Item
Nectar of Power
What is a family secret to you is an aperitif to me. —Marcus Crassus
Drows make nectar by removing a memory and setting it into food or drink. The donor loses that memory forever. What the drinker keeps depends on who they are.
Effect
A Jax keeps the memory as lasting knowledge. News, a route, a language, or a technique becomes as accessible as something learned firsthand. A small memory makes an enslaved drow an incomparable assistant; a great one can change what the Jax knows for the rest of their life. Nectar grants a Jax no Charisma bonus.
A human receives the emotion, images, and knowledge while the nectar remains active. Someone who does not speak Drow feels the emotion but cannot understand the memory around it. Most of the details fade afterward, but the emotional change temporarily raises Charisma and feeds red magic (see 2).
| Grade | Memory | Charisma | Duration |
|---|---|---|---|
| Common | A strong feeling: fear, desire, old anger | +1 | 10 minutes |
| Fine | A formative memory: death, betrayal | +2 | 1 hour |
| Great | A century of grief, devotion, or hatred | +4 | 1 hour |
The bonus grants ½ CHA to caster level and ½ CHA to the slot reserve, both rounded down. Nectar stores no mana and has no effect on drows or creatures other than humans and Jax.
Human Charisma bonuses from nectar do not stack. A new dose replaces the previous one. The GM may allow doses to stack for a singular story event.
Production
A drow sets the memory into fruit, honey, or wine over several days. Any memory can carry knowledge to a Jax; its emotional weight determines the effect on a human. Jax houses teach enslaved drows what they wish to know, then take the finished memory.
| Property | Value |
|---|---|
| Exposure | Ingestion |
| Preparation | The donor sets the memory into fruit, honey, or wine over several days |
| Shelf Life | Indefinite while sealed; disperses within hours of opening |
Marcus Crassus kept Nelvia and her drow settlement producing nectar in the Underdark, and drank it before major spells. Qormuza obtained it from orchards tended by his drow servants.
A people that sells its memories spends part of itself with every dose.