Monday, January 9, 2012

It Tastes Like Burning: Ouskae, the Adventurer's Drink of Choice

"My own experience has been that the tools I need for my trade are paper, tobacco, food, and a little whisky." -- William Faulkner


Ale, wine, and water may be the holy trinity of adventuring beverages, but in the rocky coastal village of Daneth, they brew a spirit that puts them all to shame.  I'm talking, of course, of Ouskae (pronounced OO-skay).  Complex, smoky, and potent, it has been known to warm the frozen, revive the unconscious, and even clean the wounds of the diseased.  It also tastes like the gods themselves made it.


MANUFACTURE & APPEARANCE:
Ouskae is bottled by several small distilleries in and near Daneth.  It is made from the grains of the region which are dried over a smoldering moss fire, infused into rainwater and sea spray, and fermented  The most well-known Ouskae makers are Glen'Ebrall (tall, green, multi-faceted bottle; light copper liquid), Deh'Vahls' Old World (silver flask wrapped in leather; deep amber liquid; very pricey), and Makir's Sigil (crystal bottle sealed in crimson wax).

TASTE: 
All Ouskaes taste slightly different, and the older they are, the more complexity they develop.  All have a fiery bite and can induce coughing if swallowed too quickly or in too large a quantity.  Glen-Ebrall has a honey-like sheen, similar to a drier, highly-concentrated mead.  Deh'Vahl's is decidedly smoky and earthy... some describe it as tasting like "burnt tree bark--but a good kind."  Makir's Sigil, on the other hand, is has notes of cherry and is known for its smooth texture.

EFFECT:
Ouskae works quickly so it is usually served in short, stout glasses called "shirecups."  One shirecup contains approximately as much spirit as a whole flagon of ale.  Ouskae has other effects besides intoxication, however.  These are noted on the table below:

Shirecups
Effect
Duration
1
+1 CON
1 hour
2
+2 CON, -1 DEX
2 hours
3
+3 CON, -2 DEX; save vs. poison or be nauseated (-2 to all rolls) for 1d4 hours after duration ends
4 hours
4
+4 CON, -2 DEX, -1 WIS; save vs. poison or be nauseated for 1d8 hours
6 hours
5
+5 CON, -3 DEX, -2 WIS; save vs. poison or be nauseated for 2d6 hours
8 hours
6
+6 CON, -4 DEX, -3 WIS; save vs. poison or be nauseated for 3d8 hours
12 hours
7
+5 CON, -4 DEX, -3 WIS; Nauseated for 3d8 hours (no save)
16 hours
8
+4 CON, -5 DEX, -4 WIS; Nauseated for 4d8 hours (no save); save vs. poison or lose 1 INT permanently
24 hours
9
+3 CON, -6 DEX, -5 WIS; Nauseated for 4d8 hours (no save); save vs. poison or lose 1 INT permanently
30 hours
10
+2 CON, -7 DEX, -6 WIS; Nauseated for 5d8 hours (no save); save vs. poison or lose 1 INT permanently
36 hours

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