Veneris

Veneris, or as its better known "The Blessing" is a street drug synthesized from Zellium, Siren's Call (a coastal seaweed-like plant), and Fellwort Mushroom (a difficult to aquire hallucinogenic component).  

Side Effects

Psychological: Users of Veneris quickly lose touch with reality, often hallucinating and hearing whispers from false deities. Many users develop delusions of grandeur, believing they are chosen prophets or vessels for divine entities.   Physical: The drug causes physical degradation over time, including muscle atrophy, sores from self-inflicted wounds during worship, and pale, translucent skin.   Magical: Continued use is often accompanied with Arcane Afflictions. The most common of these is Sloughing Thirst which is deadly for most addicts unfortunate enough to contract it.   Dependence: The magical nature of Veneris causes a swift, insatiable craving to continue using it. Withdrawal can result in violent episodes, where users obsess over finding something to worship, and in extreme cases, they may become catatonic if they can't fulfill their need.  

Delivery Methods

 

Vapor

Veneris is commonly heated and inhaled as a vapor, often through pipes that addicts claim are “blessed.” This method provides a near-instantaneous euphoric rush followed by an overwhelming urge to worship. Users employ small, portable braziers or pipes where the drug is placed on top of burning incense, which is believed to "carry the spirit of worship" into the user's lungs. It's commonly done in dimly lit rooms or "shrines" with strange symbols to enhance the experience.  
Rules
On Inhalation: The user must make a DC 12 Constitution saving throw. On a failure, they immediately gain the Charmed condition for 1 hour, believing they are in communion with a powerful deity.   Hallucinations: Roll a d10 to determine the nature of their hallucination:
  • 1–4: The user sees strange lights, hears divine whispers, or experiences visions. They are Stunned for 1 minute as they try to interpret these hallucinations.
  • 5–8: The user believes they are hearing direct commands from a deity. They must make a DC 15 Wisdom saving throw at the start of each of their turns. On a failure, they must take an action (chosen by the DM) related to the hallucination (such as dropping to their knees in prayer or babbling incoherently).
  • 9–10: The user believes they are divinely chosen and gains Advantage on Charisma checks for 1 hour, though their behavior becomes highly erratic and zealous.
  Aftermath: After 1 hour, the user suffers Disadvantage on Intelligence and Wisdom checks for 1d6 hours and also gains a point of exhuastion.  

Chewable Paste

A paste version of the drug is spread across the teeth or gums, gradually absorbing into the bloodstream. Cultists often share it during rituals as part of a communal "blessing," passing around a sacred container. The paste causes a slow-building high and a trance-like state, often accompanied by intense hallucinations. While chewing the paste, cult members speak in tongues, uttering nonsensical prayers and praising beings that only they can see.  
Rules
On Chewing: The user must make a DC 13 Constitution saving throw at the start of each turn while they chew the paste. On a failure, they are Paralyzed for 1 until the start of their next turn as they slip into a trance-like state.   Trance: After 1 minute, the user enters a semi-conscious state where they are highly susceptible to suggestion. For the next 1 hour, they gain Disadvantage on Wisdom saving throws and may act under the influence of hallucinations or commands given by others.   Communion: The user has vivid, divine visions. Roll a d6:
  • 1–2: They perceive an otherworldly being is guiding them and will try to follow its commands blindly (chosen by the DM).
  • 3–4: The user is overwhelmed by celestial or infernal imagery, and must make a DC 15 Wisdom saving throw or become Frightened for 1 hour, believing they are being watched or judged by a divine entity.
  • 5–6: The user believes they have gained divine favor, and they may add 1d4 to any attack roll or saving throw they make during the next 1 hour. However, they act in a reckless, overconfident manner.
  Aftermath: After 1 hour, the user suffers Disadvantage on Intelligence and Wisdom checks for 1d6 hours and also gains a point of exhuastion.    

Injectable Fluid

In liquid form, Veneris is injected directly into the veins, typically using barbed, syringe-like instruments that inflict a good deal of pain. After injection, users experience a slow, creeping wave of euphoria followed by hallucinations of divine visions and otherworldly whispers. Once under its influence, addicts are driven to self-flagellate or perform strange rituals in an attempt to please whatever entity their mind fixates on.  
Rules
On Injection The user must make a DC 20 Constitution saving throw. On a failure, they are Poisoned for 1 hour as their body reacts to the drug. While poisoned, their Speed becomes 5ft. and they cannot benefit from any increases to speed.   Delusions For the next 1d4 days, the user is convinced they are a holy vessel. They must make a DC 15 Wisdom saving throw whenever they first encounter a creature after taking the drug. On a failure, they believe this creature is a divine being and are Charmed by it for the duration. They devote their entire being to pleasing this creature, shunning all other ideals and goals. The Charmed condition does not end early if the creature harms the user; in fact, while Charmed, if the user is unable to please the creature they are charmed by they will resort to self-harm. On a success, the user is indifferent to the creature and will seek out another to be Charmed by.   Enhanced Devotion The user becomes Resistant to Psychic Damage for 1 hour and gains immunity to the Frightened condition as their mind is shielded by delusions of divinity.   Aftermath When the effect ends, the user suffers 2 level of Exhaustion and gains Disadvantage on all Wisdom checks for 1d4 days as their perception of reality is distorted.

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