Drinking & Substances¶
"First one's friendly. Loosens the tongue, warms the room, makes you the wittiest fellow at the table. Keep going and the floor starts moving, your hands forget their job, and you'll swear you could fight the whole bar. You can't. I've watched a hundred men find that out." - Marta, behind the bar at the Rusty Tankard
A drink in the tavern is one of the small pleasures of a hard life in Ghelmyon, and the game treats it that way - a couple of ales make you charming and loose. But the system underneath has an honest edge. Push past "merry," lean on the stronger stuff from an apothecary's back shelf, and you're playing with tolerance, addiction, withdrawal, and at the far end, overdose. This article covers both: the warm side and the dangerous one.
At a glance¶
| The fun layer | Ale and wine - drink it, get a buzz, get charming |
| Drink ladder | Sober → Tipsy → Drunk → Wasted |
| Drinking does | Lifts Charisma early; saps Dexterity, Perception, then Strength |
| Sobering up | Time. The buzz fades over the phases - no action needed |
| The harder layer | Apothecary tonics, smoke, opium, stimulants, fungus |
| Repeated use | Builds tolerance (same dose, less kick) and addiction |
| Skip a fix | Withdrawal - shaking hands, stats sag across the board |
| The real danger | Overdose - a collapse that scales with how deep the habit runs |
| Getting clean | Time, a detox tea, or paying for proper treatment |
The friendly side - a drink in the tavern¶
Buy a round, drink it, and you climb a simple ladder. Each rung
trades social shine for physical control:
- Sober - your normal self.
- Tipsy - a warm buzz. You're more charming (Charisma up) at the small cost of a steadier hand (Dexterity down a touch). This is the sweet spot for working a room, talking your way past a guard, or charming a price down - see Talking to People.
- Drunk - the room sways pleasantly. You feel invincible. Charisma climbs higher still, but now your Dexterity and Perception both slump - you slur, you miss things, you over-commit. Bold in a conversation, sloppy in a fight.
- Wasted - barely standing, stumbling into the furniture. The charm reverses (you're a mess now, Charisma drops), and Dexterity and Perception crater while your Strength starts to go too. This is the "woke up in a ditch" tier. Don't go into combat like this.
The pattern is worth internalizing: a little makes you social, a lot makes you a liability. Those Dexterity and Perception penalties matter - combat to-hit, dodging, spotting an ambush, picking a lock, and noticing a lie all lean on those stats. A tipsy bard is dangerous; a wasted one is a victim.
The narrator notices, too. Get drunk and your character will slur, swagger, and misjudge things in the prose without you typing a word - the world reacts to the state you put yourself in.
Sobering up¶
There's no trick to it: time sobers you. As the day's phases roll by, the drink works its way out and you step back down the ladder - wasted toward drunk, drunk toward tipsy, tipsy toward clear. You'll get a quiet note as you come down ("you're feeling a bit more sober"), and eventually a clean slate.
Nothing you carry instantly un-drinks an ale. If you've got somewhere to be and a fight to win, the cure is patience - sit a few phases, eat, sleep it off. Rest and food are your friends here, the same as they are for hunger, thirst and fatigue. The cheapest way to be sober by morning is to stop drinking tonight.
The harder shelf - other substances¶
Beyond ale, Ghelmyon has a quieter trade: pipe-leaf and smoke, apothecary tonics, stimulant chews, a hallucinogenic fungus, and the genuinely dangerous opium tar. Apothecaries (and certain less-reputable vendors) deal in the stronger stock. Each one fills a single "under the influence" slot - you can ride one psychoactive at a time, not stack five - and each does something different:
- Smoke (pipe-leaf) - a contemplative lift to Wisdom and Perception. Mild, but it creeps up on you over time.
- Stimulants (a dwarven chew) - raw Strength and grit while it lasts, then a crash on the other side that costs you what it gave.
- Hallucinogen (wilderness fungus) - sharpens Wisdom and Perception, then dulls your senses as it fades. Foragers know the caps; not all of them are kind.
- Opium (poppy tar) - a deep, numbing calm. It steadies the body and dulls the mind - and it is the most addictive thing on the shelf by a wide margin. Treat it as a trap, because it is one.
Two things are true of all of them. First, the lift is temporary and there's an after-effect - a comedown that drags a stat (or two) down for a while once the high wears off. Second, the more you use, the less you feel. That's tolerance.
Tolerance - why the fifth dose does nothing¶
Every time you use a substance, your body learns it. Tolerance climbs, and tolerance quietly shaves the buff down - the same chew that once gave you a real Strength surge now barely registers. Lean on something daily and you'll find yourself chasing a feeling that keeps getting smaller, which is exactly how a casual habit turns into a real one.
Tolerance isn't permanent. Lay off a category for a day or more and it softens on its own. The trap is that the obvious way to feel the old kick again is to take more - and more is how addiction builds.
Addiction - the habit that costs you¶
Use the harder stuff enough and a hidden addiction meter climbs. It moves through tiers, each darker than the last:
- Clean - no hold on you at all.
- Habitual - the comedowns hit noticeably harder. A warning sign, not yet a chain.
- Dependent - go without for too long and withdrawal sets in.
- Addicted - withdrawal bites harder, overdose becomes a real risk on your next dose, and people start to notice. Merchants warm to you less.
- Severe - withdrawal is brutal, overdose risk is high, and respectable shops may simply refuse to serve you. You look gaunt and shaking, and the world treats you accordingly. (Fences and the underworld, of course, don't care - they'll always sell.)
Different substances hook you at very different speeds. A casual pipe-leaf habit is a slow, gentle slope; opium tar climbs the meter fast and hard. Your Willpower buys you slack - a strong-willed character holds off the cravings longer before withdrawal takes hold.
Addiction also fades, slowly, on its own if you stay clean - but at the Severe tier it clings: it lets go only grudgingly, half as fast as the lighter tiers. The deeper the hole, the longer the climb out.
Withdrawal - the price of skipping a fix¶
Once you're Dependent or worse, going too long without your substance triggers withdrawal. Your hands shake, your focus wavers, and the penalty isn't to one stat - it's a drag across all of them at once. And the deeper the addiction, the worse the shakes: a Severe withdrawal hits harder than a Dependent one, and comes on faster (the heaviest habits give you the least grace before the craving lands).
Withdrawal renews itself each stretch you stay unfed, so a working addict who can't get a fix gets weaker and weaker at everything - combat, conversation, craft - until they either score or push through. The narrator will surface the craving, too: you'll catch yourself thinking about the next one whether you want to or not.
The cruel logic is deliberate: the only quick relief from withdrawal is using again, which feeds the very habit causing it. Breaking that loop takes real effort - see Getting Clean, below.
Overdose - the real danger¶
Here's the edge the system never pretends isn't there. Once you're Addicted or Severe, every dose carries a chance to overdose. Push it and you can collapse: everything goes dark, your HP bottoms out near nothing, every stat craters for a stretch, and you're left helpless on the floor - and the addiction spikes from the episode, digging the hole deeper.
Two things govern the odds. Addiction tier sets the base risk - Severe is far more dangerous than Addicted. And Constitution buys you a margin - a hardy, high-Constitution body shrugs off more than a frail one, lowering (never eliminating) the chance. A wiry, sickly, deeply-addicted character is rolling the worst dice in the game every time they reach for the next fix.
If you overdose, you're not necessarily dead - but you're down, you're weak, and you'll want a safe place and a friend, not a fight. The effects wear off with time. The lesson rarely does.
Getting clean¶
Climbing out is meant to be work, but it's never hopeless:
- Time and abstinence - addiction decays on its own if you simply stop. Slow, free, and the foundation of every recovery. (Brutal at the Severe tier, where it crawls.)
- Detox Tea - a brewed remedy that eases the body through the worst of it. An herbalist can make one (or teach you the recipe); it's the road-friendly, low-coin option. See the Herbalist for who knows their plants.
- Proper treatment - for a fee that scales with how deep the habit runs, a real course of treatment knocks your addiction down a solid chunk and clears the withdrawal shakes on the spot. It's the fast lane, it costs the most coin, and there's a cooldown before you can take another course - see Money & Economy for what that does to your purse. The deeper the addiction, the steeper the bill.
- Herbalists and healers generally - the same people who patch wounds are the ones who deal in remedies, poultices and clearing what ails you. When your body's wrecked, they're your first stop.
A practical note: don't try to quit cold in the middle of a job. Withdrawal will sap every stat you need right when you need them. Either time your detox for a safe stretch, or carry the tea.
Quick reference - "I'm wasted / I'm hooked, now what?"¶
| Situation | Do this |
|---|---|
| Tipsy and chatting | Enjoy it - you're at your most charming |
| Drunk, fight incoming | Wait it out - your aim and senses are shot |
| Wasted | Sit down, eat, sleep - do not start anything |
| Want to sober fast | There's no instant cure - rest and let the phases pass |
| Same dose, no kick | That's tolerance - lay off a day to reset it |
| Shaking, all stats sagging | Withdrawal - detox tea, treatment, or push through |
| Shops refusing you, looking gaunt | You're Severe - get clean before it gets worse |
| Just collapsed from a dose | Overdose - get somewhere safe, wait it out, then quit |
| Want out of the habit | Herbalist's detox tea, or pay for treatment; then stay dry |
See also¶
- Wounds, Healing & Infection - the healers and herbalists who also handle what ails you.
- Survival - Hunger, Thirst & Fatigue rest and food, which sober you up and steady the body.
- Stats & Attributes - what Charisma, Dexterity, Perception, Constitution and Willpower actually do.
- Money & Economy - what a habit (and getting clean) costs you.
- Talking to People - where a tipsy Charisma boost actually pays off.
- Herbalist - the class that knows the remedies, the teas, and the plants behind both.