The Unnamye
The Unnamye is an old building in Alvadas- no-one remembers when it was built, or indeed set up, although this isn't exactly uncommon in Alvadas. However, what is remembered is its tumultuous history. In 506 AV it was a hub of activity under the guise of 'The Trapped House'- magic and experimental drug use in a heady mixture of danger. Despite its magical inclinations, it managed to exist alongside the Speakers for many years. However, the owner, a man called Tereminth, grew greedy and self-serving. Magic use spiralled out of hand, and the Speakers stepped in, shutting down the hub and leaving the building empty and abandoned. Tereminth was never seen again. Up until Fall 516 AV, the building remained abandoned. This was, until three mysterious figures opened up shop, hanging a sign in the window reading, The Unnamye. Bizarre and peculiar, the new owners were the perfect fit, and soon the place became known as somewhere for the thrill-seekers, where the mind could be pushed to its very limits.
Once you enter the building through the cracked green door, your senses are overwhelmed with a tumultuous mixture of heady scents, strange floral delicacies as heavy smoke mixing in with a tang of something bitter underneath. Through the softly filtering smoke, the room is covered with plants in pots and growing from the window inside. There are plenty of places to sit, all on multi-coloured cushions dotted on the floor. Drapes are hung from ceiling to floor all over the walls, giving a sense of cosiness and inclusiveness. Throughout most of the day, the singular window lets in the only light, and the corners of the room are bathed in darkness. During the evening, the curtains are drawn and innumerable candles are lit, often slightly scented with some kind of mildly hallucinogenic plant.
The building is comprised of 2 storeys, with the top floor built into the roof. On the ground floor are three rooms. The first is the lounge that greets you immediately as you enter the building. The other two rooms are less well-known, and are usually only accessible by the three owners. The second room is entered via a short corridor. As you open the door, a sea of green will greet you. This room is the garden room and contains row after row of strange plants, each of them for use in creating the drugs used in the shop. Light is reflected into the room via some well placed mirrors, so the plants manage to survive inside the walls of the room. Accessable through a door at the back of the garden room is the store room. This is even smaller than the garden room, and contains all of the equipment used to make the drugs, as well as the finished products neatly packaged and stored on wooden shelves attached to one wall.
Upstairs, accessible via stairs in the corridor, are the living quarters of the three. No-one apart from the owners go up there, but it is said to be decorated similarly to the downstairs lounge.
If you are a newcomer, you will be greeted by one of the three owners of the establishment, usually Dreams, who will then proceed to show you what to do if you are new to the building, and offer you a selection of drugs to try. Here is the place to escape reality for a few Mizas and a couple of bells.
Services offered:
More details: Made from a small, flowering plant that is called Symphony. Its leaves are a dull blue-grey-green colour, and are slightly dusty to the touch. It grows to a maximum knee height, but for the purposes of drug-making the plant produces the best leaves and flowers at halfway up the shin height.
Leaves: When the young leaves are harvested, they can be chopped thinly and added to boiling water. The drug is contained in the steam that is produced, and users inhale the steam. The tea is a dark green colour and when drunk tastes like strong green tea.
Effects: The liquid itself has no effect, but the steam and vapours give the user a heady feeling of earthedness, making one feel particularly grounded and often making users feel particularly confident or strong. Near the end of the drink, users start to feel a strong connection to the people around them, and a feeling of pins and needles on the top of their head. The comedown is a pleasant rush of feeling and alertness, followed by a return to normal. The drug is not addictive and is considered quite mild.
More details:
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More details: Obtained from the sap of a particular type of tree just outside the walls of Alvadas, occasionally combined with chewing tobacco for a better texture.
Effects: A slow-acting drug, causes a feeling of being drained of energy and need for sleep. If sleep is achieved, strange dreams often reminiscent of recent events ensue, though in a format almost like a satirical play. Faces may be warped or situations altered, colours may be inverted or the pitches of voice warped too high or low. It is extremely rare for these dreams to be disturbing, instead simply confounding or chaotic. Side effects include unnaturally white teeth. Non-addictive and considered ‘safe’.
More details: Often referred to as ‘Ionu’s Piss’, causes time to be experienced at a different rate than usual, as well as vivid hallucinations regarding common Alvadas illusions. Users report anything from tea parties with Ionu to conversations with illusions that had been floating around the city that season. Most hallucinations are topical, regarding recent city-wide events, celebrations, or major illusions of the season often with a personal spin depending on the state of the user’s mind. Non-addictive and the most popular of the hallucinogens due to relatively mild side-effects (residual hallucinations, disorientation).
More details: Created with spores from mushrooms grown in the mountain ranges of Kalea, the drug causes feelings of apathy both mentally and physically.
Effects: This drug dulls the senses of the user, both mentally and physically. Reflexes are slower, pain is nullified, and users are hard-pressed to feel any sort of emotion. Commonly used as a ‘closer’ after the use of another drug, helping a user to come down from a high should the need be. Addiction is rare (although possible) and the drug is most commonly considered non-addictive and ‘safe’, as overdoses are rare.
More details: A faintly grey cream created from a mixture of common herbs and plants native only to Kalea (and more specifically, Alvadas).
Effects: An extremely effective relaxant, the cream is applied to whatever body part is desired, with a sense of pins and needles spreading from the contact point to throughout the body. The substance the cream is perfumed with also has a mild hallucinogen, putting the user in a tractable state while also dulling pain. The occasional olfactory hallucination is not uncommon. Non-addictive, though repeated use can result in a permanent loss of feeling in the limbs.
More details:
Effects: All users receive an epiphanic sensation of enlightenment, the drug most often marketed as being the solution to a lack of creativity. The differentiation comes with the side effect that Magic users are left with an intense urge to utilize their magic*Alvadas’ stigma against magic is not disregarded. Use of magic will still be met with hostility, regardless of circumstance., the less experienced the wizard the more effective. The drug itself is slightly addictive, however any effects received from overgiving are just as dangerous as always.
More details: The pill is comprised of compacted ashes of a rare flower found a ways away from the walls of Alvadas. The pill itself is foul tasting, thus the reasoning for it often being covered in sweet coating.
Effects: The drug gives an initial feeling of disassociation, followed by intense visual and auditory hallucinations that often correlate with events that have happened to the person ingesting the pill. The drug itself is only slightly addictive and addiction is uncommon, however those suffering from stages of grief often become addicted to the denial the drug provides, using it to experience conversations with deceased loved ones or change choices to give themselves a "better end".
More details: Rumored to be nothing but another one of Ionu’s many pranks, this drug’s price is often inflated based on how much of a tourist the buyer appears to be.
Effects: Newcomer’s Tonic puts the user in a mental state that is more accepting to strange occurrences that may happen around them, an effect that lingers for anywhere from a few days to a full season after ingestion. Common sense is mildly suppressed, and feelings such as surprise and fear are subdued. Marketed mainly to newcomers to the city struck by culture shock, the drug can also combat mental trauma (though rather ineffectively). Slightly addictive, the user’s tolerance is depleted over repeated use. Chronic abuse can lead to an inability to comprehend reality, leaving the user in a state of insanity.
More details:
Effects: Ambrosia (occasionally referred to as ‘crash’) has two real aspects to its effects; the ‘Jump’ and the ‘Crash’, the latter of which it being its namesake. The Jump is a period of hyperactivity, with increased heart rate, adrenaline rushes, bolstered appetite, vacillation, and a burning sensation in the chest. The Crash is the equivalent of the fall after the high, though it brings benefits in its own right. The Crash is characterized by a period of sedation, where the heart rate slows to an almost sleep-like rate, leaving the user withdrawn and enigmatic during the course of the trip. It is often joked that users waste all their words in the Jump phase, running out of things to say once the Crash hits. Moderately addictive, can be fatal to the young and elderly due to the strain on the muscles of the heart.
More details: Occasionally referred to as ‘Siren’ for short, the liquid is retrieved from the blood of fish caught in Verlyna’s Emerald Pool, distilled, and then highly concentrated until the final product is achieved.
Effects: Often sought after as a food substitute, the drug works well for occasional usage, though the side effects are commonly overlooked. If used multiple times over a long period of time, side effects include severe dehydration, nausea, and the user being left in a state of extreme paranoia. Subtle visual hallucinations are also not uncommon, often manifesting as shadows or insects spotted out of the corner of one’s eye. Moderately addictive, though an extremely large quantity would have to be consumed in order to be lethal.
More details:
Effects: This drug sets in almost immediately, invigorating the user with a feeling of invincibility and godlike power, though physically the drug causes a drunken state, unable to complete simple tasks. Too large of a dose can cause an opioid overdose, restricting the ability to breathe in severe cases. Coma, brain damage, and death can all be caused by an overdose. Moderately addictive; lethal in large quantities.
More details:
Effects: A false front, the drug appears to have no side effects in small doses, gradually increasing dependence until a tipping point is reached. A “feel good” drug, causes feelings of a relaxed happiness and clarity of mind in contrast to the rush of euphoria characterized by stimulants such as Azura. Increases alertness, causes physical improvements like cleared skin and a glowing complexion as well as general well-being. Anxieties disappear, and the world seems somehow brighter. However, withdrawal is brutal and severe, symptoms including fidgeting and muscle spasms, reversal of positive effects to a negative state, overheating, seizures, amnesia, and aggressiveness. Highly addictive, with the fatality rate increasing exponentially as time goes on.
More details: Often marketed as Ionu’s blessing and chosen narcotic, reports of being particularly prone to illusion-related incidents while on the drug are widely spread but not proven. Side effects are commonly glossed over, which causes the dangerous belief that the drug is perfectly safe. The more pills that are consumed, the greater the high, but also the greater chance of overdosing. Withdrawal symptoms are uncommonly mild with general use (thus the continued stigma of the drug being a string-free gift from Ionu), resulting in users consuming copious amounts of pills, to the point of lethality. Overdoses are sudden and often deadly; the most common overdose being a sudden onset of a state of depressive catatonia and eventual suicide. Highly addictive.
More details: Formed from the berries of an Alvadas-based strain of the Belladonna plant, extremely potent to the point when doses are carefully measured out one drop at a time. The drug is not particularly rare, nor difficult to make, but the fatality rate is almost certain should the dosage be confused.
Effects: Made infamous by the saying ‘one shot to relax, two to sleep, three to never wake up’, the drug is used as a sleep catalyst. Severity of side effects increase with use over time, including a bad cough after use, migraines, dry mouth, and death. Even in small doses, the drug is extremely potent and extremely effective, but effectiveness decreases over time the more regularly it is used. This causes a very dangerous cycle where users dance with death for the sake of a good night’s sleep. Highly addictive, highly dangerous.
NPCs
Name: Sassche, pronounced 'Sass-shay'.
Race: Viper Dhani, based off the Inland Taipan.
DoB: Winter, 3rd, 364 AV
PoB: Alvadas
Title: "The Poisoness"
Skills: Poison, 75 XP, Herbalism 52 XP, Medicine 39 XP, Wilderness Survival 70 XP, Hunting 48 XP, Seduction 55 XP
Gnosis: None
A female Dhani who is obsessed with the effects poison has on the mind and body. She's a seductress, with heavy-lidded eyes and a slow, slightly wild smile. When speaking to you, her voice is low and soft, and her movements are slow. Her sibilance is noticeable, but she draws it out, proud of her roots.
She has always lived in Alvadas, and comes with a heavy backstory of love, loss and betrayal. Unlike her associates, she does not take drugs, but instead chooses to poison herself on a regular basis, preferring the taboo thrill of near-death to any drug you might offer her. Unfortunately for her, she's grown immune to some, and now seeks even more dangerous substances to bring her close to the edge of the precipice known as death. Her flirtation with death has given her the occasional nickname of "Dira's lover" - although of course this isn't actually true.
Name: Silan Rathia
Race: Human
DoB: 20th Summer, 486 AV
PoB: Syliras
Title: "Dreams", or "Honey"
Skills: Philtering, 64 XP, Herbalism, 58 XP, Painting, 73 XP, Socialisation 60 XP, Medicine 43 XP
Gnosis: Ilusionism, lvl 1.
A human man with light sandy hair and a pleasant face. He loves hallucinogens, and always knows which is the best for you. Sometimes rumoured to be Sassche's lover/plaything, he is the mildest of the three and the one most likely to greet you at the door. Marked by Ionu, he loves to see the world through different eyes each day, and likes to dream- hence the name. Sometimes however, he is prone to violent depression. During those periods the man abstains from drugs and instead aims to create brilliant, if abstract artwork that hangs variously across the walls of The Unnamye.
Name: Valiesse
Race: Vantha
DoB: 18th Summer, 490 AV
PoB: Alvadas
Title: "Red"
Skills: Herbalism, 86 XP, Philtering 79 XP, Poison 65 XP, Cooking 47 XP, Botany 89 XP
Gnosis: None
A Vantha woman with wide, staring eyes, constantly stuck on the colour red. Her emotions are placid affairs, and calm. She never seems to change, and is obsessed with the colour red. She dyes her hair, her teeth, the inside of her mouth, and her clothes all varying shades of crimson. She loves blood, sunsets and wine- not necessarily in that order. Her preference for the colour red is verging on a disability, she refuses to look at or acknowledge things that aren't red, and if there is something too cool or bright, she will scream at it until it goes away, her eyes flashing a terrible, vibrant green. Damaged, she cannot remember her past life or even her name, and she is known only as her nickname, "Red". However, her special skill is her incredible knowledge of what makes a good drug. Plants are the only thing that she will look at that aren't red- and she knows them and their properties almost off by heart. Any other colour she will phase out, pretending as if they are not there. Most of the time, Red will be hidden in a back room, tending to their garden on working on the shop's supplies.
Upstairs, accessible via stairs in the corridor, are the living quarters of the three. No-one apart from the owners go up there, but it is said to be decorated similarly to the downstairs lounge.
If you are a newcomer, you will be greeted by one of the three owners of the establishment, usually Dreams, who will then proceed to show you what to do if you are new to the building, and offer you a selection of drugs to try. Here is the place to escape reality for a few Mizas and a couple of bells.
Services offered:
Drug List
Overview:
- Overture
- Ammentine
- Blinder
- Inertia*
- Dew*
- Sweets*
- Spider silk*
- Epiphany*
- Hindsight*
- Newcomer's Tonic*
- Ambrosia*
- Sirencestine*
- Bliss*
- Smile*
- Azura*
- Lullaby*
Drug Details
No. | Drug name | Overview | Price |
1 | Overture | A drug taken by inhaling the steam of a green tea-like drink. Users feel rooted, strong and confident. Non-addictive and is considered quite mild. | 5 SM per teapot |
More details: Made from a small, flowering plant that is called Symphony. Its leaves are a dull blue-grey-green colour, and are slightly dusty to the touch. It grows to a maximum knee height, but for the purposes of drug-making the plant produces the best leaves and flowers at halfway up the shin height.
Leaves: When the young leaves are harvested, they can be chopped thinly and added to boiling water. The drug is contained in the steam that is produced, and users inhale the steam. The tea is a dark green colour and when drunk tastes like strong green tea.
Effects: The liquid itself has no effect, but the steam and vapours give the user a heady feeling of earthedness, making one feel particularly grounded and often making users feel particularly confident or strong. Near the end of the drink, users start to feel a strong connection to the people around them, and a feeling of pins and needles on the top of their head. The comedown is a pleasant rush of feeling and alertness, followed by a return to normal. The drug is not addictive and is considered quite mild.
No. | Drug name | Overview | Price |
2 | Ammentine | Small pills of hardened sugar, encasing a small, black, sphere-like seed. Taken by crushing and stirring into a drink or swallowing whole. Causes intense feelings of paranoia for some, whilst causing equally intense feelings of euphoria and happiness. Addictive and sometimes lethal. | 1 GM per pill |
More details:
Text text text.
No. | Drug name | Overview | Price |
3 | Blinder | This drug is sap soaked into cloth which is placed over the eyes and ears. Causes temporary blindness and allows you to hear incredible auditory hallucinations. Often used by people who want to hear to voice of a loved one. Very addictive, with actual blindness and deafness a possible side effect after prolonged use. | 8 SM per vial, one time use. |
More details:
Text text text.
No. | Drug name | Overview | Price |
4 | Inertia | A gum-like substance most commonly chewed, causing extreme fatigue and strange dreams that can last for extended periods of time. | 8 SM per dose |
More details: Obtained from the sap of a particular type of tree just outside the walls of Alvadas, occasionally combined with chewing tobacco for a better texture.
Effects: A slow-acting drug, causes a feeling of being drained of energy and need for sleep. If sleep is achieved, strange dreams often reminiscent of recent events ensue, though in a format almost like a satirical play. Faces may be warped or situations altered, colours may be inverted or the pitches of voice warped too high or low. It is extremely rare for these dreams to be disturbing, instead simply confounding or chaotic. Side effects include unnaturally white teeth. Non-addictive and considered ‘safe’.
No. | Drug name | Overview | Price |
4 | Dew | A white pill dissolved in a drink resulting in a golden liquid that provides feelings of enlightenment and speeding up the perception of time. | 1 GM per drink |
More details: Often referred to as ‘Ionu’s Piss’, causes time to be experienced at a different rate than usual, as well as vivid hallucinations regarding common Alvadas illusions. Users report anything from tea parties with Ionu to conversations with illusions that had been floating around the city that season. Most hallucinations are topical, regarding recent city-wide events, celebrations, or major illusions of the season often with a personal spin depending on the state of the user’s mind. Non-addictive and the most popular of the hallucinogens due to relatively mild side-effects (residual hallucinations, disorientation).
No. | Drug name | Overview | Price |
5 | Sweets | Hard candies laced with mushroom extract; causes a lack of feeling and apathy | 5 SM per sweet |
More details: Created with spores from mushrooms grown in the mountain ranges of Kalea, the drug causes feelings of apathy both mentally and physically.
Effects: This drug dulls the senses of the user, both mentally and physically. Reflexes are slower, pain is nullified, and users are hard-pressed to feel any sort of emotion. Commonly used as a ‘closer’ after the use of another drug, helping a user to come down from a high should the need be. Addiction is rare (although possible) and the drug is most commonly considered non-addictive and ‘safe’, as overdoses are rare.
No. | Drug name | Overview | Price |
6 | Spider Silk | Skin-contact drug used as a depressive with the appearance of modified skin cream. | 3 GM per 4oz bottle |
More details: A faintly grey cream created from a mixture of common herbs and plants native only to Kalea (and more specifically, Alvadas).
Effects: An extremely effective relaxant, the cream is applied to whatever body part is desired, with a sense of pins and needles spreading from the contact point to throughout the body. The substance the cream is perfumed with also has a mild hallucinogen, putting the user in a tractable state while also dulling pain. The occasional olfactory hallucination is not uncommon. Non-addictive, though repeated use can result in a permanent loss of feeling in the limbs.
No. | Drug name | Overview | Price |
7 | Epiphany | Sugar-cube like granules dissolved on the tongue that cause varied effects depending on the user. | 4 GM per dose |
More details:
Effects: All users receive an epiphanic sensation of enlightenment, the drug most often marketed as being the solution to a lack of creativity. The differentiation comes with the side effect that Magic users are left with an intense urge to utilize their magic*Alvadas’ stigma against magic is not disregarded. Use of magic will still be met with hostility, regardless of circumstance., the less experienced the wizard the more effective. The drug itself is slightly addictive, however any effects received from overgiving are just as dangerous as always.
No. | Drug name | Overview | Price |
8 | Hindsight | A pill coated in various sweet liquids such as honey or fruit juice that is most often used to re-lived past events. Addiction rates vary. | 4 GM per dose |
More details: The pill is comprised of compacted ashes of a rare flower found a ways away from the walls of Alvadas. The pill itself is foul tasting, thus the reasoning for it often being covered in sweet coating.
Effects: The drug gives an initial feeling of disassociation, followed by intense visual and auditory hallucinations that often correlate with events that have happened to the person ingesting the pill. The drug itself is only slightly addictive and addiction is uncommon, however those suffering from stages of grief often become addicted to the denial the drug provides, using it to experience conversations with deceased loved ones or change choices to give themselves a "better end".
No. | Drug name | Overview | Price |
9 | Newcomer’s Tonic | Small black pellets commonly dissolved in water or swallowed whole for a more immediate effect causing a feeling of being at ease with the illusions of Alvadas. | 6-10 GM |
More details: Rumored to be nothing but another one of Ionu’s many pranks, this drug’s price is often inflated based on how much of a tourist the buyer appears to be.
Effects: Newcomer’s Tonic puts the user in a mental state that is more accepting to strange occurrences that may happen around them, an effect that lingers for anywhere from a few days to a full season after ingestion. Common sense is mildly suppressed, and feelings such as surprise and fear are subdued. Marketed mainly to newcomers to the city struck by culture shock, the drug can also combat mental trauma (though rather ineffectively). Slightly addictive, the user’s tolerance is depleted over repeated use. Chronic abuse can lead to an inability to comprehend reality, leaving the user in a state of insanity.
No. | Drug name | Overview | Price |
10 | Ambrosia | A bottle of brightly coloured liquid that changes colour based on the light it is presented in, causing extreme mood swings and varying effects. | 5 SM per bottle |
More details:
Effects: Ambrosia (occasionally referred to as ‘crash’) has two real aspects to its effects; the ‘Jump’ and the ‘Crash’, the latter of which it being its namesake. The Jump is a period of hyperactivity, with increased heart rate, adrenaline rushes, bolstered appetite, vacillation, and a burning sensation in the chest. The Crash is the equivalent of the fall after the high, though it brings benefits in its own right. The Crash is characterized by a period of sedation, where the heart rate slows to an almost sleep-like rate, leaving the user withdrawn and enigmatic during the course of the trip. It is often joked that users waste all their words in the Jump phase, running out of things to say once the Crash hits. Moderately addictive, can be fatal to the young and elderly due to the strain on the muscles of the heart.
No. | Drug name | Overview | Price |
11 | Sirencestine | A small, murky white liquid mixed with mild alcoholic beverages that provides enough nutrition as a day’s worth of food while leaving the user with a feeling of insanity. | 8 GM per drink |
More details: Occasionally referred to as ‘Siren’ for short, the liquid is retrieved from the blood of fish caught in Verlyna’s Emerald Pool, distilled, and then highly concentrated until the final product is achieved.
Effects: Often sought after as a food substitute, the drug works well for occasional usage, though the side effects are commonly overlooked. If used multiple times over a long period of time, side effects include severe dehydration, nausea, and the user being left in a state of extreme paranoia. Subtle visual hallucinations are also not uncommon, often manifesting as shadows or insects spotted out of the corner of one’s eye. Moderately addictive, though an extremely large quantity would have to be consumed in order to be lethal.
No. | Drug name | Overview | Price |
12 | Bliss | A white powder encased in a cigar, gives the user intense feelings of confidence and power while also leaving them in a state of disarray. | 2 GM per cigar |
More details:
Effects: This drug sets in almost immediately, invigorating the user with a feeling of invincibility and godlike power, though physically the drug causes a drunken state, unable to complete simple tasks. Too large of a dose can cause an opioid overdose, restricting the ability to breathe in severe cases. Coma, brain damage, and death can all be caused by an overdose. Moderately addictive; lethal in large quantities.
No. | Drug name | Overview | Price |
13 | Smile | A yellow-white dust inhaled or otherwise ingested that causes well-being with extreme withdrawal. | 8 GM per dose |
More details:
Effects: A false front, the drug appears to have no side effects in small doses, gradually increasing dependence until a tipping point is reached. A “feel good” drug, causes feelings of a relaxed happiness and clarity of mind in contrast to the rush of euphoria characterized by stimulants such as Azura. Increases alertness, causes physical improvements like cleared skin and a glowing complexion as well as general well-being. Anxieties disappear, and the world seems somehow brighter. However, withdrawal is brutal and severe, symptoms including fidgeting and muscle spasms, reversal of positive effects to a negative state, overheating, seizures, amnesia, and aggressiveness. Highly addictive, with the fatality rate increasing exponentially as time goes on.
No. | Drug name | Overview | Price |
14 | Azura | Small blue triangle shaped pills that grant feelings of lightheadedness, euphoria, enhanced reflexes and fantastically beautiful hallucinations followed by an overwhelming depressive state. | 10 GM per pill |
More details: Often marketed as Ionu’s blessing and chosen narcotic, reports of being particularly prone to illusion-related incidents while on the drug are widely spread but not proven. Side effects are commonly glossed over, which causes the dangerous belief that the drug is perfectly safe. The more pills that are consumed, the greater the high, but also the greater chance of overdosing. Withdrawal symptoms are uncommonly mild with general use (thus the continued stigma of the drug being a string-free gift from Ionu), resulting in users consuming copious amounts of pills, to the point of lethality. Overdoses are sudden and often deadly; the most common overdose being a sudden onset of a state of depressive catatonia and eventual suicide. Highly addictive.
No. | Drug name | Overview | Price |
15 | Lullaby | Sour, black-purple liquid diluted with water or taken straight. | 5 GM per dose |
More details: Formed from the berries of an Alvadas-based strain of the Belladonna plant, extremely potent to the point when doses are carefully measured out one drop at a time. The drug is not particularly rare, nor difficult to make, but the fatality rate is almost certain should the dosage be confused.
Effects: Made infamous by the saying ‘one shot to relax, two to sleep, three to never wake up’, the drug is used as a sleep catalyst. Severity of side effects increase with use over time, including a bad cough after use, migraines, dry mouth, and death. Even in small doses, the drug is extremely potent and extremely effective, but effectiveness decreases over time the more regularly it is used. This causes a very dangerous cycle where users dance with death for the sake of a good night’s sleep. Highly addictive, highly dangerous.
House Rules
One of the three owners of the Unnamye will tell you of the house rules as soon as you break one, or if you look like you're going to break them. Other than that, you might find out about the rules if another patron tells you... if they're not too busy smoking.
- Respect everyone
- Only consume drugs on the premises
- You are not allowed to buy drugs to sell elsewhere
- If you overdose, it is your own fault, and the owners aren't responsible for making you better
- No children of any species
- All adults welcome!
- No sex or prostitution
NPCs
Sassche
Name: Sassche, pronounced 'Sass-shay'.
Race: Viper Dhani, based off the Inland Taipan.
DoB: Winter, 3rd, 364 AV
PoB: Alvadas
Title: "The Poisoness"
Skills: Poison, 75 XP, Herbalism 52 XP, Medicine 39 XP, Wilderness Survival 70 XP, Hunting 48 XP, Seduction 55 XP
Gnosis: None
A female Dhani who is obsessed with the effects poison has on the mind and body. She's a seductress, with heavy-lidded eyes and a slow, slightly wild smile. When speaking to you, her voice is low and soft, and her movements are slow. Her sibilance is noticeable, but she draws it out, proud of her roots.
She has always lived in Alvadas, and comes with a heavy backstory of love, loss and betrayal. Unlike her associates, she does not take drugs, but instead chooses to poison herself on a regular basis, preferring the taboo thrill of near-death to any drug you might offer her. Unfortunately for her, she's grown immune to some, and now seeks even more dangerous substances to bring her close to the edge of the precipice known as death. Her flirtation with death has given her the occasional nickname of "Dira's lover" - although of course this isn't actually true.
Silan
Name: Silan Rathia
Race: Human
DoB: 20th Summer, 486 AV
PoB: Syliras
Title: "Dreams", or "Honey"
Skills: Philtering, 64 XP, Herbalism, 58 XP, Painting, 73 XP, Socialisation 60 XP, Medicine 43 XP
Gnosis: Ilusionism, lvl 1.
A human man with light sandy hair and a pleasant face. He loves hallucinogens, and always knows which is the best for you. Sometimes rumoured to be Sassche's lover/plaything, he is the mildest of the three and the one most likely to greet you at the door. Marked by Ionu, he loves to see the world through different eyes each day, and likes to dream- hence the name. Sometimes however, he is prone to violent depression. During those periods the man abstains from drugs and instead aims to create brilliant, if abstract artwork that hangs variously across the walls of The Unnamye.
Valiesse
Name: Valiesse
Race: Vantha
DoB: 18th Summer, 490 AV
PoB: Alvadas
Title: "Red"
Skills: Herbalism, 86 XP, Philtering 79 XP, Poison 65 XP, Cooking 47 XP, Botany 89 XP
Gnosis: None
A Vantha woman with wide, staring eyes, constantly stuck on the colour red. Her emotions are placid affairs, and calm. She never seems to change, and is obsessed with the colour red. She dyes her hair, her teeth, the inside of her mouth, and her clothes all varying shades of crimson. She loves blood, sunsets and wine- not necessarily in that order. Her preference for the colour red is verging on a disability, she refuses to look at or acknowledge things that aren't red, and if there is something too cool or bright, she will scream at it until it goes away, her eyes flashing a terrible, vibrant green. Damaged, she cannot remember her past life or even her name, and she is known only as her nickname, "Red". However, her special skill is her incredible knowledge of what makes a good drug. Plants are the only thing that she will look at that aren't red- and she knows them and their properties almost off by heart. Any other colour she will phase out, pretending as if they are not there. Most of the time, Red will be hidden in a back room, tending to their garden on working on the shop's supplies.