Nostrums
Nostrums are the wonder-cures of the age: theriac, mumia, unicorn horn, potable gold. Most are fakes. A few really work for something small. And in this world, a rare few are true.
Three Kinds
| Kind | What it does | Examples | How you get it |
|---|---|---|---|
| Effective | One small thing, though it's sold for a big one | Bezoar, snowdrop, viper wine | Bought, if you can find a genuine one |
| Fake | Nothing, whatever it's sold to do | See Fake Nostrums | Sold everywhere |
| Legendary | What the legends promise | Ambergris, the blood draughts, hippomanes, moly, mumia, stag's heart bone, theriac | Learned by mastery level (see Legendary Nostrums), or granted by the GM |
Effective Nostrums
Bezoar
A smooth stone from the stomach of a goat or a deer.
A bezoar is administered by shaving it into a drink. Each shaving drives back poison. The same stone serves as a casting focus until its last shaving is gone.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Each shaving reduces Tainted by 1 tier. A stone holds 10 shavings | None | 10 gs a stone |
| Type | None |
| Workspace | None |
| Delivery | Ingested |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | Exotic |
| Notes | Also a casting focus until the last shaving is gone (see Equipment, Foci) |
To make (days for one dose, and the recipe's Social Class):
Bezoars are found or bought.
Snowdrop
A small white bulb that flowers in late winter.
Snowdrop is administered through ingestion. It ends one dose of a nightshade-family drug: belladonna, dwale, henbane, or mandrake.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Ends one active dose of belladonna, dwale, henbane, or mandrake | None | 1 ss |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | Common where it grows |
| Notes | Grown in giant's blood, it becomes moly (see Legendary Nostrums) |
To make (days for one dose, and the recipe's Social Class):
| Makes | No modifications |
|---|---|
| Snowdrop | 1 day, Peasant |
Viper Wine
Vipers steeped in wine, drunk by the glass as a tonic for skin and spirits.
Viper wine is administered through ingestion, a draught at a time. It's sold to cure leprosy and lost youth, but what it really does is end Withering.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | One draught ends one instance of Attrition (Withering) | None | 1 ss a gallon, which holds 64 draughts; 2 sp a vial |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | Uncommon |
| Notes | Bought by the gallon, it needs a waterskin or bottle |
To make (days for one dose, and the recipe's Social Class):
About thirty vipers and eight gallons of wine, sealed in a cask for six months, make about 500 draughts. Materials cost about 57 sp: the wine at 3 sp a gallon, the vipers at about 1 sp each, and a small oak barrel.
| Makes | No modifications |
|---|---|
| Viper wine | 6 months, Peasant |
Fake Nostrums
Fakes do nothing, whatever they are sold to do. They are common in apothecaries, markets, and the packs of traveling quacks. A crafted fake's Identification DC is its maker's Mastery DC.
| Fake | Sold to |
|---|---|
| Aurum potabile (drinkable gold) | Prolong life and cure all ills |
| Betony | Cure forty-seven ailments and ward off elf-shot |
| Bloodstone powder | Stop bleeding |
| Castoreum | Cure dozens of ailments and rouse the lethargic |
| Corpse-mumia, mumiya | Heal bruises, internal bleeding, and tumors |
| Deer heart bone | Comfort the heart and cure fainting |
| Gem electuary | Strengthen the heart |
| Hippomanes (from an ordinary foal) | Win love |
| Terra sigillata | Cure poison and venom |
| Love philtre | Win love. Most are really cantharides, a poison |
| Mithridate (king's antidote) | Cure any poison |
| Opobalsamum | Heal wounds |
| Orvietan (mountebank's antidote) | Cure any poison. Street sellers "prove" it by swallowing poison first |
| Plague vinegar | Ward off the plague |
| Unicorn horn powder | Detect and cure poison |
| Whale ambergris | Strengthen the heart and ward off plague air |
Legendary Nostrums
The common version of a legendary nostrum does nothing. The secret is one ingredient no apothecary has, and it comes from something huge and dangerous. The Nostrum category lets you recognize a true one, found as treasure, as real.
Legendary recipes come with the Nostrum category, one at each mastery level:
| Mastery | Legendary recipe |
|---|---|
| Untrained | Blood draughts (warm blood; hot blood at Skilled, the hottest at Master) |
| Basic | Mumia |
| Skilled | Theriac |
| Expert | Choose one: ambergris, hippomanes, moly, or stag's heart bone |
| Master | Choose one of those not yet chosen |
| Grand Master | Choose one of those not yet chosen |
If you take the Nostrum category at a later mastery level, you gain every legendary recipe up to your current mastery level at once. The mastery tree gives six of the seven; the GM can grant the last, or any other recipe, when it fits the campaign. The GM controls the ingredients.
Ambergris
Grey, waxy, and sweet-smelling, worth nearly its weight in gold.
Ambergris is administered through ingestion, steeped in aqua vitae as a cordial. A creature that drinks it is Fortified T3 for the encounter. The ambergris that washes ashore is a perfumer's luxury and does nothing. Only ambergris taken from a sea-dragon or leviathan carries the virtue.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Fortified T3 | None | Not sold |
| Type | Sea |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | None |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Ambergris | Expert, Master, or Grand Master, by choice | A sea-dragon or leviathan, killed or harvested | 3 days | A handful of doses, set by the creature |
Blood Draughts
Life is heat carried in the blood, and cold blood is dead blood.
A blood draught is administered through ingestion. Warm blood wakes the dying. Hot blood makes the dead speak, and brings back the newly dead. The hottest blood, from the greatest beasts, heals as well. The blood must be prepared right after the combat that spilled it, and it keeps only while worn warm against the skin.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Warm | A creature unconscious at 0 health regains consciousness. It stays at 0 health, so it can still take Injuries and Traumas, but it can act | None | Not sold |
| Hot | A creature unconscious at 0 health regains consciousness, staying at 0 health. The cold dead speak*. The still-warm dead can be revived** | None | Not sold |
| Hottest | Everything hot blood does, and it restores health: the alchemist's Trade mastery die + Intelligence tier die, fixed when it's made. It works on the living too, and a revived creature comes back with this health** | None | Not sold |
* The dead speak for about 60 seconds, as themselves, unable to move, weak, and barely able to talk.
** Revival: an Endurance trial, adding the alchemist's mastery level as a bonus, against DC 6, +1 for each time the creature has been raised before. One attempt per death; on a failure, the dose is spent. The revived return Impaired T3 and Exhausted T3, then recover one tier each exploration round, alternating, Impaired first. This replaces the normal recovery for these conditions:
| Time | Impaired | Exhausted |
|---|---|---|
| Revived | T3 | T3 |
| 1 exploration round | T2 | T3 |
| 2 exploration rounds | T2 | T2 |
| 3 exploration rounds | T1 | T2 |
| 4 exploration rounds | T1 | T1 |
| 5 exploration rounds | — | T1 |
| 6 exploration rounds | — | — |
| Type | Primal |
| Workspace | Field kit |
| Delivery | Ingested |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | It keeps only while worn warm against the skin: chest, armpit, belly; never a boot, since feet run cold. Drawing it takes 1 AP. Creatures that can't be resurrected, by Annihilate or Lay to Rest, can't be revived this way. A living donor who gives blood advances Exhausted by one tier |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Warm blood | Untrained | Youthful blood, or most healthy people, as the GM decides | Within one exploration round after combat ends | More doses from a bigger creature |
| Hot blood | Skilled | A creature killed in violence, or a "hot" animal such as a violent beast, as the GM decides | Within one exploration round after combat ends | More doses from a bigger creature |
| Hottest blood | Master | Dragons, fire giants, and the like, as the GM decides | Within one exploration round after combat ends | More doses from a bigger creature |
Hippomanes
A fleshy lump from a newborn foal, sold everywhere for love philtres.
Hippomanes is administered through ingestion. A creature that drinks it is charmed by the first creature it sees, and if the charm survives a week, it's permanent. The common kind does nothing. It must come from the foal of a Fae deer or White Stag, taken before the mother eats it, and be steeped in an Undine's tears.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Charmed toward the first creature the drinker sees, T1 to T3* | None | Not sold |
* A Wisdom trial against the maker's Mastery DC. A failure gives Charmed T1, failing by 5 gives T2, and a natural minimum gives T3. Then one Wisdom trial a day for seven days: a success lowers the tier by 1, ending it at 0; a natural minimum raises it by 1; an ordinary failure changes nothing. Whatever tier remains after the week is permanent.
| Type | Untyped |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Any time |
| Duration | Permanent, after the week |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | Moly, which gives Warded T3, ends it. It affects any sapient creature, as the GM determines, and connected-form protection doesn't apply |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Hippomanes | Expert, Master, or Grand Master, by choice | The foal of a Fae deer or White Stag, found in time, and an Undine's tears | One full moon | One dose |
GM note: "first seen" can make a player character permanently charmed by accident, horses included. Tables may want to agree in advance how they handle mind control of player characters.
Moly
A white flower with a black root, grown where a giant's blood soaked the earth.
Moly is administered through ingestion. A creature that takes it is Warded T3 for the encounter. It's snowdrop grown in earth soaked with a giant's blood. The bulb is planted in autumn and flowers by late winter, so an alchemist makes about one dose a year.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Warded T3 | None | Not sold |
| Type | Primal |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | None |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Moly | Expert, Master, or Grand Master, by choice | A snowdrop bulb, and the blood of a giant of flesh and blood, enough to soak one planting | Planted in autumn, it flowers by late winter; then 7 days to dry and prepare | One dose per bulb |
Mumia
Dust of the walking dead, ground fine and worked into wine or honey.
Mumia is administered through ingestion. It heals, clears Injuries, and mends the deep hurts of the body, and the more skilled its maker, the more it does. Apothecaries sell bitumen and ground-up ordinary corpses under the same name, and neither does anything. The dust must come from a mummy that walked.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Restores health equal to the alchemist's mastery level. Clears that many Injuries. Ends Internal Injury and Bruised to the Bone | None | Not sold |
| Type | Profane |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Any time |
| Duration | Instantaneous |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | None |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Mumia | Basic | A defeated mummy | 7 days | A few doses, set by the creature |
Stag's Heart Bone (os de corde cervi)
Cartilage near an old deer's heart that turns to bone, grated into cordials.
Stag's heart bone is administered through ingestion, grated into a cordial. A creature that drinks it is Inspired T3 for the encounter. Ordinary deer heart bone is sold to comfort the heart and cure fainting, and does nothing. It must come from an old white hart, the White Stag, and the hunt is the hard part.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| Single strength | Inspired T3 | None | Not sold |
| Type | None |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Any time |
| Duration | Short |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | None |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Stag's heart bone | Expert, Master, or Grand Master, by choice | The White Stag | 1 day | Set by the creature |
Theriac
The physician's great antidote, sixty ingredients and a serpent's flesh, sealed in a jar to age.
Theriac is administered through ingestion. It ends poisoning, and the older it is, the longer it protects the drinker afterward. Ordinary theriac is made with vipers and works only as opium. The true one replaces the vipers with the flesh of a great serpent, such as a basilisk, and must age a year and a day at least. Orvietan, unicorn horn powder and terra sigillata are sold in the same trade, and do nothing.
| Strength | Effect | Side effect | Price |
|---|---|---|---|
| A year and a day | Ends all Tainted, at any tier | None | Not sold |
| Five years | Ends all Tainted, at any tier. Immune to Tainted for the encounter | None | Not sold |
| About a decade | Ends all Tainted, at any tier. Immune to Tainted for a day | None | Not sold |
| About fifty years | Ends all Tainted, at any tier. Immune to Tainted for a year | None | Not sold |
| A century | Ends all Tainted, at any tier. Immune to Tainted permanently* | None | Not sold |
* Century-old theriac is a GM's gift, such as an heirloom jar from a noble house.
| Type | None |
| Workspace | Laboratory |
| Delivery | Ingested |
| Use | Any time |
| Duration | Instantaneous; its immunity lasts as its age gives |
| Crash | None |
| Properties | None |
| Modifications | None |
| Rarity | The GM controls the source |
| Notes | Ordinary theriac, made with vipers, works as opium |
To make:
| Makes | Learned at | Source | Time | Yield |
|---|---|---|---|---|
| Theriac | Skilled | A legendary serpent, such as a basilisk | Aged a year and a day at least; older is stronger | Set by the creature |