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\pagebreak # Ancestors and Ale Dwarven alcohol is a thing of legend, and every family has their own recipe for any number of ales, lagers, pilsners, porters, stouts, and so on. Some brews are drunk primarily because of the family that brews them, such as the brew of the existing monarch. Others are so satisfying to the dwarven palate that they make the grade regardless. Still others are tradition and, as everyone knows, tradition is something that no dwarf is willing to sacrifice due to silly things like flavor. One of the most important things about dwarven drinking, particularly among other dwarves, is that every drink is part of a language unto itself. Among dwarves, it is widely known that the language is exceptionally complex and heated debates can be had with never uttering a word. Taking sips versus long pulls, how the drink is swished or swallowed, and (most importantly of all) the type of drink itself. Oftentimes, if a dwarf is set about having a long conversation, they may order a flight of various drinks to convey complex ideas during a conversation. ## Dwarven Beers Below is a list of examples of common dwarven drinks along with some of the details surrounding what specific drinks say about the dwarf drinking it. The types of alcohol should be considered as examples of available drinks within most dwarven institutions. Buying a Crystal Pilsner in a poor establishment versus a lofty one only changes the price, though a particularly wealthy establishment might call the drink a Diamond Pilsner and a particularly poor establishment might call the drink a Quartz Pilsner. Dwarven taverns and inns carry some version of these available drinks, although patrons may find the quality is much better or worse than expected. ### Black Beard Bitter (7%) *Black Beard is for airing a grievance. Dwarves do not bemoan their lot in life to anyone without getting permission first. Drinking this ale informs your companions that you have an issue you want to talk about. However, calling for this ale while another dwarf is talking is a sign that you decidedly disagree.* * Appearance: Golden, hazy, with a foamy white head. * Scent: Musty and spicy. * Taste: Earthy and spicy. * Mouthfeel: Bitter and dry. \columnbreak ### Blood and Bone Stout (12%) *Blood and Bone Stout is a dense, molasses style liquid that is oftentimes substituted for a meal. Dwarves often call for this beer for breakfast or lunch, when they cannot be bothered to step away from their work, even going so far to use it in lieu of rations on long marches or during sieges. The consistency and appearance of the drink is akin to a loaf dark rye bread soaked in stout. While dwarves consider Blood and Bone to be a staple, non-Dwarves can almost never stomach it.* * Appearance: Inky with a thick, yellow foam. * Scent: Burnt Caramel and mushroom. * Taste: Smokey - almost burnt - dark malts, and oats. * Mouthfeel: Thick and grainy with an oily residue. ### Coalbound Ale (7%) *Coalbound is for dwarves in mourning. It is regularly poured for funerals and is a sign that joviality is not appropriate. In a social context, calling for a drink while another dwarf is talking is a sign that you think they subject is in poor taste.* * Appearance: Ruby red and cloudy with pink foam. * Scent: Wild berries and oak. * Taste: Sweet, tart, and acidic. * Mouthfeel: Smooth and crisp with a dry finish. ### Crystal Pilsner (5%) *Crystal is a way expressing interest in entering a deal with someone that does not involve coin. Usually, it is ordered for another person as a way of communicating a desire to have a conversation. Since most drinks come in opaque tankards, only the person ordering really knows what they are drinking.* * Appearance: Clear pale gold with thick white head. * Scent: Malty, hops, and butter. * Taste: Bready, mute-hop, slightly mossy. * Mouthfeel: Watery, vanishes on the tongue. ### Doublestone Rye (12%) *Dwarves who drink Doublestone have a beef with someone and do not mind who knows it. Whereas Black Beard is for a grievance, Doublestone is for all-out war. Anger is the name of the game and dwarves who choose to drink it are on the verge of violence. In a social context, calling for a drink while another dwarf is talking is a sign that you are violently opposed and liable to punch said dwarf in the face.* * Appearance: Deep brown with tall cream head. * Scent: Caramel, vanilla, and rye spice. * Taste: Oak, spicy rye, and caramel. * Mouthfeel: Thick and creamy
ANCESTORS AND ALE | Dwarven Beers
\pagebreakNum ### Dour Double Bock (7%) *Dour is drunk by dwarves when they are interested philosophizing. Unlike other drinks that may have a few meanings, Dour is a language unto itself and is usually drunk alongside a host of other beers to provide nuance. The specific methods of drinking this ale can allow you to have a private conversation in public that is difficult to "overhear." Calling for this bock while another dwarf is talking is a sign that you would like to discuss the matter in private.* * Appearance: Dark caramel with a yellowish foam. * Scent: Toffee and nutty. * Taste: Mellow and coffeelike. * Mouthfeel: Silky and flat. ### Dross Wheat Ale (5%) *Dwarves do not drink this beer. They offer it to travelers who they think are not worth a real dwarven drink. Alternatively, dwarves intent on gravely insulting an enemy will sometimes order it for another dwarf, but this is incredibly insulting and usually results in a fight.* * Appearance: Hazy yellow with rocky white head. * Scent: Yeast wheat and hops. * Taste: Wheat grain and yeast. * Mouthfeel: Crisp and clean. \columnbreak ### Frostbeard Sour Ale (7%) *Frostbeard is only drank before battle. The manner in which it is drank usually indicates how the warriors anticipate the battle will progress. Chugging the beer indicate that the battle should go quickly with minimal losses, while pouring some or all the beer onto the floor indicates that they do not expect they or their friends will return. Choking or spitting out Frostbeard is considered to be an ill-omen, so much so that some dwarves will settle their affairs in preparation. Whereas most drinks are used to communicate other things, it is considered an insult to use this drink for anything other than pre-battle.* * Appearance: Purplish brown with tan, foamy head. * Scent: Vinegar and malt. * Taste: Tart berry, bitter, and slightly sweet. * Mouthfeel: Thin and spritzy. ### Goldbound Wild Ale (7%) *Goldbound is for announcing success and excitement. Dwarves drinking this are looking to brag, but no dwarf would ever do so unless asked first. A not-so-subtle way for getting a message to the masses that things are going well. In a social context, calling for a drink while another dwarf is talking is a sign that you agree.* * Appearance: Orange and cloudy with white lacing. * Scent: Lemon, citrus, and funk. * Taste: Citrus, vanilla, and sourness. * Mouthfeel: Medium and dry. ### Hangrin's Honey Hop Ale (7%) *Hangrin's is a celebratory ale to be drank at special occasions. It is used for celebrations or as a way of congratulating another dwarf. Calling for this ale while another dwarf is talking is a sign that you would like to buy them more rounds. This is customary and never refused.* * Appearance: Honey with slight cloudiness. * Scent: Resin, floral, and hops. * Taste: Hoppy and sweet. * Mouthfeel: Effervescent and dry. ### Ironjaw Brown Ale (7%) *Ironjaw is for discussing coin. Sometimes it might mean a dwarf is down on their luck, other times it might mean they are feeling particularly well off. However, most times it is used to open up the conversation to bargaining. When getting ready to bargain, the seller orders first being quite specific regarding the size of the drink. The larger the size, the higher the price. Ordering for your companion as well can indicate a willingness to hear their offer. Ordering multiple drinks each can indicate you are in no hurry to sell.* * Appearance: Red-brown with veins of crimson and a foamy head. * Scent: Boozy and clovelike. * Taste: Biscuity with a metallic finish. * Mouthfeel: Warm and watery.
ANCESTORS AND ALE | Dwarven Beers
\pagebreakNum ### Stormhammer Porter (40%) *Stormhammer is for the dwarves who just want a solid drink to take away their cares after a long day. One of the strongest drinks, it is meant for sipping for a long while, and does not lend itself well to the rapid consumption of other brews. A dwarf drinking it is likely letting anyone else know that he is not in the mood for subtleties and politics. In a social context, calling for a drink while another dwarf is talking is a sign that you are not interested in the conversation. The usual result is that they will not try to pull you further into talk about the given topic.* * Appearance: Dark black with frothy tan head. * Scent: Dark chocolate, roasted malt, and espresso. * Taste: Full bodied chocolate, vanilla, and bitter coffee. * Mouthfeel: Smooth, creamy, and flat. ### The Monarch's Malt (7%) *Always drank when toasting the monarch in power (example below), and the exact brew changes with the monarchy. Because some families stay in power for generations, the Monarch's Malt could remain unchanged for hundreds or thousands of years. Those who drink it regularly, do so to express their approval of the current monarch and are willing to put their beards forward for that monarch, if need be. Alternatively, ordering this beer in small quantities, dumping it out, or spitting it out all carry implications of dissatisfaction, anger, and possibly an full-blown uprising.* * Appearance: Yellow with tall snowy head. * Scent: Toasted grain, caramel, and hops. * Taste: Earthy hoppiness with herbal aftertaste. * Mouthfeel: Light, thin, and dry.
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Alcohol Sizes and Costs
> > >| Units | Low
(5%) | Medium
(7%) | High
(12%) | Liquor
(40%) | Cheap | Common | Expensive | >|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >| Nip | 8 oz| 5.5 oz| 2.5 oz| 1 oz| 4 cp | 1 sp | 5 sp | >| Stub | 12 oz| 8 oz| 4 oz| 1.5 oz| 6 cp | 1.5 sp | 8 sp | >| Pint | 16 oz| 10.5 oz| 5.5 oz| 2 oz| 8 cp | 2 sp | 1 gp | >| Pipe | 19 oz| 12.5 oz| 6.5 oz| 2.5 oz| 9 cp | 2.2 sp | 1.1 gp | >| Pot | 22 oz| 14.5 oz| 7.5 oz| 3 oz| 1.1 sp | 2.8 sp | 1.4 gp | >| Nob | 26 oz| 17.5 oz| 8.5 oz| 3.5 oz| 1.2 sp | 3 sp | 1.5 gp | >| Jug | 32 oz| 21.5 oz| 10.5 oz| 4 oz| 1.6 sp | 4 sp | 2 gp | >| Grub | 64 oz| 42.5 oz| 21.5 oz| 8 oz| 3.2 sp | 8 sp | 4 gp | >| Sixth Barrel | 5 g | 3 1/3 ga| 1 2/3 ga | 80 oz| 3.2 gp | 8 gp | 40 gp | >| Quarter Barrel | 7.75 g | 5 ga| 2.5 ga | 1 ga | 4 gp | 10 gp | 50 gp | >| Half Barrel | 15.5 g | 10.5 ga | 5 ga| 2 ga| 7.6 gp | 19 gp | 95 gp | >| Barrel | 31 g | 20.5 ga | 10 1/3 ga| 3.75 ga | 14 gp | 35 gp | 175 gp | >| Full Barrel | 53 g| 35.5 ga | 17.5 ga | 6.5 ga | 22 gp | 55 gp | 275 gp | ___
ANCESTORS AND ALE | Dwarven Beers
\pagebreakNum ## Inebriation Rules Alcohol is considered a poison and your character's ability to process the effects of alcohol is based on their weight and Constitution. * Creatures resistant to poison have advantage on any saving throws against the effects. * Creatures immune to poison do not suffer any effects from alcohol. Use the *Base Alcohol Constitution Save* table to locate your starting DC based on your weight and constitution score. * Creatures may consume a number of drinks equal to their Constitution modifier (minimum of 1) before making any Constitution saving throws against poison. * After consuming these drinks, the creature's save DC increases by 1 for each additional drink. **Example**. *Valgor, the dwarf, weighs 175 lbs and has a 16 Con, meaning that he has a starting DC of 9. The first 3 drinks he takes require no save and do not change the DC. His 4th drink is a DC of 10, but he makes the save at Advantage, since he is resistant to poison. His 5th drink is a DC of 11, and is 6th drink is a DC or 12.*
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Base Alcohol Constitution Save
> > >| Weight/Con | < 3 | 4-5 | 6-7 | 8-9 | 10-11 | 12-13 | 14-15 | 16-17 | 18-19 | 20-21 | 22-23 | 24-25 | >|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| >| < 25 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | >| 26-50 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | >| 51-100 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | >| 101-150 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | >| 151-200 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | >| 201-250 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | >| 251-300 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | >| 301-350 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | >| 351-400 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | >| 400+ | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
### Alcohol Effects The effects of alcohol consumption vary based on an individual's ability to metabolize it. The more quickly an individual drinks alcohol, the more quickly the alcohol affects that individual. The size of an alcoholic drink is comparable with modern standards (adjusted for easier math): * Ale: 12 oz (5%) * Malt Liquor: 8 oz (7%) * Wine: 4 oz (12%) * Spirits: 1.5 oz (40%) For each failed save, increase *Drunk Level* by 1 and roll on *Random Drinking Effects* table. Too much alcohol can result in alcohol poisoning, and even death. ### Drunk Level **Buzzed**. You have begun to experience the effects of alcohol, feeling somewhat relaxed and perhaps a little lightheaded. **Tipsy**. You may or may not be aware of how much alcohol is affecting you, and are more likely to take actions or make comments that are outside of your normal behavior. Your current emotions, whether positive or negative, are amplified. **Drunk**. You are likely unaware of how drunk you actually are. Your speech is somewhat slurred, you are unbalanced, and your judgment is impaired. **Hammered**. You are confused, have trouble speaking clearly, staying on topic, or understanding the conversation around you. Your coordination is severely impaired and your emotions are extreme. **Stupor**. Your eyes blink independently of each other and you cannot spell your own name. You cannot walk straight, your speech is almost incomprehensible, and you do not know where you are. **Blackout**. You have lost consciousness and cannot be woken up. Alcohol poisoning has put your life in danger. | Drunk Level | Descriptor | Effects | |:---:|:---:|:---:| | 1 | Buzzed | Disadvantage on Ability Checks | | 2 | Tipsy | Movement speed halved | | 3 | Drunk | Disadvantage on Attack Rolls and Saving Throws (Except for Con Saves for Alcohol) | | 4 | Hammered | Hit Point maximum halved | | 5 | Stupor | Cannot move more than 10 feet in the same direction | | 6 | Blackout | Unconscious (Death Saving Throws) |
ANCESTORS AND ALE | Inebriation Rules
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Random Drinking Effects
> > | 1d10 |
Effects
| > |:---:|:---| > | 1 | Make a DC 10 + Drunk Level Wisdom saving throw or fall unconscious. | > | 2 | Make a DC 10 + Drunk Level Dexterity saving throw or fall down, taking 1d6 bludgeoning damage. | > | 3 | Make a DC 10 + Drunk Level Constitution saving throw or vomit, reducing Drunk Level and Alcohol save DC by 1. | > | 4 | Attempt to seduce someone with a Persuasion (Charisma) check minus Drunk Level. | > | 5 | Wander to a different tavern, if available. Otherwise, attempt to join a different table. | > | 6 | Attempt to threat someone with an Intimidation (Charisma) check minus Drunk Level | > | 7 | Start a fight with the largest/smallest person (50/50) you can find. | > | 8 | Challenge someone to a feat of Strength/Dexterity (50/50). | > | 9 | Lecture someone on something you know nothing about. Make a DC 10 + Drunk Level Intelligence check. | > | 10 | Make a DC 10 + Drunk Level Charisma saving throw or relieve yourself wherever you are, reducing Alcohol save DC by 1. |
### Removing the Effects of Alcohol Alcohol is a poison. Any spell or ability that affects poison also affects alcohol. Any society or culture that takes drinking seriously is quite aware of magical means of removing the effects of alcohol. Additionally, such societies would impose restrictions on spells and potions that might affect the outcome of important events, such as a drinking contest. ### Hangover Your hangover is represented by exhaustion and your *Exhaustion* is equal to your *Drunk Level*, with the exception that death is only being unconscious. Unlike normal exhaustion, each 8 hours reduces the effects of the hangover by 1 level, assuming you are doing nothing but resting. If you are unconscious, you cannot wake up until your exhaustion level is at least a 5. You may find that you are hungover for up to 48 hours if you had a particularly wild night. Once per 24 hours, you may make a Constitution Saving Throw against poison, where the DC is equal to 8 + (Drunk Level x2). For instance, if you had a Drunk Level of 3, you would be hungover for 24 hours. The DC to reduce that time by 8 hours is a 14. If you succeed, you are only hungover for 16 hours instead. ### Addiction Addiction to alcohol is probably best addressed through roleplay, but sometimes having a set of numbers to fall back on is helpful. Most characters will likely drink socially and not rely on alcohol during their adventures. For characters that do become addicted, the DC should exist as a parabolic curve, where they must succeed on a Wisdom saving throw equal to 8 + years of addiction (maximum of 5 years), increasing by 1 each day for 7 days and then decreasing back to its base. **Example**. *Valgor, the dwarf, has been drinking for 35 years, meaning that he has a starting DC of 13. The first day he stops drinking, the DC is 14, the 7th day is 20, and the 11th day is 16. If Valgor fails his save, he will crave alcohol and do his best to obtain it. If Valgor faces the option of obtaining alcohol but must take actions against his character or alignment, he may make an additional save.*
ANCESTORS AND ALE | Inebriation Rules
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## Art * Some artwork copyright Daniel F. Walthall, used with permission. * Some artwork copyright Murzabaev Roman aka s0ulafein, used with permission.