 12 per drink) add 1d6-3 to the caster level of their dragonmark's ability for 1d3 hrs afterward.

Cost: If it is on the open market, which is very rare, it generally sells for 400 gp per gal. Craft (alcohol) DC 20.
RPGfan

09-16-06, 08:56 PM
Black Blood of the Earth

A vile and evil drink often drunk by members of the Cult of the Dragon Below, Black Blood of the Earth has a well deserved reputation of being among the worst drinks in Eberron. Or at least it would if people would dare count the foul depths of Khyber where it's often brewed as being part of Eberron. It is inky black and drives almost all who drink it stark raving mad. Any poor fool who imbibes a single serving of Black Blood of the Earth must make a DC 25 Fortitude save to aviod drunkeness. Should they fail the save, they are treated as failing 5 such saves for determining the effects of his drunkeness and must make a DC 25 Will save or take 1d4 Wisdom Drain. Even if they pass the save, they still take 1d3 Wisdom Damage. If they are dropped to 0 Wisdom or lower by this drink, they do not fall into a coma, but are instead treated as though under the effects of an Insanity spell. Should they ever be brought back up to 1 Wisdom or higher, they are no longer under the effects of Insanity. A Wish, Miricale, or Limited Wish spell can restore 1d4 points of such Wisdom Drain as can a Bend Reality or Reality Revision power. Black Blood of the Earth is usually served in half pint goblets.

When sold (which is rare) Black Blood of the Earth usually costs about 100 gp and requires a DC 25 Craft (Alcohol) check and a bit of slime from the depths of Khyber to make.
OneWinged4ngel

09-17-06, 05:32 PM
Elverquisst

These incredibly fine wines are something only the elves of Aerenal could have the patience to brew. Carefully fermented over entire centuries and mixing many subtle herbs and alchemic ingredients, along with the subtle touch of magic, the end result is regarded as quite possibly the finest wine in Khorvaire, with delicate, deep and subtle flavor.
The drink appears glamered, sparkling with various arcane colors.

This rare and prized wine sells for 600 gp a bottle, and requires a DC 30 craft check to make. DC 14 save against drunkenness.
goblin_pride

10-04-06, 05:59 AM
Black Gobbo
this unassuming goblin brew from the heart of the Seawall mountains doesn't appear like anything more than a very quickly evaporating lamp fuel, when mixed with 8 parts Ram's blood and 1 part Ewe's milk and a dash of cinnamon, warmed on the edge of the hearth in a clay jug it's enough to keep a man warm and comfortable in the coldest of winter nights, but if consumed straight, it's an almost guaranteed one-way ticket into the afterlife. the name Black gobbo comes from the goblin Icon on the label of the black glass bottles (it's also very effective at removing old paint from furniture and the like)
yossarius

10-04-06, 11:31 AM
Beer Brewing in Khorvaire


Aundair: Aundair is much better known for her fine wines, so naturally, the wider world tends to ignore the fermented brews produced there. While wine is produced with commerce in mind, beer is made to be consumed locally, so no measures are taken to insure that it might travel well. As such, very little hops are used in Aundairian beers and ales. This produces a sweet flavor and what some might consider a thin consistency.

Since there isn't much of a beer industry in Aundair, one tends to find a wide degree of differences from region to region. Around Passage and the area to the south, brewers tend to produce barley-based ales, as barley is plentiful in the region, and ales tend to ferment better in the region's more temperate climate. In the region north of Fairhaven, brewers are more likely to brew lagers from wheat and oats, as such brews (as well as the grains involved) develop better under milder temperatues.

Brewers in Aundair tend to add a wide variety of flavoring agents to their brews, ranging from grapes left over from winemaking to crushed walnuts (or practically any sweet foodstuffs available). Likewise, Aundairian beer tends to be cask-conditioned, which means that very little carbonation is used. Most Aundairians dislike the bitter brews found in most other nations, so very little beer is imported here.

Breland: Beermaking in Breland occurs in two distinct categories: home-brewing, which occurs solely in the northern areas around Hatheril, Starilaskur and Vathirond, and industrial brewing, which is found in Ardev in the east. As the humidity and temperature rise the further south one travels from Ardev, very little beer is produced in Southern Breland. What little is produced there involves highly techno-magical processes to regulate temperature and humidity.

Northern homebrews tend to be barley ales, much like southern Aundairian ales, accept that Brelish brewers use more hops than their northern neighbors. This tends to produce brews or lesser sweetness. Indeed, brewers around Vathirond prefer dark, bitter porters and stouts, while brewers in Hatheril tend towards pale ales. The main reason for the increased use of hops is that they act as a natural preservative, which is necessary for long-term storage of the beer in the area, as the weather is simply too hot in the summer for fermentation to take place.

The most well-known industrial brewer in Ardev is the Ninkasi Brewing Company, whom produces three types of beer; a light pilsner of neutral bitterness, an amber lager that is mildly bitter, and a highly expensive, aged barleywine which those who can afford such extravegances describe as "divine." The Ninkasi brewery dominates the south-east corner of Ardev, and the neighborhood is permeated with a sickly-sweet odor year-round.

Where Aundairian brews are light and practically flowery in taste, Brelish brews are generally simpler. The liberal use of hops allows for foamy beer, which any brelish beer-drinker will tell you is essential in a quality beer. Beyond hops, very little else is added to the brew as flavoring.


More detail can be added upon request.