TEXT: 1
  Purple Duck Storeroom
  Exotic Liqours
  Perry Fehr
  
  2
  “In a nondescript dwelling, down a dusty hallway, past rooms of unclear pur-
  pose, there is a door... a door that looks like many others, except for the ancient 
  maroon tint of the aged wood, and, of course, the glowing runes emblazoned on 
  the stones that make up the door-frame.  Should you know its purpose, should 
  you know the correct sequence to touch those runes, you might gain entry to a 
  Storeroom of wonders, shelves and bins and racks beyond counting.  Place your 
  torch in the rusty sconce, and enter...”
  The Purple Storeroom is an ongoing series of tightly-focused supplements 
  that cover topics that do not fit into our larger offerings. They are the pieces 
  that just don’t fit anywhere else or they are the little things we work on to 
  take a break from bigger projects like Purple Mountain, Legendary Trea-
  sures, or Lands of Porphyra. They have been stored here for safe keeping.
  EXOTIC LIQUORS
  “Not far from the entrance to the Storeroom, there is a rack. Like many com-
  mon bottle-racks, one might suppose, but the colors and names of these spirits 
  are somewhat unnerving.  Why is that one giving off heat?  Is that a rat’s skull 
  floating in that one?”
  The practice of distilling and consuming alcoholic spirits is ancient and per-
  vasive; nearly all humanoid cultures have entertained it.  Players may find 
  these substances as treasure, bottled in a hoard, or perhaps on the menu 
  in a particularly decadent establishment.  The ‘Urisk’ and ‘Erkunae’ races 
  are part of Fehr’s Ethnology and the upcoming Fehr’s Ethnology Complete 
  (from Purple Duck Games) and are also featured in the upcoming Lands of 
  Porphyra project, along with the nations of Vinterre and The Pyynian Coast.  
  The following preparations all follow the rules for ‘Drugs’ on page 236 of 
  the GameMastery Guide.  
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  
  3
  DWARVEN FIRE ALE
  Addiction moderate, Fortitude DC 20
  Price 50 gp
  Effect 1d4 rounds; rage as per the spell
  Effect 1 hour; cold resistance 5
  Damage 1d2 Con damage
  Flavor Yeasty and hot
  Known by the dwarves as ‘Kulakt’, fire ale is a staple of their holdings in the 
  far north, where both the cold and aggressive snow-dwellers are pervasive. 
  Prepared from subterranean mushrooms and a touch of refined petroleum, 
  fire ale also allows beleaguered dwarves much-needed release from their 
  strictly ordered lives.  A given colony’s brewmaster holds much power and 
  responsibility, doling out drams of this potent potable.  It is said that dwarf 
  healers have tried-and-true methods for breaking addiction to the lumpy 
  ocher ale, rarely shared with non-dwarves.
  ELVEN ABSINTHE
  Addiction moderate, Fortitude DC 16
  Price 500 gp
  Effect 1 hour; +1d4 Cha
  Damage 1d4 Con damage
  Flavor Generally bitter, but with a spectrum of subtle herb notes
  The ‘Green Fey’ is aged by the elves that distill it for upwards of 50 years, 
  and no outsider has yet to learn exactly what the combination of wood and 
  herbs make up the infusion that creates this iconic beverage.  To consume 
  elven absinthe, among that folk, is to embrace the shadowy side of elfdom; 
  experiencing the pinnacle of accomplishment of pleasure and pleasing oth-
  ers, and tempt the distant specter of death that elves ignore for such long 
  periods of time.  Addiction to the spirit is still an issue for disappointment, 
  but even addiction can be seen as an ‘experience’ for elves, and among some 
  jaded groups, one that is expected at least once, if not more times in one’s 
  long life.  Magical infusions are the province of elven royalty, and dilutions 
  that of the raucous faerie-ring festivals of the wilderness forest.
  
  4
  RACIAL AND NATIONAL LIQUORS
  Below are several exotic liquors that are prevalent and preferred by races 
  that are, perhaps, not commonly encountered.  Though they are infre-
  quently sold and consumed by core races, the races that prepare and prefer 
  them generally disapprove of those outside their race indulging.  Knowledge 
  of the properties of exotic liquors requires a Heal check with a DC equal 
  to the Fortitude save of the liquor.  A Profession (distiller) check will also 
  suffice.
  CATFOLK NIHP
  Addiction minor, Fortitude DC 12
  Price 200 gp
  Effect 10 minutes; +1d2 Wis
  Effect 10% chance per minute of being able to use a ‘detect’ spell of the 
  user’s choice, in any round of that minute.
  Damage 1d2 Dex damage; loss of darkvision
  Flavor Light and herbal
  Not alcoholic in the true sense, nihp is an infusion of certain dried herbs 
  with especially pure spring water, and distilled to varying degrees.  Nihp is 
  prized by catfolk for its qualities of expanding perception, even to the point 
  of ‘seeing’ things that are not detectable by others. Nihp is typically con-
  sumed by pouring a small amount on the fur of the paw, and then licking 
  it off; users typically grow very wide-eyed, and stumble a trifle when they 
  walk.  The preparation is coveted by some ambitious students in clerical 
  training facilities, and ‘taking a nip’ is a reference to illicit consumption for 
  the purpose of excelling in ecclesiastical testing.
  FETCHLING RAINBREW (KAYAL KOLAR)
  Addiction moderate, Fortitude DC 15
  Price 1,000 gp
  Effect 5 minutes; 50% chance per round to ‘breathe’ color spray
  Damage 1d4 Int damage
  Flavor Jarring, fruit-like
  A closely guarded secret among the fetchlings, kolar rarely makes it to the 
  Material Plane, and use of it by non-kayal is likely to upset any fetchlings 
  that learn of it.  Rumor has it [DC 20 Knowledge (planes)] that it is made 
  primarily of some excretion of the d’ziriak, the color-obsessed insectoids 
  
  5
  that share the Plane of Shadow with the fetchlings.  Among them, kolar is 
  often used as an aphrodisiac -even used during sex- thus its use by  Material 
  Planers as a weapon is offensive and vulgar to the kayal.
  RATFOLK “RAT POISON”
  Addiction minor, Fortitude DC 12
  Price 40 gp
  Effect 1d4 hours; +1 to all saves
  Damage 1d3 Dex damage, -1 to attacks
  Flavor Sugary, hint of dairy
  A thin, syrupy beverage, “rat poison” is given no special name, as they have 
  no language of their own- a perverse pride among the ratfolk in creating a 
  drink described as something humans use to wipe out their smaller cous-
  ins.  Much like strychnine, “rat poison” causes twitching of the limbs and 
  lethargic movement, and dens of ‘poison drinkers devolve into piles of mut-
  tering, twitching fur.  ‘Poison binges often precede forays into subterranean 
  areas dominated by fungi or poisonous vermin, as the liquor alters nervous 
  response to resist many influences upon it.  Consumption by larger races is 
  almost unheard of, though goblins are said to enjoy it, when they can steal 
  or trade for it.
  TENGU BAIJU
  Addiction moderate, Fortitude 20
  Price 200 gp
  Effect +1d4 Con
  Effect heal 1d4 hit points
  Damage 1d4 Cha; -1 to Dex-based skills; -10 to movement rate
  Flavor Light perfume, tones of corn and rice
  The avian tengu race, though prone to deception, infiltration and chicanery, 
  does relax in their lairs with their favorite distilled liquor, baiju.  Tengu also 
  drink baiju to celebrate a scheme gone well, or to mourn fallen comrades in 
  a failed venture.  Coarse, cawing laughter always ensues.  Somewhat like hu-
  man liquors, it is distilled from grain, but always has the addition of pulver-
  ized seeds and flowers, to the whim of its distiller.  Tengu often offer baiju 
  to visitors they are suspicious of to lower their ability to ‘pull their feathers’, 
  as they put it.  Some barbaric mountain clans greatly prize baiju, and are on 
  more-or-less favorable terms with the raven people to obtain it.
  
  6
  URISK POTEEN
  Addiction moderate, Fortitude 20
  Price 100 gp
  Effect 1d10 minutes; gains the bardic performance* class ability, as a bard 
  of ½ character level (minimum 1)
  Damage 1d3 Con damage
  Flavor Dry straw, slightly moldy
  *Note that, untrained, a Perform skill check can give a result of no more 
  than 10.
  A homebrewed concoction with similarities to dwarven fire ale, poteen 
  made by the mountain-dwelling race of urisks is potent enough to make 
  even these hardened creatures whoop and holler.  Reproduction of the 
  opaque yellow fluid has eluded brewmasters of the ‘lower folk’, but a urisk 
  who has need of money or some item will trade some occasionally. Poteen 
  is sometimes present at fey gatherings, making wild occasions somewhat 
  wilder, and the preference of elven absinthe or urisk poteen a true bone of 
  contention.
  ERKUNAE CHAOS-CORDIAL
  Addiction major; Fortitude DC 20
  Price 400 gp
  Effect 1d6 minutes; blindsense 30’
  Effect 1 hour; freedom of movement
  Damage 1d2 Wis damage; 25% chance per minute of confusion (as the 
  condition)
  Flavor Different every time, to every user, but warm
  A product containing some raw chaos-stuff of Limbo, painstakingly pro-
  cessed by the chaos-worshiping denizens of the Misty Isle of Erkusaa.  It has 
  a nearly unpronounceable title in the Protean language, something to do 
  with ‘blood’, but one hopes that is only metaphorical, and not some vital 
  fluid of the Protean beings that inhabit Limbo,. It is almost a requirement 
  to consume the ‘cordial’ during high Imperial holidays in G’sho’laa’n’rr, 
  and healers are kept very busy for several days afterward.  It suits the cruel 
  erkunae sense of humor to make a gift of a flask of ‘cordial’ to mainlanders, 
  to see them caught in the ecstasy of its freeing, maddening intoxication.
  
  7
  PYYNIAN ARRACK
  Addiction major; Fortitude DC 20
  Price 750 gp
  Effects 6d10 minutes; scrying [as spell, Will DC 20 negates, no situational 
  modifiers]
  Damage 1 Str, Dex, Con, Int, Wis, Cha damage; paralysis for 1 hour
  Watered [major, DC 18; 3d10 minutes; vision of hell {see below}; full dam-
  age; 50 gp]
  Infused N/A
  Flavor Coconut and salt
  The Pyynian Coast is a land known for vices in such multitude that even 
  the most hardened assassins from other lands prefer to negotiate from ships 
  at harbor.  Little wonder that the most ‘recreational’ of beverages, arrack, is 
  more potent than most other lands’ ‘hard’ liquor.  For those that can afford 
  it (mostly the nobility), it is considered quite aristocratic to journey the 
  spheres in an arrack stupor, insensible to the concrete.  Made from coconuts 
  that have floated in planar seas, Pyynian arrack comes in ‘Dark’ and ‘Light’ 
  varieties, basically the distilled, and the adulterated versions.  Light ar-
  rack pleases the lower classes, and many knifings have taken place in Dravi 
  Ankor’s Ragtown over a small dram of the white froth. Those who are under 
  the infernal visions of the diluted brew sometimes (25%) gain an augury of 
  the events of the next day, enough to seduce the bored or the desperate to 
  its embrace.
  VINTERROISE SACRAMENTAL (WINE)
  Addiction minor; Fortitude DC 12
  Price 50 gp
  Effect 2d6 minutes; all variables on divine spells gain +1 on the roll
  Damage 1d2 Wis
  Watered N/A
  Infused DC 11; 4d6  minutes; variables +2; 1 Wis; 100 gp
  Flavor Full-bodied, musty grapes
  The vintner-clerics of Vinterre, are famed worldwide, and none are more 
  famed among them than those of Senthe, the slyly enigmatic city of the 
  north.  Used for high occasions of the Church, and only by those who can 
  bear the highly intoxicating, but vista-opening notes of Vinterroise Sacra-
  mental wine- a dark red vintage that is coveted by divine ecclesiastics far 
  
  8
  and near.  Those who fall to its embrace are often sent to the Silent Isle to 
  meditate the meaning of the folly of wine.  Infused Sacramental is often 
  found in the flasks of the Codion’s personal servants, the better to fulfill the 
  duties of their High Master.
  WHISKEYS OF THE FENIAN TRIARCHY
  The maritime nation of the Fenian Triarchy is known all over the world 
  (and some say, off of it) as a source of the finest whiskeys that can be found 
  (See Heroes of the Fenian Triarchy, PDG, p.48). Whereas their regular fare 
  is splendid enough for most connoisseurs, three of the foremost distilleries 
  keep special reserves on hand, often in sealed vaults, for the most discrimi-
  nating and wealthy customer, or for special circumstances.  The legend goes 
  that the special reserves helped the Fenian Deists defeat the elementalist 
  enemy in the NewGod Wars- you’d think they were still attacking, by the 
  craving some have for the ‘specials’... Of all the alcoholic beverages pre-
  sented here, the special whiskeys of the Fenian Triarchy are the most often 
  infused with magic, and least likely to be found watered.  Whiskey aficio-
  nados forgive the imposition of magic in order to more safely imbibe these 
  “breaths of heaven”.
  KIMPSO-MERROW SINGLE
  Addiction minor, Fortitude DC 14
  Price 60 gp (dram)
  Effects 1 hour; see invisible, see alignment, once each at character level dur-
  ing duration
  Damage 1d3 Con; -2 to saves vs. illusions
  Watered DC 13; 30 minutes; cast only one spell; 1d2 Con; 30 gp
  Infused DC 14; 2 hours; additionally cast minor image once during dura-
  tion; 1d2 Con; 180 gp
  Flavor Orange and chocolate notes
  The pride of the half-fairy clans of Siobhan, this singular brew gives even 
  the ageless fey pause before indulging, and the ordinary mortal that can 
  survive a shot without descending into madness will impress the denizens 
  there, indeed.  A dram of this is often useful, should one survive it, for 
  plumbing the dire wilds of fairy-haunted lands, telling possible friend from 
  definite foe.Vision-contests of those consume the infused ‘Fairy-Brew’ are 
  the stuff of legends and dances for ages to come.  
  
  9
  SPECIAL GREEN OLD MAKALLAN
  Addiction minor; Fortitude DC 13
  Price 50 gp (dram)
  Effect 1 hour; fire resistance 5
  Effect 1 hour; +2 on saves vs. fear
  Damage 1d2 Con
  Watered DC 12; 30 minutes; +1 saves; 1 CON; 25 gp
  Infused DC 12; 2 hours; +4 saves; 1 CON; 100 gp
  Flavor Smoke and honey notes
  Aged far longer than the commercially available malt, and flavored, they say, 
  with the still-warm embers from the NewGod Wars, “Special Old” is a true 
  treasure among whiskies.  The hoary old fathers of the MaKallan clan still 
  call it “battle-water”, as if they remember the days of fire and blood, so long 
  ago.  Regardless, the ‘Auld Green’ is one of the most sought-after brews in 
  the Triarchy, and wherever their ships take port.
  LAKEWOOD SPECIAL SINGLE
  Addiction minor, Fortitude DC 12
  Price 50 gp (dram)
  Effect 10 minutes; user gains +4 to saves vs. the confused or fascinated 
  conditions
  Damage 1d2 Con
  Watered DC 11; 5 minutes; +2 saves; 1 Con; 25 gp
  Infused DC 11; 20 minutes; +6 saves; 1 Con; 100 gp
  Flavor Elderberry and loam notes
  The ruling Triarchs of Greenwall may not be exclusively imbibe Lakewood 
  any longer, but they definitely keep a flask of Special Single for occasions 
  of merit.  Made by the simple process of distilling a full bottle of ordinary 
  single-malt Lakewood down to a single dram serving, Lakewood Special 
  Single relieves the pressure of rulership, if perhaps imposing the pressures of 
  Lakewood Special Single itself.
  DILUTED PREPARATIONS
  Adding water or a neutral liquid to an exotic liquor has the effect of lessen-
  ing all of the listed effects of the preparation, both harmful and beneficial.  
  “Watering it down”, as it is referred to, also allows the seller to make a little 
  of the “pure stuff” go a long way- as long as the buyer cannot tell the differ-
  
  10
  ence, does not care, or prefers the lesser concoction.  Dilution can only be 
  accomplished with exotic liquors that have a variable effect; diluting a non-
  variable exotic liquor simply ruins the effect entirely. Watering can only be 
  accomplished to the degree of the lesser variable; thus, dwarven fire ale can 
  only be diluted once (1d2) lessening the Con damage to 1, the rage dura-
  tion to 1d2 rounds, and the cold resistance effect to 30 minutes.  The ad-
  diction save would be lowered by 1, as well.  Elven absinthe would similarly 
  be able to be diluted a possible 4 times, each dilution reducing the range of 
  bonus and damage, and the addiction save.  An honest provider will also 
  lower the price by a similar factor, with once-diluted elven absinthe cost-
  ing 400 gp, twice diluted 300, and so on.  Diluted dwarven fire ale would 
  cost 25 gp.  A DC 12 Craft (alchemy) or Profession (distiller) check must 
  be successful to dilute an exotic liquor.  Magically infused liquors cannot be 
  diluted.
  MAGICALLY INFUSED EXOTIC LIQUORS
  A controversial subject, many aficionados decry the adulteration of their 
  favorite exotic alcoholic spirits with the taint of magic, though there are 
  many benefits to doing so.  Magical infusion lowers the addiction save and 
  the ability damage, and increases the potential benefit of the liquor as well 
  as the duration of its effect.  Thus, for example, magical elven absinthe has 
  an addiction save of 15, increases Charisma by 1d3+1 (2-4) rounds and 
  decreases Constitution by 1d3 points.  Experts in the field condemn this 
  practice as ruining the delicious danger and spice of the product, and claim 
  they can ‘taste’ the magic.  The cost of magically infused exotic liquors 
  is double that of the regular preparation, and the distiller must possess 
  the Brew Potion feat, and 3 ranks in either Craft (alchemy) or Profession 
  (distiller), with a DC in that skill equal to the DC of the Fortitude save. As 
  a rule of thumb, the arcane spell polypurpose panacea or the divine spell 
  bless water / curse water (no silver being required) are used to complete 
  the process; bards may use the spell masterwork transformation- again, the 
  material component is not needed. The GM may require certain distillation 
  equipment or special ingredients to make magically prepared exotic liquors.  
  Diluted exotic liquors cannot be magically infused.
  “...and so the torch is taken from the sconce, shadows swallow items on shelves 
  not yet explored, and the rune-bordered door is closed; for who knows when an 
  item, a curiosity, an unnamed oddity might be needed, for purposes wholesome 
  or despicable- from the Storeroom...”
  
  11
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