Tumgik
#most of these dont work on gods rip pk and escaping his depression
ruthlesslistener · 1 year
Text
happy 4/20 here's some headcanons about the shit bugs used to get elevated
Alcohol: good 'ol alcohol. Found everywhere in every tribe of Hallownest, brewed in pretty much every way possible. Unregulated in trade by pretty much all tribes except for the stuff the Pale King consumes, which is often strong enough to give an entire room alcohol poisoning (wyrms are resistant to pretty much all toxins). Even the Hive have fermented honey and nectar, though they are much stricter about who indulges; it's more often exported for trade than consumed. Among the tribes, limitations only exist among the beetles and mantises, as both have violent tendencies and are liable to pick a fight when drunk; mantises regulate it to festivals and mating season, when sparring is likely to happen anyways, while drunk beetles outside homes and bars are often picked up and stuffed into trash cans to sober them up (and hopefully teach them a lesson in the meanwhile)
Gulka venom: an intoxicating substance with mildly hallucinogenic effects. Unregulated in trade, though that's mostly because there is no trade- the Mosskin refuse to collect it for other tribes, going out of their way only for the snail shamans (who are herb-masters with great healing knowledge) You'll have to harvest it yourself if you want to indulge, and that means there's a bit of a black market for it in Hallownest
Shamanistic Death-Herbs: a blend of relatively common herbs that, when dried together in a certain way, creates an extremely toxic blend if consumed or inhaled (when burned). Typically used to give those suffering a peaceful, painless death, it has powerful hallucinogenic effect under its killing threshold, and is one of the few toxins that can affect void creatures in any way (it puts them to sleep/makes them high). The fear of the void worshipers using them in battle against her moths was one of the excuses the Radiance used for her genocide against the snail tribe, though the shamans themselves have strict oaths to use them only for healing, and have never broken those oaths or used them against another tribe (at least, as far as the few who remember the age of dark can recall)
Bitterroot: an anti-contraceptive and abortion drug that can have an intoxicating-but dangerous- effect if too much of it is chewed. Grows primarily in the Crossroad region, and is heavily regulated in Hallownest- it is easily attainable and available to all, but herbalists are required by law to cut it and sell it in specific portion sizes for different species of bug, to prevent fatalistic overdosing. Tribes with overlap of the growing range tend to follow this rule, though it is not as strictly monitored as in the City (where many different species of bugs congregate, and thus require different doses to be effective)
Lifeblood: A life-boosting substance with magical roots that invigorates the self, at the risk of overestimating limitations and causing irreversible harm to the body when infused with it. This risk, while minimal with supervision, was what the Pale King used as an excuse to ban it, when in reality the main reason for the ban is because it is directly tied to an unascended abyssal god (the Lifeblood creature). Pretty heavily regulated in the Pale King's realm, but is used pretty regularly outside of his lands because nobody outside the most religious of the Beetle Tribe gives a shit
Brightpede poison: an extremely bitter, cyanide-based toxin that, like the death-herbs, can get one high if consumed in extremely small amounts. Secreted by pink and yellow-banded millipedes in the Deepnest region, used most commonly to kill political enemies or ease the passing of mortally wounded individuals. Harmlessly intoxicating to wyrms and their kin
Smokeweed: marijuana. It grows pretty much everywhere in Hallownest where greenery thrives, and is used both recreationally and medicinally, though the extent of it varies from culture to culture. Among the mantises, it's reserved only for strong warriors, to ease pain, battle-rage, and battle-lust. In the City of Tears, use is limited to smokehouses to prevent air contamination in close quarters, but is perfectly legal in private quarters, cheap to buy, and is typically recreational or therapeutic (there is, however, more variation in strains and expensive variants available to those of higher social rank, with the blooms grown in the White Lady's gardens going for the highest). In Deepnest, it's technically limited from the working castes to prevent injury, but is allowed during times of leisure and is unlimited to the injured or sick (if trade allows it). The Mosskin, Snails, and the Moths typically used it for religious reasons. Only the Hive have strict regulations against it (as they do with everything else). 
Shrooms: Several species of mushrooms in Deepnest and the Fungal Wastes offer a variety of intoxicating and hallucinogenic effects, with a variety of different toxicity/fatality levels. Really only the Mantids know how to correctly harvest and identify each species responsible for each effect, a secret they hold closely guarded within their own tribe, but that doesn't stop certain individuals from different tribes to come in and sample the shrooms (and, if overdosed, become a fun little treat for the mantises)
The sap and nectar of the White Lady: really only attainable if you go praying to her for reproductive help, as it is an intense healing agent and potent aphrodisiac. Momentarily cures infertility, and brings about a high, but also induces heat. Tea can be made from her bark with similar (but less potent) effects, but again it must be provided from her willingly, and such examples are rare. Technically intoxicating, but only given to those struggling with infertility, miscarriages, suffering from injuries related to childbearing or birth, etc
218 notes · View notes