Criminal Concoctions

Criminal Concoctions is a book recovered from a smuggling hut in the Sleeping Mire.

## Description

Discussing some amongst the more popular illicit substances peddled in the shadowy corners of civilisation, Criminal Concoctions is by no means an exhaustive text, far from it, but rather a primer of sorts - and thus popular with individuals hoping to find a place earning steady coin at some stage in the process, whether supply, manufacture or distribution.

## Reading

### Completed by Arnica

Civilisations have long since found it necessary to draw the line in the sand on a wide range of matters, be it matters of privacy, property or production. While alchemy and herbalism are practiced across the continent, the same is likewise true here. Various substances has been rued with infamy and annoyance alike for a variety of reasons, and thus some have been officially banned, sanctioned or elsewise made illicit - to produce, supply and/or imbibe in. The wealth and breadth of the arcane means that while the products may not seem outwardly harmful, it is instead the surrounding effects that has caused problems historically, whether through disruption of societal norms, or destruction and damage dealt to the individual or their surroundings as a result.

#### Alegrem

Formed from two key ingredients, that of Dragon Fennel, a herb that grows freely in a variety of environments, and that of Wandercap - a far more enigmatic substance, Alegrem is sometimes referred to as "Watercolours*"*, owing to the effects that have secured it as a popular substance. Drawing primarily from the maceration of Wandercap, a mould which in itself appears as a splash of paint on submerged vegetative surfaces, Alegrem causes vivid visual hallucinations, often likened to the bleeding of colours from their physical confines, like watercolour paint when spilled on a damp surface. Associated with this blend of colours are feelings of elation and confidence in their charismatic talents, though the extent of this varies from imbiber to imbiber. Some will simply be content to surround themselves with bright colours and enjoy the wandering journey, though the elevated mood can ascend into states of mania - most infamously the convicted murderer Zyrthener remarked that its ingestion added to the artistry of his grisly work, resulting in his eventual apprehension as he admired the waves of crimson and scarlet pulsing from his final victim.

Sustained usage of Alegrem can cause alterations to a creature's field of vision as they experience orbital defects akin to that of a coloboma or burst iris, the colouration of the eyes bleeding across the white of their sclera. Despite this, some individuals have reported that continued consumption of Alegrem has broadened the effects of the substance further still, with speculation that the hallucinogenic properties may, through some unknown method, allow for peering into the spaces of the Between and the Beyond where they intersect coterminously with the Material.

#### Black Sap

Typically prepared as a balled mass that is then loosened and let down with water to create a gritty paste, Black Sap is created through careful combination of a trio of unsavoury ingredients. Devil's Crown roots and thorns are pummelled into a powder and dissolved into a measure of fresh orc blood alongside boiled Black Rue to create a crumbly mixture that can then be compacted. Skin contact with Black Sap greatly reduces an individual's susceptibility to charms and otherwise similar enchantments, at the expense of all other emotional responses, most notably empathy. Black Sap, despite its illicit status, has found use freely amongst various mercenary groups, so much so that they paint it liberally upon their cheeks and brow, a further threat that no mercy will be offered. Historically, Black Sap has been associated with the Bane-of-All, and many of their followers have likewise been known to use it - or emulate its appearance, whether through paint or tattoos.

Unsurprisingly, Black Sap's usage has been associated with acts of wanton violence, particularly in those individuals frequently exposed, as the substance appears to have cumulative effects that ultimately result in complete loss of emotional feedback, disrupting widespread cognition.

#### Clot

A favourite of brawlers in underground and off-map fighting pits, Clot grants its imbiber an unfair advantage by suppressing much of their ability to feel pain, maintaining their Constitution with increased ease, as well as a seemed resilience to conventional damage, be it dealt by blunt or sharp weaponry alike. In truth, Clot works by thickening the blood, reducing the damage posed by wounds received, at the risk of reducing the efficacy of blood flow to the brain. Under the effects of the mixture of Covenhazel Bark, Groovebur and Blight Yarrow, it has been remarked that individuals are a far cry from their usual selves, acting in ways lacking in social tact, wisdom or basic intellect.

Excessive use of Clot can result in complete coagulation of a creature's blood, starving their organs of vital nutrients and ultimately resulting in their prompt demise, although it appears that the death brings on little pain, given the drug's specific effects.

#### Phymm

Phymm is one of many potential derivatives of the arcane substance Iviniuum, produced by combination of trace quantities of the powder with refined distillates of Sentry Shrub. Combining the heightened arcane prowess afforded by Iviniuum's ingestion with the stimulating properties of Sentry Shrub, Phymm serves as a cognitive enhancer, mild euphoriant and inducer of sustained wakefulness. The banning of Phymm's usage across the continent has been twofold in nature, first owing to the destruction potential of casting spells while under the influence of the substances, given the risk of misfiring, but equally so the perceived wasting of Iviniuum, an otherwise precious resource.

Phymm's usage is also associated with increased levels of arrogance and irritability amongst its imbibers, as well as obsessive focus upon details that would be considered trivial to others. Nonetheless, it has proven particularly popular amongst students of the Crimson College and Academy of Erudition.

#### Silverswift

Silverswift was originally created during efforts to find alternative methods to produce costly Potions of Speed, before the long-term effects of their usage were subsequently uncovered. The inclusion of Aseo Stalk alongside Glivleet may grant the imbiber an instinctive sense of agility that aids them in avoiding all manner of oncoming harm, but at the cost of future aches and pains. It has been documented that individuals coming down from use of Silverswift, which likewise is said to deliver a state of peace compared to a feeling of hovering weightlessness, or at the very least, a greatly diminished sense of personal mass, may suddenly keel over from a burst heart, the muscles exhausted beyond comprehension.

Aseo Stalk grows conventionally in bundles of five, the central stalk the highest and most potent amongst them. As such, some herbalists that have dabbled with theology have linked it to the Sovereign of the Nychthemeron, given their constellation features five stars, and that the herb itself seems to take the energy of the future to facilitate the present - and punish those that would use it to bend their fate.

#### Veolti

Popular in areas where the cold and chill could mean death, Veolti is a fine blue powder that is usually rubbed into the gums or snorted, imbuing the imbiber with a sudden surging feeling of warmth, which, depending on the concentration and quantity used, may be sustained for a number of hours. Originally brought to the mainland by sailors bartering with the dwarves of Vondarim, it has since spread throughout the Hoarfrost Expanse and beyond, where strong alcohols such as Cloudberry Mulch are used for similar purposes.

By contrast however, Veolti does appear to provide its users a genuine resilience against the cold, without the risk of true intoxication. However, the withdrawal symptoms are known to be particularly harrowing, and include shivering, decreased reflexes and loss of fine motor skills, as well as paranoia and confusion leading to combative states.