Lore: This unique alchemical concoction is the mysterious brainchild of Eulalia, a famed alchemist who herself was abandoned as a child. With a history steeped in melancholy, she sought to create an elixir that not only heals physical wounds but also offers solace to the forlorn. Over time, the formula has spread, providing a small comfort to those who find themselves abandoned, either physically or emotionally.
Stats:
- Weight: 0.5 lbs.
- Volume: 150 ml
- Duration: 1 hour
- Charges: Single Use
- Rarity: Common
- Tier: 1
Roleplay: Upon drinking this elixir, the character will feel an overwhelming sense of comfort and belonging, as though embraced by a long-lost friend or family member. The elixir also has the mystical property of making the user appear more favorable to those who may have been responsible for their abandonment, causing them to reconsider their actions. It offers a unique way for players to explore the emotional facets of their characters, particularly those dealing with feelings of abandonment.
Costs:
- Material: Herbs (5 silver coins), Elemental Water (1 silver coin), Elemental Fire (1 silver coin)
- Labor: 1 hour of work by an alchemist with a proficiency in Alchemy tools
- Market Price: 20 silver coins
Magics:
- Healing: Restores 1d4 hit points over 1 minute
- Emotional Comfort: Grants advantage on saving throws against being frightened for the duration.
- Aura of Reconsideration: Any creature that was responsible for the user’s abandonment must make a Wisdom saving throw (DC 12) or feel compelled to reconsider their action, although it doesn’t force a change of heart.
Tags: Elixir, Healing, Emotion-altering, Single-use, Abandonment-focused, Empathy, Solace, Reconciliation, Abandonment, Sentimental, Aura-based, Emotional Healing, Mystical Remedy, Single-use, Comforting Aesthetic
Defense:
- Emotional Comfort: The advantage against being frightened makes the user less susceptible to fear-inducing spells or effects, useful when in menacing environments like haunted forests or battlefields.
- Healing: Though minor, the restorative properties can be a literal lifesaver in hostile environments where immediate medical attention is not available.
Offense:
- Aura of Reconsideration: While not directly offensive, the aura may cause enemies who have isolated the user to reconsider their actions, potentially leading them to withdraw or at least hesitate, providing a strategic edge.
- Healing: The restoration of hit points allows the user to continue fighting, effectively prolonging their offensive capabilities.
Different environments would call for varied uses of this elixir. In social settings, it could serve as a way to reconnect with those who have abandoned you or to gain the favor of local authorities. In combat situations, it offers minor healing and emotional resilience, aiding the group’s survivability. In hazardous environments like a desolate desert or freezing mountain, the emotional comfort might just offer the mental strength to persevere.
Thus, the Alchemy 721 of Orphaned Elixir is a multi-faceted, emotionally resonant item that finds its place in the hands of those who have experienced abandonment yet offers practical utilities that extend beyond its sentimental value.

Perception of the Five Senses:
- Sight:
- What is Perceived: The elixir is a luminescent aqua-blue liquid, housed in a simple glass vial sealed with a cork.
- Positives: The inviting glow of the elixir is immediately attention-grabbing and aesthetically pleasing.
- Negatives: In darker settings, the glow could potentially attract unwanted attention.
- Smell:
- What is Perceived: A subtle aroma of lavender mixed with the briny scent of the sea.
- Positives: The scent is calming and comforting.
- Negatives: Some may find the scent overly strong or distracting.
- Taste:
- What is Perceived: A sweet, herbal taste with a hint of saltiness.
- Positives: The taste is generally pleasant and adds to the sense of comfort the elixir provides.
- Negatives: May clash with other flavors if consumed with food or other beverages.
- Touch:
- What is Perceived: The vial feels smooth to the touch, and the liquid has a slightly viscous texture.
- Positives: Easy to hold and consume.
- Negatives: The glass vial could potentially break if not handled with care.
- Sound:
- What is Perceived: A faint, high-pitched tinkling noise as the elixir is swirled.
- Positives: The sound adds an air of mystique to the potion.
- Negatives: The sound is so faint that it might be missed entirely.
Extra-sensory Perceptions:
- Aura:
- What is Perceived: A gentle, white-gold aura radiates from the elixir when viewed with magical sight.
- Positives: Confirms the item’s magical nature.
- Negatives: Could draw attention from magical creatures or beings interested in magical items.
- Emotional Resonance:
- What is Perceived: A sense of longing and comfort that reaches out to those sensitive to emotional energy.
- Positives: Enhances the sense of connection and emotional importance of the item.
- Negatives: May trigger emotional memories or feelings of abandonment for some individuals.
Recipe:
- Ingredients:
- 20 grams of Lavender herbs
- 50 ml of Elemental Water
- 10 grams of Elemental Fire
- 1 glass vial
- 1 cork
- Steps:
- Preparation: Sterilize the glass vial and cork by soaking them in boiling water for 10 minutes.
- Elemental Infusion: Slowly add Elemental Fire to Elemental Water in a ceramic bowl. Stir in a counterclockwise motion until the elements have fully combined. The resulting mixture should be warm to the touch and exude a faint glow.
- Herb Grinding: Use a mortar and pestle to grind the lavender herbs into a fine powder.
- Herb Infusion: Add the powdered lavender to the bowl containing the Elemental mixture. Stir in a clockwise motion until fully dissolved.
- Filtering: Use a cheesecloth to filter the mixture into a separate container, removing any undissolved solids.
- Bottling: Carefully pour the filtered mixture into the sterilized glass vial, leaving about 1 cm of space from the top.
- Sealing: Close the vial with the sterilized cork. Seal it by melting a small amount of beeswax over the cork and vial neck.
- Enchanting: Perform a minor enchantment spell to activate the elixir’s magical properties. This usually involves chanting an incantation and channeling a small amount of magical energy into the vial.
- Labeling: Finally, label the vial as “Alchemy 721 of Orphaned Elixir” for easy identification.
- After these steps, the Alchemy 721 of Orphaned Elixir is ready for use or sale. It should be stored in a cool, dark place and is most effective when consumed within one lunar month of its creation.
Tale of Eulalia’s Embrace
In the days when shadows of grief often fell longer than the light of joy, there lived an alchemist named Eulalia. Orphaned in her youth, she wandered the lands of Saṃsāra in search of solace. She felt the ache of being unanchored, a weight shared by many who crossed her path. Driven by compassion and an unshakable desire to mend the unseen wounds of abandonment, Eulalia resolved to craft an elixir that could soothe hearts as well as heal bodies.
Eulalia spent years in solitude, toiling in her laboratory nestled within a forgotten grove. She sought rare herbs and ethereal waters imbued with magic from the elemental planes. Her most cherished ingredient was a dew that fell only on nights when the moon grieved for those who felt alone. Under the celestial light, she combined these elements with tender incantations, weaving together an elixir she called “The Orphaned Embrace.”
It is said that the first vial of her creation was tested not on herself, but on a traveler burdened with sorrow. This man, an exile from his own village, carried scars deeper than any wound that could be seen. When the elixir touched his lips, a profound change came over him. Tears of grief turned to tears of hope, and the aura of abandonment that clung to him dissolved. It was as if he had been embraced by a family long thought lost.
News of Eulalia’s creation spread far and wide. The downtrodden sought her aid, and even those guilty of casting others aside came to her in repentance. Her elixir found a purpose beyond what she had envisioned—it was used to mend relationships, heal divisions, and bring estranged souls together. But as her fame grew, so too did her longing to vanish from the world of the living. Eulalia disappeared one quiet night, leaving behind only a letter.
The letter spoke not of bitterness but of fulfillment. She believed her creation was her legacy, her gift to the world. Through it, she had shared a piece of her soul, and in return, she had found a family in every soul it touched. To this day, the formula for Eulalia’s Elixir—now known as the Orphaned Elixir—remains a sacred recipe, passed down among alchemists who honor her memory.
Moral of the Story: Even in the depths of abandonment, one can forge connections that heal not only others but oneself. True alchemy lies in transforming sorrow into solace and despair into unity.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Item: Orphaned Elixir
- Type: Consumable, Magical
- Description: Restores a semblance of belonging and provides minor healing.
- Usage: Single use.
- Effects:
- Restores 1d4 Hit Points over one minute.
- Grants a +20% bonus to Persuade and Charm rolls for one hour.
- Grants resistance to Fear, halving Sanity loss for one hour.
- Sanity Cost: None.
- Market Value: $50 (1920s), $150 (modern).
Blades in the Dark
Item: Orphaned Elixir
- Type: Alchemical, Utility
- Tier: 0
- Load: 1
- Description: A rare alchemical liquid that mends emotional and physical wounds.
- Usage: Single use.
- Effects:
- Heals 1 level of harm (up to level 2 harm).
- Provides +1d to social rolls involving empathy, understanding, or negotiation for the next downtime phase.
- Grants temporary immunity to fear-related consequences for the remainder of the current scene.
- Availability: Special item, requires crafting or acquisition from an alchemist.
Dungeons & Dragons (5th Edition)
Item: Orphaned Elixir
- Type: Wondrous Item, Common (Consumable)
- Weight: 0.5 lbs.
- Description: This shimmering aqua-blue liquid soothes emotional wounds and heals the body.
- Activation: Consume as an action.
- Effects:
- Restores 1d4 hit points over one minute.
- Grants advantage on saving throws against being frightened for one hour.
- Any creature responsible for the user’s abandonment must succeed on a DC 12 Wisdom saving throw or feel compelled to reconsider their actions (no compulsion to act).
- Market Price: 20 gp.
Knave
Item: Orphaned Elixir
- Type: Consumable, Magical
- Weight: 1 Slot
- Description: A shimmering elixir that provides healing and emotional solace.
- Usage: Single use.
- Effects:
- Heals 1d6 damage over the next hour.
- Grants advantage on rolls to resist Fear effects for the next hour.
- Creatures with past grievances toward the user must pass a Willpower save or hesitate in hostility for the next encounter.
- Cost: 20 coins.
Fate Core
Item: Orphaned Elixir
- Type: Consumable, Aspect-Granting Item
- Description: A shimmering potion that provides solace and healing.
- Usage: Single use, consumed as an action.
- Effects:
- Grants the temporary aspect “Emotionally Centered” for the remainder of the scene.
- Once per scene, invoke the aspect to re-roll or gain a +2 bonus to Empathy, Rapport, or Will rolls.
- Provides a one-time stress box recovery or heals one mild consequence.
- Cost: Requires the Alchemy skill or a suitable narrative justification to acquire or craft.
Numenera & Cypher System
Item: Orphaned Elixir
- Type: Cypher
- Level: 1d6
- Description: This elixir is imbued with the power to mend physical wounds and soothe emotional turmoil.
- Usage: Consumed as an action.
- Effects:
- Heals 3 points to Might or Speed Pools.
- Grants an asset for one hour on social interactions involving empathy, trust, or calming conflict.
- Reduces the Difficulty of resisting Fear effects by one step for one hour.
- Cost: Common in markets for 25–50 shins.
Pathfinder (2nd Edition)
Item: Orphaned Elixir
- Type: Consumable, Magical Elixir
- Level: 1
- Usage: Single use, consumed as an action.
- Bulk: L
- Effects:
- Restores 1d4 Hit Points over one minute.
- Grants a +1 item bonus to Will saves against Fear effects for one hour.
- Creatures responsible for the user’s abandonment must make a DC 15 Will save or feel compelled to reconsider their actions (no compulsion to act).
- Price: 20 gp.
Savage Worlds (Adventure Edition)
Item: Orphaned Elixir
- Type: Alchemical Item, Consumable
- Weight: 0.5 lbs.
- Description: A luminescent potion that heals and soothes the drinker.
- Usage: Consumed as a free action.
- Effects:
- Restores 1 Wound, or heals Fatigue if no Wounds remain.
- Grants +2 to Spirit rolls to resist Fear for the remainder of the scene.
- Forces a Spirit roll (at -2) for enemies with past grievances against the drinker to hesitate before taking hostile actions for one round.
- Cost: 50 coins.
Shadowrun (6th Edition)
Item: Orphaned Elixir
- Type: Magical Consumable
- Availability: 6R
- Cost: 300¥
- Description: A mystical elixir that offers physical healing and emotional solace.
- Game Mechanics:
- Heals 2 boxes of Stun or 1 box of Physical damage upon consumption.
- Provides a +2 dice pool modifier for Social Tests involving calming conflict or fostering trust for 1 hour.
- If consumed in the presence of someone responsible for the user’s abandonment, they must succeed on a Charisma + Willpower (3) Test or feel regretful and reconsider their stance toward the user.
Starfinder
Item: Orphaned Elixir
- Type: Serum, Magical
- Level: 1
- Price: 50 credits
- Bulk: L
- Description: This glowing blue liquid soothes emotional wounds and bolsters courage.
- Game Mechanics:
- Restores 1d8 Hit Points.
- Grants a +2 morale bonus to saving throws against Fear effects for 1 hour.
- Affected creatures with personal ties to the drinker must make a Will saving throw (DC 13) or experience hesitation, unable to take offensive actions against the drinker for 1 round.
Traveller (Mongoose 2nd Edition)
Item: Orphaned Elixir
- Type: Consumable, Alchemical
- Description: A soothing potion that provides temporary healing and boosts emotional resilience.
- Game Mechanics:
- Restores 1d6 Endurance points.
- For 1 hour after consumption, the user gains +1 DM on checks involving Persuade, Advocate, or Diplomat skills.
- If consumed in a social situation with someone who abandoned the user, the subject must succeed on a Social DM +1 roll to resist reconsidering their past actions.
- Cost: Cr100
Warhammer Fantasy Roleplay (4th Edition)
Item: Orphaned Elixir
- Type: Potion
- Encumbrance: 0
- Rarity: Common
- Price: 5 gc
- Description: A calming draught designed to ease the pain of both physical and emotional wounds.
- Game Mechanics:
- Restores 1 Wound immediately.
- Grants a +10 bonus to Cool and Leadership Tests for 1 hour.
- In a social context involving estranged relationships, the subject must pass a Willpower Test or be compelled to reassess their treatment of the drinker.
