Iknow5/Text_Adventures huggingface dataset:
Well, on to the next group of recreational drugs. Whilst alcohol technically falls under this category, it's not usually what people refer to. No, the main ones, as you see when Elizabeth puts them on the table, are less traditional

Elizabeth puts a large, brown cigar, a glass vial containing blue liquid, a small patch of green tablets and quite a few other drugs


"These are known collectively as the Eyes, due to all of them having a fairly noticeably effect on your eyes. It's really a catch all term commonly used on the ship, and in the sector. They're… for lack of a better word, light drugs. From the smokeable Sun Scales designed to get you in a trance or give you some hallucinations, the Blood Root that has the effect of making the user feel happier and more mellow, the Slug juice, absorbed through the skin, that helps relieve pain and puts the user into a deep, peaceful sleep, the Bright Gas that improves the user's mood, the Castins that when smoked increase confidence… I can go on forever. These drugs have some negative effects, but realistically, no serious ones when taking into account their expected lifespans and the sheer amount of risks they're already facing. Anything the drugs do is neglible. The only possible risk is that their productivity worsens because they're as high as a kite."


"So, do we ban or allow?" you ask. 


"Well, those aren't necessarily the only options, in this instance. Due to the nature of these drugs, we have five options. The first two, as you'll know, involve either blanket banning or fully allowing these and letting the winds of free market spread them out among the crew. The third involves allowing them, but to a limited degree. Everyone has a limited amount they're allowed to buy, only the least dangerous are brought in, that kind of thing."


"Go on," you say.


"The fourth possibility is that we become proactive with our usage of the drugs. We're forcing our men to face horrors beyond comprehension and risk their lives. We could, for a small amount, begin purchasing and producing these drugs on-ship, rationing them out to raise the morale of the crew. Plus, this would give us the ability to actually begin selling drugs on the open market if we find a better group of cooks and a supplier. Lastly, we could just go all out. Buy a huge quantity of the drugs and start manufacturing them on ship, and just start pumping them out to the crew. Pump the gaseous drugs into the air, put all the soluble drugs into the water supply and crush up everything else to put in the food. This would amplify morale tenfold, although could lead to a serious drop in productivity, seeing as you literally couldn't breath without getting insanely high."

You ban

You ban the drugs, which does admittedly lead to a fall in the general morale levels among the ship. It's a shame they're incapable of understanding why this is a good thing.


Still, in banning the drugs, you stop the medical issues that most likely would've spread through the ship with allowing these drugs to spread through the ship.
You find yourself aboard the Tip of the Spear, walking alongside your tribal bodyguards as well as Fay, Elizabeth and Elios. You walk into a massive chamber, where Flynn waits. He wears golden chains wrapped around fur, smiling happily at you.


"Ah, Karth, is it? It's good to see you!" Flynn says.


"Ah, Lord Baridas Flynn, yes? It's good to see you. Shall we discuss business?"


"Yes," the lord nods. "Where are your other sibling? Durge the Plage Lord?"


"He's not involved with this deal. So..."


Suddenly, a massive, see-through wall rises up from the floor as Flynn steps back, seperating him from you.


"I can't tell you how surprised I was to receive your message. Three Chaos Lords wanting to deal with me. I'll be honest. I'm corrupt. I'll happily use Xenos if it bets the Imperium, I'll sell illegal tech or chems but I won't consort with heretics. You actually have a fairly high bounty. Two Chaos Lords and an Alpha-Plus Psyker? Perfect. Burn in hell, heretics."


Suddenly, the room goes dark, as you hear shouts as men rush in. The wall separating you and the Rogue trader is incredibly strong and anti-Psychic tech has infused it, but if you focus, you might be able to take out the Rogue Trader. Alternatively, you can prepare to defend against whoever Flynn has sent to take you out.

You defend yourself

You hear men flooding in, before turning as one heads immediately towards you. You raise your hands to fire a bolt of psychic energy, but the man, a pale, gaunt person with dark eyes, stares at you, his bolt pistol raised. You feel weak, sickly and miserable looking at him, as the energy floods out of you.


"Never faced a Blank, huh, Psyker?" Flynn laughs.


You try to fight, but the Blank simply pulls the trigger, blowing out the back of your skull.
Although telepathy isn't your strength, you send a message to your lieutenants and guards.


"Strike," you command subconsciously.


You look at Skinrik, sizing him up. You almost certainly need to kill him first.

You strike him down with a bolt of psychic energy

You blast a bolt of psychic energy forward, striking Skinrik in the chest and killing him instantly. Zero immediately draws the shotgun, raising it to your head.

You kill her

You fire a bolt of psychic energy, killing her instantly as she collapses to the ground.


"Alright, let's bounce! This area's fucked!"


A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit.


"Kill them, get to the shuttle," you say.

You fire a firebolt

You send a bolt of pure, infernal fire towards the enemies as they flood into the room. The fireball explodes, incinerating all of the men. Unfortunately, you're in a chem lab full of flammable liquids. The fire quickly ignites a vat, and you watch as it quickly sets aflame. You don't even have time to put up your shield before it explodes, killing you instantly.
You fire a bolt of psychic energy, killing her instantly as she collapses to the ground.


"Alright, let's bounce! This area's fucked!"


A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit.


"Kill them, get to the shuttle," you say.

You overwhelm the enemy with bolts of psychic energy

You keep firing bolts of psychic energy, filling the air with psychic energy that wipes out scores of the enemy. Your Tribals and lieutenants push forward as many of the cooks are killed in the crossfire, but without Zero you don't have a head cook, so the plan's fucked anyway. The guards are untrained, badly armed and unarmored. Your men are infinitely better, so you easily manage to carve a path back towards the shuttle. It takes about an hour of slow fighting and you lose two Tribals to the gang members, but you soon find yourself at the shuttle. Your pilot is fending off gang members with the shuttle's autoguns, all whilst swearing.


"Shit! Fuck! Balls! S...! Oh, Karth! Holy fucking Grox shit, you're alive! I mean, sorry, Karth, glad to see you," Hawkins says. "Let's get the hell out of here!"


The shuttle lifts up from the planet, as bullets clang into the heavily armored cockpit.


"I was half-convinced you'd have left us," you say.


"No, sir," the pilot answers. "Let's get out of here."

You get out of here

You sit in the shuttle with your other lieutenants, leaning against the wall.


"Uh, that went badly," Elizabeth complains.


"Screw it," you complain. "Fuck the drug industry. It's not working for us. Let's just get out of here, get back to work."


"Done," Fay says. "Let's head out.
You blast a bolt of psychic energy forward, striking Skinrik in the chest and killing him instantly. Zero immediately draws the shotgun, raising it to your head.

You knock the gun from her hands

You psychically knock the gun from her hands, grabbing her by the throat. 


"You're coming with me. I'm planning on taking you and your cooks back to my vessel to cook drugs for me," you say.


"You realize if you try to force my men or I into shitty conditions or anything like that we'll just be able to poison the chems and have everyone of your customers after your head? We can end your entire career."


"I understand, I understand," you say. "I'm not trying to fuck you over."


"Fuck!" Zero says. "How do I know I can trust you?"


"Do I look so retarded you don't think I understand how easily you'd fuck me over.


"Fine," Zero says, biting her lip nervously before looking at her cooks. "Green Snakes, follow the psyker. What's the exit plan, then, psyker?"


A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit.


"Kill them, get to the shuttle," you say.
You blast a bolt of psychic energy forward, striking Skinrik in the chest and killing him instantly. Zero immediately draws the shotgun, raising it to your head.

You do nothing

You do nothing, as Zero presses the shotgun to your head.


"What the fuck do you think you're doing, strolling in here and killing Skinrik?"


"He was an idiot," you reply.


"What are you even planning?" she asks.


"I'm planning on taking you and your cooks back to my vessel to cook drugs for me," you say simply. "Surely that was obvious?"


"You realize if you try to force my men or I into shitty conditions or anything like that we'll just be able to poison the chems and have everyone of your customers after your head? We can end your entire career."


"I understand, I understand," you say. "I'm not trying to fuck you over."


"Fuck!" Zero says, before looking at her cooks. "Green Snakes, follow the psyker. What's the exit plan, then, psyker?"


A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit.


"Kill them, get to the shuttle," you say.
It takes some explaining and effort to get the lieutenants to agree. While as soon as Elios hears about it he's on board and the other Staine Siblings agree, Fay and Olive don't seem to be fans of idea. Castus agrees whole heartedly, and Primus, Cain, Hayes and Meliodas are indifferent and just agree, placing the majority. You quickly find the most knowledgeable about drug manufacturing of your lieutenants, Primus, Elios and Elizabeth, and gather them in the war room.


"Why is Elizabeth here?" Elios asks. "She's never touched a chem in her life."


"Do you know about Methoxetamine, Elios? About it's use on the brain?" Elizabeth asks.


"Oh, you wanted a nerd," Elios says. "Understood, darling."


"Our crew's not good enough to manufacture chems for market," you say. "We need to f ind someone better. Primus, anything showing up in your archives?"


"Pirate chatter tells me that the best... "product" coming through is from either the Hiveworld of Outice-81 or the Xenos species Jatkiri. Both sell a good product, so we could easily hire them."

You attempt to hire the Jatkiri

You stand in the war room of the Roar of the Vortex. Monitors in front of you show you a view of the nearby Jatkiri ships, dozens of oblong ships bristling with cannons.


"Jatkiri ships," you say over the comms. "I am Captain Karth of the Roar of the Vortex. I would like to talk to the admiral of this fleet."


"Activating translators," Primus says. "Tau-Jatkiri alliances has made thee translator technology highly advanced. Of course, be careful with your words."


There's a moment of silence, before the speakers blare again with Primus' voice."


"Bigs ships... lead to big warfare," the Jatkiri voices reply. "Can't be trusted."


"We don't want you to fight. We want you to join us."


"What do you do?" the Jatkiri replies.


"Uh... excuse me?" you say.


"What... profession does your fleet have?"


"It depends," you say. "Primarily, we do fight, but..."


"No deal. We don't fight. Already had to fight Tau-Jatkiri... then Void Claw Jatkiri... then Royal Jatkiri. Too much fighting. Now, we flow free. Tongue won't work anymore. End chatter."

You accept this and give up on your drug manufacturing plans

Uh, you've done too much work today. Fuck it, leave the Xenos be. You're not in the mood to travel across the galaxy to some shitty hiveworld to be told no again.
You stand in the war room of the Roar of the Vortex. Monitors in front of you show you a view of the nearby Jatkiri ships, dozens of oblong ships bristling with cannons.


"Jatkiri ships," you say over the comms. "I am Captain Karth of the Roar of the Vortex. I would like to talk to the admiral of this fleet."


"Activating translators," Primus says. "Tau-Jatkiri alliances has made thee translator technology highly advanced. Of course, be careful with your words."


There's a moment of silence, before the speakers blare again with Primus' voice."


"Bigs ships... lead to big warfare," the Jatkiri voices reply. "Can't be trusted."


"We don't want you to fight. We want you to join us."


"What do you do?" the Jatkiri replies.


"Uh... excuse me?" you say.


"What... profession does your fleet have?"


"It depends," you say. "Primarily, we do fight, but..."


"No deal. We don't fight. Already had to fight Tau-Jatkiri... then Void Claw Jatkiri... then Royal Jatkiri. Too much fighting. Now, we flow free. Tongue won't work anymore. End chatter."

You accept this and attempt to hire the Outice-81 Chem Manufacturers

Fuck it, the Xenos won't work for you. Time to find some good, human workers on Outice-81.
You allow the drugs, as well as adding them to the rations, giving each resident coupons to report to their nearby medical agent for whatever precious, delightful drug fuels them. Unfortunately, the program ends up end costing you a solid five million Thrones, as well as doing some damage to your men's efficiency. 


Despite that, morale increases substantially. It seems when men are off their heads, they're more than happy to risk their lives.


The success of this policy, or at least the success in that you're capable of manufacturing drugs aboard the vessel, does give you an idea. You could easily set up a chem manufacturing industry aboard the ship to increase the funds you have to work with. You'd need to find a new group of cooks as well as a supplier, but it could prove to be a profitable venture.

You decline

You're a warship, not a traveling drug lab. Now's not the time to get distracted. You're not going to break into the drug industry.
"Next are the more recreational drugs. The first is a familiar vice: alcohol. Although the light beers and wines are too invaluable for the ship to ban, as since the crew drinks them, they're boiling the water before they're used in brewing these drinks, hence stopping disease from spreading due to the very unsanitary water in many parts of the ship. Still, harder liquors, like the spirits, the harder beers and the venom shit that that's so common on the vessel are simply bad for your health and disruptive. If you were to ban these, you'd be able to increase the productivity and general levels of health on the ship. It is common on the vessel, due to how easy it is to produce, and how commonplace. Due to its radiance across the cultures of at the very least the humans on the ship, be it from the wines and rums enjoyed by the raiders and bandits, the hard liquors mercenaries pour down their throat, the wines and strange bears enjoyed by pre-industrial recruits and the simple, mass-produced moonshine and liquor that can be found on any hive world in existence."

You allow

Your crew are willing to fight endless hordes of alien monsters for you, willing to travel through a daemon-infested realm of Chaos and madness for you, willing to toss their body into the fray even when it won't come out from you. Still, only your most fanatical followers are willing to give up their alcohol for you. You happily leave it be.
"Ban," you say. "What else we have?"


Elizabeth fumbles through her bag once more, pulling out a small, black vial. She places it on the table.


"Reaper," she says. "It's just arriving from the Black Aces War Band."


"What's it do?" you ask.


"It gives users a huge confidence boost and immunity to pain, faster reflexes, a faster heart rate and adrenaline for a small period of time. It's very dangerous, though, only used in bad situations. It has a 10% fatality rate, but it's VERY effective in battle."


"That stuff leads to serious health issues," Fay points out.


"Very effective, though. Shockingly so," Castus says.

You allow

"Allow it," you say.

You continue

In changing little in regards to combat drugs, you don't have much effect on either morale or combat efficiency. Probably a safe choice.
"Ban it," you say.


"Alright then," Elizabeth says, looking down at her notes. She fumbles through her pockets, pulling out two packets. One of a white, granular powder, the other is a brown one, looking like grinded up dirt. "Here we have Zap and Dirt. Zap can be snorted, eaten or drank with alcohol to perk up energy levels and increase reaction time, while Dust is inhaled to improve your senses. These drugs DO have a few negative effects. Mood swings and some minor mental problems with the former, respiratory issues with the latter. There's not very popular, but only as it's fairly new and we haven't stopped at ports recently."


"Thoughts?" you ask.


"I don't have enough research to formulate an opinion," Elizabeth admits.


"Allow Zap! That shit's good!" Castus says, finally paying attention, before getting distraction by a smudge of... something on the table.


"Perhaps its effect on mental health are really serious. I mean, look at Castus," Olive says.

You allow

"Allow," you say. "What else we have?"


Elizabeth fumbles through her bag once more, pulling out a small, black vial. She places it on the table.


"Reaper," she says. "It's just arriving from the Black Aces War Band."


"What's it do?" you ask.


"It gives users a huge confidence boost and immunity to pain, faster reflexes, a faster heart rate and adrenaline for a small period of time. It's very dangerous, though, only used in bad situations. It has a 10% fatality rate, but it's VERY effective in battle."


"That stuff leads to serious health issues," Fay points out.


"Very effective, though. Shockingly so," Castus says.
"What's first, then?" you ask. 


Elizabeth grabs a metal, torso-shaped rig covered in syringes and medical equipment onto the table.


"This is called a chem rig. Pioneered by the Morallians in the Eastern Fringe, picked up by various mercenaries, and now heavily used on this ship. The rig is outfitted with several syringes filled with either medicines or light drugs such as the adrenaline-based Pulse, the sedative Sacred and a few other things. It's not been researched to any degree, but there appear to be no short term effects. Still, it could be dangerous long term. Soldiers buy these to increase their combat efficiency, so it can be of help to us."


"The gladiators use it. It's effective," Olive says.


"I've seen my Tribals use it as well. It helps, but it does tend to lead to the start of heavy drug usage that can go downhill."

You allow

"Allow it," you say.


"Alright then," Elizabeth says, looking down at her notes. She fumbles through her pockets, pulling out two packets. One of a white, granular powder, the other is a brown one, looking like grinded up dirt. "Here we have Zap and Dirt. Zap can be snorted, eaten or drank with alcohol to perk up energy levels and increase reaction time, while Dust is inhaled to improve your senses. These drugs DO have a few negative effects. Mood swings and some minor mental problems with the former, respiratory issues with the latter. There's not very popular, but only as it's fairly new and we haven't stopped at ports recently."


"Thoughts?" you ask.


"I don't have enough research to formulate an opinion," Elizabeth admits.


"Allow Zap! That shit's good!" Castus says, finally paying attention, before getting distraction by a smudge of... something on the table.


"Perhaps its effect on mental health are really serious. I mean, look at Castus," Olive says.
Now that you're finished working on repairing the ship and its back to full abilities, you have another issue. You restock at a nearby outlaw planet, trading much of Kyros' personal wealth in order to outfit and repair the ship, which is made simple with Primus' help. Ship operation seems actually fairly simple. As long as Amadeus is under your thumb and the military might is yours, you'll be fine. Most of the hard work required is done by Primus. With those two, you're golden.


One of the main issues, though, is the mutants. As your slaves have all been wiped out or had joined up with one of the war-bands, Kyros or your forces during the mutiny, mutants are now filling in most of the crew roles aboard this vessel. The thing is, they're getting antsy about their position, wanting more power and a say in the decisions of the vessel. Reports say that a mutant known as John the Hermit is leading the mutants, inciting dissent and rallying the masses of mutants.


Although the mutants are seen as an irrelevant issue by most, you know that's not the case. They're tough, with naturally mutated weapons, and there's massive numbers of them. If they're genuinely organized and inspired by this John the Hermit, they could easily take the ship when you're at low strength.

You ignore the issue

You ignore the issue, throwing a few extra guards in defensive positions to show your strength and ward off the rebellious mutant hordes. Unfortunately, you're simply unprepared for the scale of this rebellion. John the Hermit must have been planning this for decades, behind Kyros' back. Stores of ammo and weapons, hidden in stockpiles in the parts of the ship that hadn't been searched in millennia, are unearthed, as many of the functions of the ship cease as the mutants stop working. While your forces have better training, better equipment, better everything, as it has been said before, quantity has a whole quality of its own. The endless mutant hordes, entirely willing to die for their cause, all willing to martyr themselves as John the Hermit did.


As you stand in the war-room, surrounded by an army of mutants, burning dozens as lightning runs along your fingertips and psychic blasts kill all who could hope to oppose you, the mutants begin to overwhelm you. As their tentacles, hands and claws bring you down, tearing you apart, you have a brief musing about how similar this is to Kyros' death.