Drinks of the Planes

If there is one constant in the multiverse and the myriad planes, it is that all creatures like to sate their thirst. Most primes, having never encountered creatures of another plane, find it difficult to understand that a “drink” to a magma mephit is diametrically opposed to what they would find at their corner tavern.

Sit across from a Fire Giant at one of the outdoor tables in the Market Ward, and you’ll be amazed to see him suck down a flagon of molten iron as casually as you’d sip a mug of ale. Needless to say, if you’re out drinking with an interplanar crew, it’s best not to say “I’ll have what it’s having.” - Sionia Uralendan, Witches’ Brew: Elixirs, Brews, and Brews with Bite

Heaven’s Dew

  • Appearance: A pale, almost transparent liquid that glistens with the luster of dew drops caught in early morning sunlight. It seems to sparkle as if imbued with tiny stars.
  • Taste: The flavor is delicate and light, like a cool breeze on a spring morning. There’s a subtle floral sweetness, almost reminiscent of lotus or jasmine, and a hint of fresh water that leaves the drinker feeling completely refreshed. Drinking it brings a brief moment of serenity and peace, like a quiet respite from the burdens of the world.
  • Origin: Produced by celestial beings from the Plane of Arcadia, Heaven’s Dew is often served in sacred temples or during spiritual rituals, as a means of uplifting the soul and calming troubled hearts.
  • Effect: This drink removes all poisons and has the effects of the Calm Emotions spell for 1d4 hours.

Nectar

  • Appearance: A warm, amber‑gold liquid that catches the light like liquid sunshine. It flows more freely than honey, silky and slightly effervescent, with a faint, ever‑shifting swirl that looks like a sunbeam caught in a ripple of water.
  • Taste: The aroma is a heady blend of freshly‑cut meadow grass after a summer rain and a bouquet of wildflowers: lavender, honeysuckle, and a hint of clover. On the palate it is sweet‑bright, tasting of golden honey tempered by a crisp, citrus‑like zest and a whisper of herbaceous sage. The finish leaves a gentle, lingering warmth that seems to pulse softly in the throat, as if a tiny ember were humming inside.
  • Origin: Brewed by the Sun‑Bees of the Summer Court in the Feywild, the honey they collect is steeped in the court’s perpetual twilight and then diluted with crystal‑clear spring water from the Verdant Vale. The mixture is blessed by the Summer Queen’s heralds, granting it a faint radiant aura.
  • Effect: Drinking this drink cures all diseases affecting the creature, and restores vitality (all HP).

Fireworker Stout

  • Appearance: Served piping‑hot in a thick, pewter‑colored mug, the stout looks like a roiling pool of liquid obsidian. Tiny flecks of copper‑red crystal float just beneath the surface, catching the light and giving the brew a subtle, molten‑metal shimmer. When the mug is tipped, a thin plume of smoky vapor curls upward, smelling of ember and iron.

  • Taste: Anyone who can be affected by high temperatures cannot drink this. Their first sip will cause scorching of the throat or deadly indigestion, as the drink must be served molten hot to keep the minerals dissolved. If it is allowed to cool, it condenses into minerals toxic to all but the fire giants and their ilk. For those who can drink it, the first sip is a bold, velvety bite of roasted barley and smoked malt, followed by a deep, caramel‑sweet backbone that carries a faint bitterness reminiscent of burnt oak.

  • Origin: Brewed deep within the Molten Forge of the Fire Giants, the stout is created by the master brewer Grulkor Ironbrew. He combines a special grain mash fermented in vats heated by magma, then infuses the brew with powdered lava‑glass shards and a splash of distilled fire‑spirit essence harvested from the elemental cores that power the giants’ forges. The resulting brew must be kept at a constant molten temp; any cooler and the lava‑glass particles begin to crystallize, turning the liquid into a dense, alcohol‑infused mineral slab.

  • Effect: You can’t drink this. Really. If you drink it and you’re not a Fire Giant or other fire-immune creature, the effect is: You die. Painfully. If you ARE a Fire Giant or other fire-immune creature, you gain the ability to spew fire in a 15 foot cone for 1d4 hours.

Bisect Brew

Appearance: At rest, it looks like water and oil, two fully separate layers one on top of the other. When poured, it alternates which layer is released, with each layer getting exactly equal pour time no matter how much is poured. If the bottle is shaken, the two layers will mix, then thin tendrils of each layer will begin to rise up and reform the two separate layers, giving the impression of mountain ranges touching tip to tip.

Taste: The top half of your mouth feels coated in a sharp, bracing chill, like mint snow or crystallized frost with a mineral aftertaste, while the bottom half is covered in a cloyingly sweet but woody aftertaste reminiscent of aged honey and sun-warmed bark.

Origin: Made in cooperation between both layers of Bytopia, the bottom layer is brewed by the brewers in the city of Yeoman using their fabled peaches and wood from their enormous honeywood trees. Then they ship it “up” to the city of Minehold, where they add their layer of mint mead tempered with snowmelt and drop it back up to be sold far across the planes. This grueling process means Bisect Brew is rarely served anywhere other than the high houses, so when a barrel makes it way to an inn anywhere else, it’s quite the occasion.

Effect: When a full glass of Bisect Brew is imbibed, it has the effects of the Levitate spell, but with two major differences:

  • The drinker floats exactly halfway between the floor and the ceiling. If the drinker is outside, they float halfway between the bottom and top of the nearest object, up to a height of 40 feet. This effect lasts for 1d4 hours.
  • If the drinker is pulled to either floor or ceiling, they begin to experience a sharp and painful sensation in their guts as the brew gathers in whatever space(s) are closest to the center. If the drinker is held in a way that any orifice is facing the direction of the center, the drink will…exit and float at the neutral point. The drinker takes 3d6+3 acid damage from this.

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