#I think I spotted the Torilian equivalent to Ritalin and co.
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Hey kids, want to learn about drugs in Toril?
(OK, so some of them actually have medicinal properties, if your character happens to have medical knowledge in their background.)
Local laws usually have restrictions regarding drugs. As ever, Waterdeep sets the standards for trading cities that want to market themselves as tolerant: the production and selling of drugs outside of medicine is fully illegal in the city, though it's not a crime to be found personally taking drugs. It is not technically a crime to be found in possession of drugs, however that only really applies to nobles, wealthy merchants and others of similar rank. Lower ranks will be assumed to be carrying the drugs with intent to sell, and be arrested unless they can provide evidence of their employment by a Guild of Apothecaries & Physicians, clergy or similar legitimate medical employment.
Drugs that can have fatal side effects may be treated as poisons, which can get you arrested and charged with "murder with justification" if law enforcement and/or the courts do desire. (You don't have to have actually killed anyone, tried to, or shown any inclination whatsoever for this).
The illegal drug trade works a lot as it does in reality, although unlike in reality they also have magic so portals, illusions and other "cheats" are pretty common. The grunt work of trafficking and selling is done by the lower ranking, more disposable members. Often the "runners" who deliver the contraband to the client are young children.
In Baldur's Gate I'd assume most of the drug trade and production occurs in the Undercellar and the Outer City.
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Many substances are magical in nature and their effects can be unusual. Some came with more information than others.
Tekkil Painkiller. Ingested. Typically used by people dealing with severe chronic pain, taken by chewing leaves that release a milky substance. As well as its analgesic properties, tekkil causes lethargy which can render imbibers insensate in an overdose. Some people use it to completely numb their senses and escape reality, and the drug is moderately addictive.
Alindluth Painkiller, ingested. "Deadens all pain and prevents shock and nausea for a few minutes. No known side effects [but may cause comas in higher doses]"
Haunspeir Stimulant. Paste. Sometimes dried into pill form. Carrying a low risk of addiction it's usually used by wizards, students and such looking for a study boost, though it does cause physical harm to the body while it's in the system and seems to thin the skin, causing more damage when something breaks through (try not to get a papercut).
Tansabra Anaesthetic. Intravenous. A form of venom that places mammalian bodies into magical stasis, keeping their body temperature, oxygen levels and so forth stable as the subject's metabolic processes literally stop: blood flow and breathing ceases. (The text does not tell me what provides the venom.)
Kammarth Beige powder or jelly. An addictive and potent magical stimulant combining Underdark fungi and a rare forest root. Users start bouncing off the walls with endless energy and gain a boost to their speed and reaction times. Overdose will overload the nervous system and cause paralysis and physical damage.
Sezarad Root Ingestion. Chewing the root boosts health, healing and vitality, though it also causes minor confusion as a side effect. It carries a low risk of addiction.
"Battlewine" Or Rhul. A spicy red fluid with a bitter aftertaste. It's basically an anabolic steroid, misused it boosts muscle growth and physical performance but causes aggression. It's also addictive.
Vornduir Powder. Inhaled. Causes the user to feel warm and prevents them from registering cold. It prevents shivering and loss of mobility, however the drug does not actually raise body temperature and won't prevent hypothermia or frostbite. It also has a host of effects that occur totally randomly by individual. In some people it causes alertness and euphoria that lasts for days (during which they can't sleep). Some are totally unaffected, and some have allergic reactions. In some it causes the pain and pleasure response to temporarily switch (stabbing them with a knife would be ecstasy; a normally welcome caress is distressing). On some people it even acts as an antidote to some poisons.
Chaunsel Dermal absorption. Rubbing the drug into your skin causes it to become extremely sensitive to tactile stimuli. While I imagine it has some very predictable uses not mentioned in the text, in practical day-to-day adventuring thieves and other criminals apply it to their finger tips when working in darkness to heighten their awareness of what they're doing with their hands (if they don't have dark vision, anyway). Overdosing causes days of numbness.
"Thrallwine" Ingested. An herbal red wine, more fancifully known as Jhuild, often used by slavers: the imbiber becomes fearful and confused, and their thoughts are sluggish, making them easy to manipulate and control. It also has a steroidal effect, boosting physical strength for a time. It's not addictive.
Katakuda Brown paste. Dermal absorption. Imported from Kara-Tur (Kozakura, specifically, I think). It's traditionally used by a monastic order, and causes the skin to harden when applied, making it harder to damage and less sensitive to pain. If overused it will cause nerve damage, inflicting wracking pain and spasms.
"Dreammist" Inhaled. Properly called mordayn vapor, it's used by brewing a tea using ground leaves and inhaling the vapours. The drug is too potent to be ingested, and consuming the powder or drinking the tea will kill you. Induces visions of incredible beauty that enrapture the user and make reality unbearable in comparison. The drug is extremely addictive and slowly destroys both the mind and body (causing Wisdom and Constitution damage, respectively).
"Bloodfast" Tablet. Ingested A drug created by the drow - known as ziran, in dark elven - the drug causes confusion in mild doses and disassociation and out-of-body experiences in higher doses. It's extremely addictive.
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