By Leaf and Beard

From the earth and beyond the stars, disparate peoples come together to make... whatever the hell this is.
— baffled brewkeep
  Ale is a very well-known substance. A form of beer, it stars in pubs, taverns, fine restaurants, and dining halls across the entirety of Istralar - and even beyond it, with frequent tales of drunken revelrie drifting down from Elysium above.   There is nothing particularly special about brewing ale. The process is well-known and has been for millennia. Local ales have their own small differences sparked through innovation or changes in local flora. None of this should be new information.   Why, then, does elven ale exist? Why does an ale that is supposedly the simple combination of long-standing Gildón and dwarven techniques with wild Ilendran elvish creativity thus result in a chaotic cocktail more potent than any alchemist's favoured mutagen?   What a mystery indeed.

Summary

That was an awful lot of vague preamble and no solid information. Care to elaborate?
— unimpressed cleric
  Elven ale is the result of a dwarf and elf brewing. In this particular case, it refers to a specific brand crafted in the Sylvancliffs. It is so potent that it is considered a drug, not alcohol, and it has resulted in effects ranging from bursts of lust to - in one memorable case - an adventurer temporarily vanishing from their own timeline. Which is weird, since it's not brewed with any magic.  
Beardfreeze by Hanhula (via Midjourney)
As the reader may surmise, this current manifestation of elven ale is not the first permutation of the substance. It has had many a name, and many a supposed inventing technique. For instance, those familiar with Fjolkan history will recall tales of the time one of the Isyrei teamed up with a Fjolkan dwarf to birth what they had affectionately called Beardfreeze.   Despite being a mundane combination of dwarven brewing techniques and snow elven madness, the brew was incredibly potent, causing effects from hair colour changes to the growth of new organs.   Sounds almost too familiar, doesn't it? The drink invented by Fereviel Selunas and Gadtha Rodharan is much the same. They brewed using heirloom techniques and innate creativity, too. While Beardfreeze was a bright blue compared to the glittering gold of elven ale, there is no mistaking the similarity in the two oddly-chaotic drinks.
  Scholarly discussion indicates that there is no real reason this should happen just by the species of the two involved. After all, there have never been cases of goblins and gnomes having similar reactions when they brew together, nor have any other species witnessed the same. Yet drow and duergar, as the shadow-twisted siblings of elves and dwarves, do manifest the phenomenon as well, despite their differences.   Whenever experiments are performed to see what the root cause may be, the odd effect does not manifest. Whenever an existing pair brewing is made aware of the potential impact of their species, the effect no longer manifests so long as they remember that it is there. Thus: a conclusion has been drawn.   It's a curse. Probably. Laid by who? Nobody's certain.   But there's a story, because of course there's a story.

Cultural Reception

Don't put that shit near me again. That ain't ale, it's fuckin' spiked with some shit.
  Tales of elven ale, beardfreeze, or their predecessors linger in memory only while the substance in question is being produced. The myth around the effect's origin lingers in texts dedicated to capturing local stories and in the depths of the ancient libraries of the elves and dwarves, but there's rarely call for reviewing them. Everyday folk may vaguely recall that it's usually not done, but rarely why that's the case.  
Though it might seem suspicious for memory of this oddity to disappear so fast, it's important to be aware of the context. Most breweries experimenting with dwarf-elf collaboration will never run into the effect as it only triggers if exclusively elves and dwarves work together - and even then, there seems to be some sort of ratio involved.   One elf with seven dwarves may not trigger the burst of chaos needed. A single halfling messing with the carbonation levels will prevent the ale brewed from ever being full of this entropic curse.   Thus, it tends to appear only in the early stages of brewing between partners, or when there's been a really small set of people on deck. There's also little evidence of its existence until consumed. Breweries themselves, if bottling and shipping their drinks, may have no idea that one batch is a little more special than others.   And if a worker finds out by mistake? They're not likely to tell.
Brewing Couple by Hanhula (via Midjourney)
  Those drinking the odd ale will themselves rarely dwell on it for long: if the effect is mild, they may not notice. If it is strong, they generally assume that either they've gotten far too drunk, or that someone spiked their drink.   The current proliferation of elven ale, golden and glorious as it is, is somewhat impressive for the notoriety it has garnered without anyone acting to stop it. It helps that the local Champions of the Lost Ones seem to adore the stuff, given the amount they consume when they return to Ironfalls.
Elven Ale by Albie
Related Species
Related People
Related Organizations
Every time the adventurers drain the elven ale stocks, I have to go get more. I mean, I don't have to, but they're hilarious when they're all egging each other to take sips. Always a good show.
 

So, these random effects?

  Yeah, about that. Drinking elven ale - or its equivalents - triggers a series of random effects that shift in nature each time. Effects are not limited in power by any metric except one: they don't just kill the drinker. That doesn't mean they can't kill the drinker, just that it won't be direct.   People who have consumed elven ale have, on various occasions, lost or gained new aspects to their anatomy, changed colours, gained or lost wealth, had random spell effects cast on them, lived false lives, and traded their alignments.   They have also been partially consumed by terrain, had spheres of annihilation spawn upon them, and on one memorable occasion, have even been temporarily ejected from time to an unknown reality that subsequently led to at least one strange entity coming back with them.   In meta terms, to break character for a moment: drinking elven ale requires at least one roll on the Wild Magic d10000 table. Usually, I ask for a minimum of two rolls. Durations are also rolled, though may depend on what suits the current narrative situation. Effects are rarely permanent. Yes, it also requires a Fortitude save.   Occasionally, other tables will also be involved, such as the Grog of Whimsy table.   If you'd like to participate, why not roll these a few times? Roll the Grog once, and the Wild Magic table twice - or thrice, if you're feeling risky!   Wild Magic Table Grog of Whimsy Table
 
Aniks's Ale Mistake by Albie

The Story, Apparently

The story, then? What's that about?
— you, probably
  I actually lied. There's multiple stories. You're getting one of them. Is it the real one? You decide.  
This is not a tale of names or mortals. This is a myth of epic proportion, as befits a creation as fine as this.   Long ago, beyond the gates of truth and time, the gods crafted mortals aplenty. Of these early sparks of life were the dwarves, crafted by their Father from brilliant gem in the heart of their lands, and the elves, birthed by their Mother from light and plant.   Dwelling on different worlds, the two sparks held their own brilliance. The elves, tall with eyes like the sky and a knack for the world, swiftly mastered intricate portals and wove fine, delicate crafts into being. The dwarves, broad like the earth with forgefire at their hearts, honed their magics into healing and hammered strength into their sturdy crafts.   In time, the elves travelled through the immaterial and landed upon Istralar. For the first time, the two species of beloved crafter were   Above, their parents watched. Above, their parents locked eyes.   A bet, the Father proposed. A challenge between their children, unbeknownst to them. They'd encourage both to solve the same problem, to see which solution they would prefer. They could cast down a challenge through their oracles, and have their friends, companions in the realms beyond, judge what was created. Curious, the Mother agreed, knowing that they would both be proud regardless.   Alas, as is so often the case, others eavesdropped on their talk. It was a rarity for the duo to speak, opposed as they were, with the rivalry they had ever held in the realm of the gods that had passed itself onto their progeny. One such eavesdropper decided that this was the perfect time to interfere with the challenge.   To the dwarves, he appeared as a curious elf. To the elves, he appeared as an intrigued dwarf. To both, he was a curiosity and - though they did not realise it yet - a thorn in their sides. His true nature well-hidden even from his deific kin, the trickster interfered with every craft both communities made. Worse, too, was the subtle antagonism he offered both sides. With each act, he implied more of each side's failings. With each deep conversation, with every hope of teaching him, he embedded further thorns.   Above, the parents were horrified as their light challenge, disguised as simple requests from the gods, became mired in a darkness neither of them expected. Through their mouthpieces upon the mortal realm, they hastily suggested that they were happy with what they'd seen. The contest was done, unfulfilled and ruined - but the trickster's work was not yet done. He sent his own missives draped in pretense, and sought to bring representatives of each group together for a meeting.   War painted the continents already. With the empire that would one day remain only as the nation of Galasthin seeking power across the globe and the strict vehemence of the sole dwarven nation of Gildómar, any meeting was destined to go poorly from the start. Still, the gods had seemingly requested the meeting, so the gods would get such a thing.   The trickster took the opportunity to manifest as a glowing herald, claiming to be an angel speaking on behalf of their beloved gods. He bid them to please him with the crafts they had worked so hard on, fully aware of the flaws his own hubris had encouraged, and promised a boon if they were good. If both fell short of his appraisal, however, then the trickster promised a punishment that would echo throughout the ages.   Naturally, he claimed one of the two sides had failed. Naturally, he would not say which. For his punishment - the only 'boon' he would ever have offered them - the trickster placed a curse on both species. If they were to work together, then their creations would lead only to ruin.   While his curse could not be undone, as in so many a tale, it could subsequently be lessened. While the parents could not directly intervene now, not without risk of damaging their relationships with their respective children, they were not the only ones watching this godly game play out. A god of chaos watched, too, from across their flagon of ale.   "No," he decided, picking up the threads of fate. "That's too much of a curse for mortals to bear. We don't toy with them like that. Your curse will be bound to the drinks they craft together, should they ferment them into something new, so that it is their choice to experience it. And ruin? Ruin's so old. They deal ruin to themselves already. Instead: let us witness a piece of entropy in action. None can decide the answer to what they make, not even us!"   And forever more, so it was. No matter their origin, elves and dwarves would ever brew madness if they worked together.   Thanks, gods. You've cursed the planet to forever deal with bizarre drugged alcohol. This is why you arseholes got banned from interacting with mortals during the First Divine War. You'd think they'd undo pre-existing damage, but noooo.
  Naturally, not everyone is wholly on board with this story. There's a million different iterations, some retelling the same tale with a few details changed, others suggesting entirely different scenarios. That's what makes it fun, though. While there's very obviously something happening to create elven ale and its ilk, it happens so infrequently that each time, the previous results are forgotten. Thus more myths arise, more scholars spend their eves studying, and more folk experience an entropic drink that promises something eventful in every sip.   At least, until they figure out that it can be dangerous. It tends to get banned after that.


Cover image: Leaf & Beard cover by Hanhula (via Midjourney)

Comments

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Jul 3, 2025 16:44 by Keon Croucher

I ***ing LOVE that origin story and the god with the ale is my spirit diety!!!! They were the only one thinking straight. Fuck it a little madness makes the world spin round, why not and Ruin is truly so overdone. I mean at this point I might as well add Istralar entirely to my collection (or maybe I already have) but most definitely this is joining the others, I adore this, such a fun story, such an amazing beverage, and an intriguing curse and condition for how the beverage can come to be.   And for the posterity. The rolls. Grog was 450 even. Wild magick 1-3 were in order; 1602, 217, 8602. I look forward to learning my fate :P

Keon Croucher, Chronicler of the Age of Revitalization
Jul 3, 2025 16:49

Dude, this is clever as hell! I LOVE this.

Jul 3, 2025 19:53

So...I just learned I wasn't just removed from reality. Apparently, I was removed from the timeline itself. Good to know...Not sure what to do with this information, but I have it now!   10/10 article makes me want Aniks to try Elven Ale again!

Jul 3, 2025 21:25 by Dr Emily Vair-Turnbull

I love this article.   So I found a potion that can turn me into a magical cat, I must carry a pound of feathers at all times, and the grog of substantial whimsy means I now turn to stone for 1d4 hours whenever someone makes eye contact with me. XD

Emy x
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