There's nothing like a good, full pipe after a day of slaying.
When a situation calls for more than Soma, but less than Nerve Stapling, there's Lybrium
Chrome is the one of the most popular Superbrands in the Cosmic Era
A list of 30 more wines, none of which are vinted by humans, elves, or dwarves.
Discovered by accident by a snacking alchemist, Two Flask Halo has become known as an effective and reliable source of combustion sought after by many adventurers.
Argaiv Silaic, a wise, excentrical explorer and physician, once discovered the blue mushroom's secret, and had a chance to note what he found out.
Klah has become a fantasy/ science fiction trope - a rule or guideline that people follow. However many do not know what it is.
A potent drink gauranteed to turn good folk into depraved and desolate madmen.
Lady Carse of Tekne
This stuff will make you a sexual Red-Frilled Blood Dragon.
Jesk, Orcish gladiator
A Sport that Heroes and GMs can enjoy!
If you sit down for a drink of Timewine, be careful to remember just how many drinks you have consumed, or it might turn around and club you on the head when you least expect it.
it seems that the tests have failed to produce a reliable tincture against grain poisoning, but the side product proves most interesting…
A new healing potion has been discovered. It is cheap to make, easy to brew and prepare, and more powerful than the standard healing potion. So why aren’t adventurers using it?
The Stilling Potion is employed by mercenaries and necromancers alike; a potent concoction that makes the imbiber seem dead for a certain period of time
This Herbal Potion was made by Marcaine, a herbalist renowned for his penchant for making all his potions intoxicating in one way or the other
A potion of great strength, it is a finely brewed tea that restores Constitution, as well as gives the drinker an unusual burst of Strength, due to the high levels of caffine. Tastes great chilled and with a drop of honey and lemon.
An African tribe called the Ik throws their children out of their homes once they turn 3. They are left to fend for themselves with no help from their parents at all, and to survive, form groups with others their age. These groups only last a few years, and every so often the individual will join a completely different group.