THE GUIDE TO HERBS FOR RPGs
5th Edition
By Shaun Hately
--==(AMBULANT IN FABULAM)==--
LEGAL NOTICE
This guide is (c) Shaun Hately 1997 except where copyright is already
owned by someone else. Portions of this guide are (c) Druann Pagliasotti
1996 and (c) Maya Deva Kniese 1996, and are used with permission. These
sections are indicated and no challenge is made to their copyright
status. All Rights are reserved on this guide. However permission is
granted to distribute this guide in any way or form (on paper, on disk,
via the internet etc) provided the following conditions are met.
1) no profit is made from the guide. A charge for materials, such as
paper is permitted, but no profit is to be made.
2) the guide is distributed in its entirety. In particular this legal
notice is attached, and the list of contributors is left intact. The
guide should also be unedited, except for formatting which can be
changed if necessary for purposes of presentation etc.
This guide may be copied freely subject to the conditions above. It may
be altered freely for use in peoples own games. However such altered
copies should not be distributed (except within your own game group)
without the permission of the creator, Shaun Hately.
Obviously, I have no way of enforcing these conditions, but I have put a
lot of work into this guide and I believe it is only fair that other
contributors and myself get the credit (or the abuse!) we deserve.
This guide has been inspired by games systems owned and copyrighted by
others, most notably 'Dungeons & Dragons', and 'Advanced Dungeons and
Dragons' owned by TSR Inc, 'Middle-Earth Role-Playing' owned by ICE,
'Maelstrom' written by Alexander Scott and published by Penguin, 'Dragon
Warriors' written by Dave Morris and Oliver Johnson, and published by
Corgi, and 'Tunnels and Trolls' by Ken St Andre. The author of this
guide acknowledges this inspiration but does not believe that this guide
infringes on their copyright. No challenge is made to the copyright
status or ownership of any work.
The author of this guide affirms his support of copyright laws, and the
efforts of game companies and others to protect their rights and
intellectual property. This is the opinion of the author of this guide,
(Shaun Hately) only, and is not necessarily the opinion of other
contributors to this guide, or of those people who are kind enough to
host it on their websites.
The author asserts his moral right to be known as the creator and
compiler of this guide, and the moral rights of all contributors to this
guide to have their contributions recognised.
'Dungeons & Dragons', 'Advanced Dungeons & Dragons', 'D&D', and 'AD&D'
are trademarks of TSR Inc. 'Middle- Earth Role Playing', and 'MERP' are
trademarks of Tolkien Enterprises, a division of Elan Merchandising Inc.
The use of these and other trademarks is, in no way, intended as a
challenge to their trademark status. The lack of symbols denoting their
trademark status is, in no way, intended as a challenge to their
trademark status.
The author and contributors to this guide are in no way responsible for
misuse of any of the substances contained in this guide.
Certain portions of this guide contain material of a mildly adult
nature. In the case of younger players, parental discretion is advised.
CONTENTS
Special Thanks
Introduction
How To Use This Guide
Notes On The Use of Herbs by Druann Pagliasotti and Shaun Hately
How Many Herbs Do I Know?
Notes on Climatic Zones
Notes on Locales
Caveat
The Herbal
APPENDIX A: The Revised Herbalism Skill by Maya Kniese
APPENDIX B: Addiction Effects
APPENDIX C: General Information on Herbs
APPENDIX D: Herbs by Season
APPENDIX E: Herbs by Locale
APPENDIX F: Herbs by Climatic Zone
APPENDIX G: Conditions and Herbs For Treatment
APPENDIX H: Real World and Fantastic Herbs
APPENDIX I: Adventure Ideas
References
Acknowledgments
SPECIAL THANKS
There is an acknowledgments section at the end of this guide where you
can find a list (unfortunately, it may be incomplete) of the people who
have helped to make this guide, possible, through such tasks as editing,
playtesting, and contributing herbs. If you like this guide, the credit
must go to all these people.
I believe that there are three people however who are worthy of my
special thanks, and I would like to mention them here (in no particular
order).
The first of these is Ezra Van Everbroek. Ezra produced a hypertext
version of the fourth edition of this guide, and also hosted it. This
document allowed people to jump from place to place in the guide, and to
find information easily. This website appears to be the place that those
who found out about the guide through the web, most often obtained their
information from. Creating such a large hypertext document can't have
been an easy task and I salute and thank Ezra for undertaking such a
task.
The second person is Druann Pagliasotti. Shortly after the third edition
of this guide went out over e-mail, Druann sent a list of new herbs
adapted to the guides format to the ADND-L list. I contacted Druann and
was kindly given permission to include these herbs in the fourth edition
of the guide. Furthermore, Druann sent me a list of suggestions and
clarifications to many of the herbs that I had already included in the
guide, and suggestions on the long term storage and availability of
herbs for purchase. There would have been a fourth edition of the guide
without Druann's contributions, but it would have been a shadow of what
it became.
Last, but by no means least, I would also like to single out Maya Deva
Kniese for special thanks. Maya contributed some herbs to this edition
of the guide, but more importantly contributed a number of ideas, the
most significant of which is the revised Herbalism proficiency (see
Appendix A). Again, without Maya's contribution, I would have done a 5th
edition, but there is no way it would have been as complete or as (I
hope) good.
These special thanks are not intended to diminish the contributions of
other people to this guide. Everyone who is listed in the
acknowledgments section contributed and deserves their place there. I
simply feel that the three people listed above were worthy of special
recognition. All these contributors share the responsibility and the
credit for anything you like about this guide. Any criticisms, errors or
dislikes that you have are solely my responsibility.
INTRODUCTION
"Anything green that grew out of the mould
Was an excellent herb to our fathers of old."
- Rudyard Kipling
Welcome to the fifth edition of "The Guide to Herbs for RPGs", the third
edition of this guide to be distributed by e-mail and across the
Internet. Herbs have been a staple of fantasy literature for many years.
Striders use of Athelas in "The Lord of the Rings" to cure Frodo, and
Polgara's herb lore in "The Belgariad" and "The Mallorean", and
Raistlin's use of herbal teas to calm his cough in "Dragonlance" are two
examples that come to mind. The first edition of this guide was written
in response to a request by one of my players for more detailed use of
the Herbalism proficiency than that supplied in the core AD&D rules, and
also to provide a general system which can be converted to other rules
systems fairly easily. This was in 1990 or 1991 and that edition was
nothing more than an adaptation of the herbs contained in Alexander
Scott's Maelstrom RPG adapted to AD&D rules, a description of each herb,
the chance of finding it, its preparation time, and its cost. This guide
was quite useful, though several problems were found with it. The guide
was used for a few years and my printed copy (done on a Commodore 64 and
a 9 pin printer) became covered in pen and pencil additions and
clarifications. In early 1995 I began GMing a new campaign and I decided
to rewrite my herbal on my new 486. This second edition contained the
same herbs as the first edition but with the addition of clearer
descriptions, the addition of the Locale in which each herb could be
found, and an Ability Check roll required to use each herb successfully.
This herbal was much more useful than the previous one. In mid 1995, I
gained net access for the first time, and discovered the phenomena of
NetBooks, and unofficial supplements to various role playing games. I
downloaded these and began to use them in my games. As a student I can
not afford to buy all the commercially produced supplements for use in
my games, and so these unofficial (and free!) supplements were a gift
from the Gods. In December 1995 and January 1996, I revised my Herbal
once again, incorporating herbs from the RPG Middle-Earth Role Playing
(MERP), and on returning to University at the start of March, subscribed
to the ADND-L e-mail list, and offered the Herbal to the inhabitants of
that list. I received over 300 requests for the Herbal, and was informed
that there was interest in Herbalism on the REALMS mailing list. I
subscribed to this list as well, and offered the Herbal once again. I
received more requests from this list. At the start of July, I released
a fourth edition of the guide which for the first time included herbs
submitted by other people, as well as herbs that I had designed through
research outside gaming materials. In particular, special mention must
go to Druann Pagliasotti whose assistance in compiling the fourth
edition was considerable. Druann contributed new herbs, as well as
sending me a list of suggested clarifications, and amendments to over
forty of the herbs that I had designed. Since that time I have received
more e-mail (both praise and criticism) from many of the people who are
using my herbal, and this has once again encouraged me to put together a
new revised edition. This edition includes even more herbs that other
people have added to my rules, and some new herbs that I have developed,
in total over 50 new herbs. It also includes more detailed physical
descriptions of some of the herbs from previous editions where I have
been able to find them. Most notably, it includes a revised Herbalism
proficiency, which was largely developed by Maya Deva Kniese, whose
contribution to this fifth edition was considerable. I welcome the
contributions I have received to this guide, but as always all
responsibility for any errors and discrepancies is mine and mine alone,
although other contributors deserve full credit for whatever you like.
The fifth edition also divides the `Locale' field of the descriptions
into two separate fields, `Climate' and `Locale'. This was a commonly
requested change, and I saw no reason why it could not be made. I
welcome contributions, criticisms and comment on my guide, and will try
to incorporate these in any future editions of the guide. Some people
may have noticed that the title of the guide has changed from "The AD&D
Guide to Herbs" (the title of the 1st-3rd Editions) to "The Guide to
Herbs for RPGs" (4th and 5th Editions). This occurred because of advice
that the original title was not compatible with the guides status as
unofficial. Also the guide is no longer AD&D specific but designed to be
used in other RPG rule systems. Please feel free to distribute this
guide in unedited form in any format that you desire. I only ask that my
contribution and that of other people is acknowledged and that the guide
is distributed free of charge.
NOTE: In my guide I have used the term "Autumn" instead of "Fall" to
describe the season between Summer and Winter. I have also used the
correct Australian English spelling for words. I have altered
contributions received from other people for the sake of consistency. I
have received e-mail criticising me for this, saying "you should use the
American conventions, because most AD&D players are American." (By the
way, this was not intended as a flame, but was part of some useful
constructive criticism.) I have been taught English as it is spoken and
written in my native country, and I will write and speak in that way.
There are several reasons for this.
1) If I was attempting to write for a specific country, I would use
their own conventions. I am not. I am writing this guide for everyone
who requests it. I have received requests for the third and fourth
editions of this guide from the United States, the United Kingdom,
Ireland, Canada, Spain, France, Belgium, Germany, Australia, Mexico,
Peru, New Zealand, Holland, South Africa, Argentina, Chile, Colombia,
Croatia and Zaire and possibly from other countries as well.
2) If I decided to write this guide in `correct' English, I would be
faced with the problem of what is `correct'. Is it American English,
that of the largest English speaking country on Earth or British
English, the source of the language.
3) I believe that the differences in English from country to country are
so minor that all English speaking people on Earth will be able to read
my guide with no problems.
4) Finally, it is simply easier for me to write this guide in the form
of English with which I am most familiar.
I should note here that this herbal is not always 'accurate' in terms of
the real use of herbs in our world. This is because my skills in
Herbalism are very limited. I am not a professional herbalist just
someone with an interest in the topic (especially from a gaming point of
view). I have endeavoured to be as accurate as possible in terms of
descriptions, but sometimes I am trying to describe a herb after seeing
a black and white drawing. I have tried to be accurate in terms of
naming the herbs, but some herbs have many different names. Bilberry for
example is also known as Huckleberry, Whortleberry, Hurtleberry,
Whin-berry, Wimberry, Black Heart, Hurts, and may even have other names
that I am not familiar with. I have also ascribed to some herbs powers
that do not exist in the real world. For example there is no herb that
bestows infravision on a person in our world (as least I assume there
isn't!) but such herbs do exist in the guide. This is because the guide
has been written for a fantasy game, and I felt that the powers ascribed
to these herbs in legend and tradition could actually exist in fantasy
worlds. I would also like to apologise for the fact that some of the
herbs contained within have no physical descriptions. This is because I
have adapted them from other game systems and I can't find any physical
descriptions in the original source material. This is especially true
for those herbs adapted from MERP. If anyone feels that I have made
mistakes in identifying herbs, or their curative properties, they should
feel free to contact me, either by e-mail or by mail. For anyone who
wants to find accurate books on Herbalism and its real life
applications, please refer to the books in the reference section. Please
do not assume this guide is accurate. Experimenting with plants can be
very dangerous, and I accept no responsibility for any misuse.
HOW TO USE THIS GUIDE
This guide was originally written in order to allow a more detailed
method of using the Herbalism Non Weapon Proficiency than that provided
in the PHB. It may be used only by characters with the Herbalism
proficiency. A revised Herbalism proficiency which can be used in FRPGs,
appears below. The description of each herb contains the following
information:
NAME: This is what the herb is called. In brackets after each name is
the name of the person who developed the herb for the guide, and the
source of the herb if applicable.
Available: This is the time of year when the herb is available, and the
percentage chance for a person who searches for the herb for one day
finding it.
Climatic Zone: This describes the climatic zone or zones in which the
herb can be found.
Locale: This describes the region or regions in which the herb can be
found.
Preparation: This describes how long a herb needs to be prepared before
it can be used.
Cost: The cost before the / is the cost of the herb in raw form. The
cost after the / is the cost of buying the herb ready to use.
Uses: The number of uses indicates how much of the herb can be found at
any one time.
Ability Check: The ability check is the value that must be rolled under
on a d20 for the use of the herb to be successful. If the ability check
is listed as '?' it means that the herb may or may not have the powers
attributed to it. If the ability check is listed as '-' then no ability
check is needed for success. The GM should decide what effects these
herbs have if any.
Description: This section describes what the herb can do. The GM who
uses or allows this guide in their games should examine it carefully
before use, and remove or modify any herbs that they wish. This is
particularly true for those herbs that have quite major powers.
It will be noted that very few poisons are listed in this guide. This is
for two reasons.
1. I believe that a Herbalist should not use their art for nefarious
purposes.
2. I believe that allowing players access to too many poisons can
severely effect game balance.
Any GM who wishes to have detailed poisons in their games is referred to
the "Netbook: Poisons of the Realm", (author unknown to me) which I find
to be excellent for the purpose. If you can find it, the rules for
poisons sent to the GMAST-L list by Ron Knight (Modar) in late October
of this year (1996) is also very good. "The NetBook of Poisons", revised
and expanded by Adrienne Mills, and based on the "Netbook: Poisons of
the Realm" (mentioned in previous editions of this guide) is also very
good and very detailed in its treatments of poisons.
It should also be noted that I have tried not to include herbs that
could be classed as "Drugs" with the connotation of illicit use. This is
because I do not and do not wish to be seen to be supporting illicit
drug use. Having said that, for anyone who wishes to use drugs in their
games, I refer them to `Appendix A: Drugs for Fantasy Role Playing
Games', from the `Complete Guide to Alcohol for Fantasy Role Playing
Games' which has excellent rules on all aspects of drug use including
addiction and its effects. The drugs contained within it could be
converted to my system fairly easily, although the system contained in
that guide is already excellent for the purpose.
Finally, a note and a request. It has come to my attention, that people
create and develop new herbs for their games and add them into this
guide. I, of course, have no objection to this. However, I would
appreciate it if you sent me a copy of these herbs. If they work in your
games, they would probably work in other peoples, and should be included
in any new edition of the guide (with full credit to you, of course).
Again, people make changes to the guide, because they find mistakes, or
discrepancies, or just things they don't like. That's fine, but please
let me know. If you noticed something wrong, I would like a chance to
fix it.
What you do with the guide in your own game is up to you. You can change
and edit it in any way that you like. But please, if you distribute the
guide, make sure that you distribute it in unedited form. If you have
made any changes or additions, list them separately from the main guide.
My name is on this guide, and while I'm perfectly happy to take the flak
for any errors in it, I only want to be blamed for my own errors or for
those of contributors, which slipped past me. I have been sent an e-mail
from someone who thought a herb was too powerful. It was, because
someone else had edited the guide and made it more powerful. It wasn't a
major problem, but it was annoying.
Furthermore, I own the copyright on this guide (except where I have
indicated that it is owned by someone else, and I have their permission
to include the information). I have gone to a lot of trouble to try and
ensure that I don't violate other peoples copyright, in order to avoid
legal problems. If you add information into my guide, I may end up being
legally responsible for information that I didn't want to be. I don't
want that to happen. Having said that, if I have inadvertently violated
anyone's copyright, please inform me and I will remove the material in
question.
Finally leave my name, and the name of other contributors on the guide.
A person was distributing the 3rd Edition of my guide under their name
as if it was their work. They have since apologised to me, and I
consider the matter closed, so I won't mention their name. The guide
costs you nothing, but it represents a large amount of work on my part
and on the parts of the other contributors. I think we deserve the
credit for our work.
I receive no payment for this guide. It is simply a labour of love. But
I would like to hear what you think of it, any praise or criticisms that
you might have. Hundreds of hours of work have gone into this guide over
the years, and I really like to know what people think, whether it is
good or bad. Please e-mail me with comments at: drednort@bud.swin.edu.au
A special note: I have referred to a variety of diseases in this work.
Some of my descriptions may be inaccurate and for that I apologise. I
have no medical training, and the guide is intended only for games. It
is also possible that some of my descriptions of diseases may offend
some people. Again, I apologise. I have no intention of causing offence.
If you do find any of this guide offensive, let me know so I can fix the
problem.
ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT UNDER ANY
CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN THIS GUIDE FOR ANY REAL
LIFE PURPOSE WITHOUT CONSULTATION WITH AN EXPERT ON HERBS AND THEIR
EFFECTS.
Shaun Hately, 11th February, 1997
NOTE ON THE USE OF THE AD&D "LOCATE ANIMALS OR PLANTS" SPELL
Players with access to the 1st level Priest Spell "Locate Animals or
Plants" will try to use it to locate specific herbs. If this occurs I
would suggest that the Dungeon Master uses the percentage score given
under "Available" in each herbs description as the chance that the herb
will be detected each round, subject to the local environment and
season. However I would remind the GM that according to the PHB, the
results of this spell are always determined by the GM. If the GM does
not want the herb to be found, it should not be found.
NOTES ON THE USE OF HERBS
by Druann Pagliasotti and Shaun Hately
Unless otherwise indicated in text, any cut herbs and preparations of
herbs only have a shelf life of 3d6 weeks. Dried herbs have a shelf life
of 1d4 years if kept in a sealed container away from moisture (but not
all of these herbs can be used in a dried form). Potions, on the other
hand, have an indefinite lifespan - which is why they're more expensive
yet still desirable.
A rule of thumb for purchasing is that the chance of purchasing an herb
in a large city WITHIN its native region is equal to the chance of
finding it in the wild (and the price will remain the same); the chance
of purchasing an herb in a large city OUTSIDE of its native region is
equal to half the chance of finding it in the wild (and the price will
be half again as much); and the chance of purchasing an herb in a large
city OPPOSITE of its native region (eg., artic vs. desert) is one
quarter of the chance of finding it in the wild (and the price will be
doubled or tripled).
The GM of an individual campaign must rule on the use of this guide.
They must decide whether or not they wish it to be used at all, and they
must modify it to fit their campaign. Some of the herbs contained in
this guide are extremely powerful, and if they are overused they will
unbalance the game. The prices given for herbs are only guidelines and
must be treated with common sense. In plague years, for example the cost
of herbs that protect against plague will increase incredibly. And if
the characters stumble into a herbalist while supporting a friend who is
on the verge of death from snakebite, the herbalist may decide to charge
well above the going rate. Some apothecarists are nothing but charlatans
and will sell anything while saying it is a wondrous herb.
Once again, I must point out that this guide is intended for use in
games only. Do not use it as a guide to herbal medication. Many plants
are highly poisonous and experimenting can be extremely dangerous. I
accept no responsibility for any misuse arising from any edition of this
guide.
HOW MANY HERBS DO I KNOW?
The first two editions of this guide contained only about 40 herbs and
so we never considered the need to limit the amount of herbs that a PC
with Herbalism proficiency knew. Now there are a lot more herbs and such
a rule does seem necessary. If PCs knowing of all these herbs does not
cause a problem in your games, then just assume they do know all of
them. If however, you want a rule to deal with situation, I would
suggest the following. Once again I assume that you games uses a 3d6
Intelligence score similar to that used in D&D, AD&D, Dragon Warriors,
and Tunnels and Trolls.
The PC herbalist starts with knowledge of 3 x INT x Level of Herbalism
Skill herbs. That is a PC with a herbalism skill of 1 and an
Intelligence of 12 will know of 36 herbs. A PC with a herbalism skill of
2 and an Intelligence of 9 will know of 54 herbs. Which herbs are known,
should be decided by the GM with reference to the climate and terrain
type in which the PC grew up.
NOTES ON CLIMATIC ZONES
In this new edition of the herbal, a new field has been added to the
description of each herb. This is the Climatic Zone section. A normal
world can be assumed to be divided into five climatic zones :- Tropical,
Subtropical, Temperate, Cold and Polar. A few notes are below in order
to help the GM determine which zone a given section of their world will
fall into:
Tropical: the tropical regions are those located close to the equator.
They typically have an average annual and monthly temperature of around
of over 20C (68F). They also have a tendency to have wet summers and
drier winters, as you get towards their boundaries. On Earth the
Tropical region may be considered to be approximately 12 north and south
of the equator. Papua New Guinea and Peru have tropical climates.
Subtropical: the subtropics typically have anywhere from 4 - 11 months
with temperatures of over 20C (68F) with the balance of the year having
temperatures of between 10 - 20 C (50 - 68 F). It extends roughly
between latitudes 12 - 25. Northern Australia and the Florida Peninsula
both fall into this area.
Temperate: the temperate regions are anywhere which has 4 - 12 months
with temperatures between 10 - 20 C (50 - 68 F) and the rest of the year
is colder. For convenience they can be considered to lie between
latitudes of 25 - 45. Southern Europe, the USA and Australia generally
fall into this zone.
Cold: A cold region has 1 - 4 months with a temperature of between 10 -
20 C (50 - 68 F) with the rest of the year being colder. It can be
considered to fall between 45 - 65 latitude. Canada, the southern half
of Alaska and Scandinavia all fall into this region.
Polar: The polar regions have a year round average temperature of less
than 10 C (50 F). They lie above latitudes of 65. Greenland, Antarctica,
and the most northern reaches of Canada, Russia, and Scandinavia all lie
in this zone.
The above is a guide for game purposes only and is not absolutely
accurate, geographically speaking. It must also be remembered that other
factors, such as elevation above sea level, the location of rain
shadows, ocean currents etc, also effect climate. Also, I have limited
the number of climatic zones to the ones above, and there are many
others. Some of the herbs may be found in a `tropical desert'. Under
those circumstances it should be inferred that the herb is found in hot
deserts, not that these deserts have `wet summers'.
NOTES ON LOCALES
One of the more important pieces of information contained in the
description of each herb is the locale where it is found. A brief
description of what I mean by each locale is outlined below in order to
help you determine into which locale each area of your gameworld fits.
Coastal: These are the regions that lie near the sea, oceans, or
possibly near large inland salt-water lakes. As a rule of thumb, I
assume that the coastal regions can extend up to five miles inland,
although this may vary from place to place.
Desert: Most people assume deserts to be very hot places, such as the
Sahara, the Australian Desert, or Death Valley, and indeed many deserts
are very hot, but there are also cool deserts. A desert is normally
defined as any area that receives, on average, less than 10 inches of
rain a year, but for game purposes may be assumed to be any area that is
very dry, without recourse to such official formulae.
Forest: A forest is any area that is heavily covered with trees. There
are both large forests, which may cover vast areas, or small forests. In
medieval times, forests covered a much larger area of the world than
they do today.
Grassland: These areas, while mostly untouched by agriculture contain
very few large tress. Instead they are mostly covered with grass, hence
their name. The American prairies are a good example of grasslands.
Hills: A hill is a relatively small raised area of land. They are often
found at the foot of mountains, but may exist in their own right,
separate from the surrounding landscape.
Jungle: Similar to a forest, but normally thicker in nature, and found
in more tropical environments. The Amazon is a perfect example of a
jungle environment.
Mountains: Very large, raised areas of land, often found at the borders
of continental shelves. A notable feature of mountains is that they are,
due to their height, often much colder than the surrounding land.
Another feature is the rain shadow phenomena. It may rain very heavily
on one side of a mountain, but not at all on the other. The Himalayas,
the Alps, and the Rockies are all examples of mountain chains.
Rivers: A river is a flowing stream of (normally) fresh water which runs
to the sea. Rivers can be large (like the Mississippi, or Amazon) or
very small, local creeks.
Rural: This describes farmland, land that has been turned over to
agriculture, but is only sparsely settled.
Special: Where this is listed as the locale, read the description of the
herb for more details.
Swamp: Areas of very moist soil. The Florida Everglades are a good
example of a swamp.
Underworld: By Underworld, I refer to large underground complexes, ie
the Underdark of Advanced Dungeons & Dragons, the Mac Mordain Cadal from
the works of Raymond E Feist, Ulgo from the works of David Eddings, or
the Mines of Moria from Tolkien. It might also be assumed that the herbs
may grow in smaller complexes, but I do not recommend it.
Urban: Any area that is widely settled, such as towns, villages or
cities.
Volcanoes: When a herb is said to grow in this locale, it may grow
actually within the mouth of the volcano, or merely on its sides (GMs
discretion, unless the description makes it clear).
Wasteland: This is the hardest area to describe. A wasteland may have
once been any type of land, but has now been rendered totally
inhospitable perhaps by some great disaster. Much of France after World
War I fulfilled this criteria, as did Tunguska after the 1908 explosion.
Hiroshima and Nagasaki, or Chernobyl also fulfilled this criteria. In
essence, any area of your gameworld where some great disaster rendered
the land uninhabitable, may fit into this locale.
CAVEAT
Some of the herbs contained in this guide have very powerful game
effects, and have the potential to severely unbalance a campaign. The GM
should ensure that they check each of the herbs thoroughly and modify or
disallow it, if they feel it will unbalance their campaign. As always,
the GM is the final arbiter in their campaign. What they say goes, no
matter what this guide says. Remember that.
THE HERBAL
ADDER'S TONGUE (Shaun Hately)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 days
Cost: 5 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -2
The herb has one leaf which grows from a stalk about three inches from
the ground. It's appearance gives it its name. The leaf must be boiled
in olive oil and set in the sun for three days. At the end of that time
the infusion can be used as a balm for wounds. In the event that the
wound is infected the balm will draw out the infection within one day.
However for that one day the damage caused by the infection will be
twice as severe. If the wound is not infected the balm will increase the
rate of healing by 1 hp for that day.
ADGANA (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 week
Cost: 10 gp/ 500 gp
Uses: 1
Ability Check: Intelligence
The leaves of this plant must be dried. They may then be crushed and
eaten. It's effects diminish with constant use. The first time and
second time Adgana is used it adds 2 to the user's Strength, Dexterity
and Constitution for 2d4+4 minutes. The third time it is used it adds 1
to Strength and Dexterity for the same amount of time, the 4th time +1
is added to Strength only, and after that no benefit is ever gained. In
addition to this, the herb is also highly addictive.
AGRIMONY (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 2 gp/ 8 gp
Uses: 3
Ability Check: Intelligence
Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven
inches long, which are serrated, green on top and white underneath. It
has yellow flowers with five petals which are arranged in a spike on top
of the stem. Its dried leaves must be boiled in a pint of red wine for
five minutes, and then left to stand for an hour. It should then be used
on sprains and bruises in a compress. A successful application will cure
sprains and bruises in half the normal time. Agrimony was also believed
to produce very heavy sleep if placed beneath a persons head, so deep
that the person could not be woken until it was removed. At the GMs
discretion agrimony may have this effect, but I would suggest the
potential victim gets a save vs poison with a very large (8-10) bonus.
`If It is leyed under mann's head,
He shal sleepyn as he were dead;
He shall never drede na wakyn
Till fro under his head it be taken'
Traditional English Rhyme
ALDAKA (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 5%
Climatic Zone: Cold
Locale: Mountains
Preparation: 1 week
Cost: 100 gp/ 1000 gp
Uses: 1
Ability Check: Intelligence
The roots of this plant must be brewed over a low fire for one week, and
the resulting distillation drunk. If used successfully, sight will be
restored to the recipient provided the eye remains.
ALETHER (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Spring, Summer 5%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day (for potion)
Cost: 10 gp/ 100 gp (for potion)
Uses: 1
Ability Check: Intelligence -5
Eating a handful of these orange berries will add +1 to both a
characters chance to hit, and to their damage rolls for 2d6 minutes. The
berries can be brewed in white wine to produce a drink that will add +2
to the recipients chance to hit, and temporarily give them 2d4 hp. This
effect lasts for 2d12 minutes, and ends with the characters total
collapse for 1d3 days unless they successfully save against poison. This
brew will only be useful for one month after manufacture and then loses
its potency.
ALKANET (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 2 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -4
This plant has a thick red root, narrow hairy leaves, and small red or
blue flowers. The root can be eaten directly upon being drawn out of the
ground but will only keep for a week or so. The herb allows a +1 bonus
to any saving throw vs ingested poisons for 1d8 hours after eating.
ALL-HEALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Autumn 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 2 gp/ 10 gp
Uses: 7
Ability Check: Intelligence +1
When All-heale is mixed in a pint of olive oil and applied to a wound,
(one application per day), the recipient will heal even if still working
as normal. With rest, the recipient will heal at three times the normal
rate.
ALOE (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn, Winter 55%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 5 cp/ 5 cp
Uses: 2
Ability Check: Intelligence
The leaf of Aloe applied to a wound, will double the natural healing
rate of burns and minor cuts.
AMRANS (Druann Pagliasotti)
Available: Spring 40%
Climatic Zone: Temperate
Locale: Rivers, Rural
Preparation: 3 days/ 1 week
Cost: 50 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -2
The lilac flowers can be prepared into a potion that rapidly cures
wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared
(for 3 days))
ANGELICA (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 1 hour
Cost: 5 sp/ 1 gp
Uses: 2
Ability Check: Intelligence -3
Angelica's root should be boiled in water for an hour and then drunk in
order to relieve coughs. The plant can grow to a height of eight feet.
It has a hollow stem and has large, broad pointed leaves at the base of
the stem. It has a cluster of white or pink flowers at the top of the
stem. The herbs does not in any way act as a cure for any disease
causing a cough, it merely reduces the amount of coughing.
ANISE (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate
Locale: Rural
Preparation: 10 minutes
Cost: 1 gp/ 1 gp
Uses: 5
Ability Check: Intelligence -6
Anise grows to height of about two feet, and is distinguished by its
unusual leaf formation. At its base, the leaves are heart shaped and
toothed, but as we progress up the stalk they are small and feathery. It
has delicate white flowers which ripen in summer to produce small ridged
seeds. These seeds should be crushed and left to stew for ten minutes in
boiling water. The resultant mixture should then be strained and drunk
as desired (it will keep for up to 3 months). A successful application
will relieve hiccups.
ANSERKE (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 30%
Climatic Zone: Tropical
Locale: Coastal
Preparation: none
Cost: 75 gp/ 75 gp
Uses: 1
Ability Check: Intelligence -4
The root must be applied to a bleeding wound. Within three rounds it
will have stopped the bleeding. The recipient must not move for one turn
or risk the wound reopening.
ARCHANGELICA (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Swamp
Preparation: none
Cost: 5 sp/ 5 sp
Uses: 1
Ability Check: Intelligence -2
This white flowering plant has black seeds and roots with a sharp taste.
The root, when brewed, makes a hot, peppery decoction that helps
alleviate common colds, flu and congestions (doubles recovery time, adds
+2 to Constitution rolls to prevent colds in bad weather).
ARFANDAS (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn, Winter 50%
Climatic Zone: Cold
Locale: Rivers
Preparation: 1 day
Cost: 2 sp/ 3 sp
Uses: 4
Ability Check: Intelligence -6
If the stem of Arfandas is bound up in the dressing of a fracture, it
will double the rate of healing for that fracture.
ARKASU (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 55%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 12 gp/ 12 gp
Uses: 3
Ability Check: Intelligence -3
When the sap of the Arkasu plant is applied to wounds, it doubles the
rate of healing. The effect is not cumulative.
ARLAN (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 60%
Climatic Zone: Cold
Locale: Grassland
Preparation: none
Cost: 20 sp/ 20 sp
Uses: 1
Ability Check: Intelligence -5
The leaf of Arlan when applied to a wound will heal 1 hp of damage if it
is used within 5 rounds. Arlan will also speed a persons recovery from
respiratory illness by five times.
ARNICA (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate, Cold
Locale: Mountains
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 1
Ability Check: Intelligence - 6
This plant grows to a height of 1 to 2 feet. It has a hairy stem on
which its leaves are arranged in pairs. It has orange flowers. These
flowers should be plucked and dried, and then boiled in a litre of beer.
This should be applied to a compress which is wrapped around a bruise. A
successful application will cause the bruise to fade within one day. The
pollen of the flowers if inhaled will cause uncontrollable sneezing. A
phial of arnica carried in a persons pocket is also reputed to help a
person quit smoking.
ARNUMINAS (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 70%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 6 gp/ 6 gp
Uses: 5
Ability Check: Intelligence -1
The leaf of this plant should be applied to the site of ligament,
cartilage, or muscle damage. If used successfully, it will double the
speed of healing of such damage.
ARPUSAR (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 40%
Climatic Zone: Cold
Locale: Rivers
Preparation: 1 week
Cost: 7 gp/ 30 gp
Uses: 2
Ability Check: Intelligence -7
The stalks of this plant must be brewed for one week in fresh water at
the end of which time it may be drunk. If it is successful, it will heal
any damage to a persons muscles that are capable of healing naturally
within one day.
ASARABACCA (Shaun Hately)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 3 gp/ 7 gp
Uses: 2
Ability Check: Intelligence -6
Asarabacca is a creeping vine with many small leaves each on their own
small stalk. It also has small purple flowers. These flowers must be
brewed up on a fire and left to stand. When administered successfully to
someone, they must save vs poison or be rendered docile, and incapable
of violence for 3d8 hours. The brew has a distinctive purple colour, and
bitter taste, so to be given secretly in food, the food must be able to
hide these attributes.
ASH (Shaun Hately)
Available: Spring 50%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 5 gp/ 8 gp
Uses: 3
Ability Check: Intelligence -4
The bark of the ash tree must be stripped from its branches and boiled
in clear water for one day. It should then be drunk as a cure for
fevers, especially those caused by diseases such as malaria. It does not
cure the cause of the fever but merely brings it under control within
2d6 hours. The ash tree is sacred to worshipers of Thor, who use its
wood to make spears. The wood of the ash tree could possibly be used as
an essential item in the manufacture of magical spears. Ash leaves
should be boiled in water and drunk as a cure for the poison of viper
bites (cures poison in 2d6 turns, any damage already incurred remains).
The ash tree has ash grey bark, and black buds. Its flowers have no
petals. Ash trees are also by tradition used to make stakes for the
purposes of killing vampires. This belief stems from Roman times, when
Pliny the Elder wrote that all evil things feared Ashwood.
ASHLINE (Seth Klein from Fantasy Star IV)
Available: Winter, Spring 5%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 1 week
Cost: 50 gp/ 500 gp
Uses: 16
Ability Check: Intelligence -3
Ashline is a small red flower, with very pale green leaves. The entire
plant must be mashed and boiled in fine red wine for one week and the
resultant mixture mixed with olive oil. When this liquid is poured over
a petrified person it will, on a successful roll, restore them to their
normal state.
ATHELAS (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 45%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 200 gp/ 200 gp
Uses: 4
Ability Check: ?
Also known as "Kingsfoil". It appears as a vine with dark green leaves
divided into four parts. According to legend, the leaves of Athelas when
crushed by the hands of a King over the afflicted person are capable of
curing anything.
"When the black breath blows
and death's shadow grows
and all lights pass,
come athelas! come athelas!
Life to the dying
In the King's hand lying!"
from "The Return of The King"
ATIGAX (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 40%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 day
Cost: 40 gp/ 70 gp
Uses: 5
Ability Check: Intelligence
The roots of this plant must be brewed over a low fire for one day, and
the resulting distillation drunk. If used successfully, sight will be
protected from glare or blinding light for a period of nine hours. This
herb can thus be used to limit the ill effects suffered by subterranean
creatures (such as drow) in full sunlight.
ATTANAR (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn, Winter 45%
Climatic Zone: Temperate
Locale: Rivers
Preparation: none
Cost: 8 gp/ 8 gp
Uses: 2
Ability Check: Intelligence -6
Attanar is a moss, which when applied to the forehead of a stricken
person, will cure fevers. It takes effect 2d6 hours after it is
successfully administered.
BALM (Shaun Hately)
Available: Summer 20%
Climatic Zone: Subtropical
Locale: Forest
Preparation: 1 hour
Cost: 3 gp/ 5 gp
Uses: 4
Ability Check: Intelligence -4
Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval,
serrated leaves. It has small flowers which can be any shade from white
to blue, which form small clusters at the base of the leaves. The herb
should be boiled and given to women suffering menstrual pains (hey,
someone has gone to the trouble of writing "A Guide to AD&D Sex" so this
might be useful!) It also reputedly has properties of bestowing
longevity, and so could be used as an ingredient in "Potions of
Longevity" and the like.
BARBERRY (Shaun Hately)
Available: Summer 20%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 hours
Cost: 4 gp/ 9 gp
Uses: 2
Ability Check: Intelligence -11
The Barberry plant has sharp thorns on its twigs. It can obtain a height
in excess of eight feet. It has roughly oval shaped leaves, which are
smooth with toothed edges. It has pale yellow flowers which produce oval
red berries, with a small black dot at their tip. Barberries should be
ground up in cold water and be left to stand in cold water, and then
boiled quickly. This mixture should be drunk as a cure for liver
disorders such as jaundice. If successfully administered the cure should
take effect within two weeks. However three failed applications mean
that there is never any hope of cure by this method.
BASE MULLEIN (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 90%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 10 sp/ 10 sp
Uses: 1
Ability Check: Intelligence
Base Mullein is very easily found due to the fact that its flower stalks
often obtain a height of 8 feet or more. Its clear yellow flowers cover
about 3 feet of the top of the stalk, and form a long funnel about an
inch or two in diameter. If the leaves of this herb are applied to a
burn within one hour, it will reduce the damage taken from the burn, by
half.
BASIL (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 3 sp/ 3 sp
Uses: 1
Ability Check: Intelligence -3
Basil must be used almost immediately on being picked. The leaves should
be applied to the bite of a venomous creature, and it will then have the
effect of drawing out the poison. It will give a bonus of +4 to the
saving throw vs poison, or if the save has already been made and failed,
it will allow a second saving throw at normal values. Any damage already
sustained will remain. The herb has one upright stalk, and small white
flowers.
BASTIT (Druann Pagliasotti)
Available: Always 20%
Climatic Zone: Temperate
Locale: All
Preparation: none
Cost: 3 sp/ 3 sp
Uses: 1
Ability Check: Intelligence +2
A small succulent that, when crushed, tends to repel parasitic insects,
including mosquitoes and the like. It has a pungent but not unpleasant
odour. (Lasts 1d6 hours but can be washed or sweated off. Easily
noticed by tracking animals.)
BELAN (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 35%
Climatic Zone: Tropical
Locale: Coastal
Preparation: none
Cost: 40 gp/ 40 gp
Uses: 3
Ability Check: Intelligence -6
The nut must be eaten to stop bleeding (including internal bleeding).
Within two hours it will have stopped the bleeding. The recipient must
not move for one additional hour or risk the bleeding restarting.
BELRAMBA (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 3 days
Cost: 60 gp/ 180 gp
Uses: 1
Ability Check: Intelligence -3
Belramba is a lichen. It must be brewed in water, and then drunk three
days later. If used successfully, all nerve damage capable of healing
naturally will be healed, at three times the normal rate.
BILBERRY (Shaun Hately)
Available: Spring 1%
Climatic Zone: Temperate
Locale: Forest
Preparation: 15 days
Cost: 500 gp/ 3000 gp
Uses: 1
Ability Check: Intelligence -13
Bilberries are small black berries. They must be mixed with pure alcohol
and left to stand for fifteen days, at the end of which time they must
be drunk. A successful application will give a human the same
infravision ability as half elves, but a failed application may lead to
the death (save penalty -4) of the person who drinks it, as if they had
drunk a class J poison (Death/ 20 hit points, onset 1d4 minutes).
BIRTHNOT (Druann Pagliasotti)
Available: Always 30%
Climatic Zone: Temperate
Locale: Hills
Preparation: 3 days
Cost: 2 cp/ 2 cp
Uses: 1
Ability Check: Intelligence
Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used
to create a contraceptive tea effective on most humans, demihumans and
humanoids, male or female. Must be ingested between 1 hour - 30 minutes
before properties invoked. (70% effective; causes mild impotence in
males 15% of the time.)
BISHOP'S WEED (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 45%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 weeks
Cost: 4 gp/ 10 gp
Uses: 3
Ability Check: Intelligence -6
Bishop's weed is a small plant with pale blue flowers, and small pale
green leaves. This herb will protect people from Plague (+5 bonus to
saves vs disease). It is drunk in wine, and is effective for one week.
In plague years, its price increases rapidly.
BITTERMOURN (Druann Pagliasotti)
Available: Winter 5%
Climatic Zone: Polar
Locale: All
Preparation: 2 hours
Cost: 1000 gp and up
Uses: 1
Ability Check: Intelligence -14
A rare, colourless lichen that grows on rocks beneath year-round ice.
When crushed and strained, it creates a clear gel at freezing
temperatures that melts into liquid when warmer. Imbibing a pint slows
the aging process and grants a lifespan of twice normal length.
BLACKBERRY (Shaun Hately)
Available: Spring 65%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 1
Ability Check: Intelligence -2
The leaves of these small black berries should be crushed and applied to
small wounds, where they can stop minor bleeding very quickly (within
one round).
BLACKROOT (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Temperate
Locale: All
Preparation: none
Cost: 4 gp/ 4 gp
Uses: 1
Ability Check: Intelligence -2
A tall plant with small, bell-shaped violet flowers and complex roots
that are black on the outside and white on the inside. Blackroot's roots
can be applied to fresh wounds in order to promote quick healing
(applied immediately, gives 1d4 back to character at once).
BLACK ROSE (Druann Pagliasotti)
Available: Spring, Summer 5%
Climatic Zone: Temperate
Locale: All
Preparation: none
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -2
This rare rose is easily identified by its black, velvety flower and
long white thorns. The thorns are hollow and absorb liquids at a rate of
a pint every 5 minutes. The liquid is stored in the plant's fibrous
roots. The black rose's roots are often used to draw poison from wounds
or, placed under the tongue, to absorb alcohol and prevent intoxication.
Sometimes victims are tied down and pierced with the thorns to cause
prolonged and painful exsanguination.
BLOODKEEP (Druann Pagliasotti)
Available: Spring 20%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 4 sp/ 4 sp
Uses: 1
Ability Check: Intelligence
Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh
leaves can be bound to a wound to stop bleeding at once and quicken
coagulation (apply within 2 rounds of injury to stop bleeding; character
regains 20% - rounded down - of lost hit points at once).
BORAGE (Shaun Hately)
Available: Spring 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 5 days
Cost: 1 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -3
This plant has hollow, hairy cylindrical stalks which grow to a height
of 1 to 2 feet. It has drooping flowers, red or blue in colour, which
are shaped as a five pointed star at the top of the stem. The dried herb
should be boiled in water and the infusion drunk. It is used to cure
minor fevers such as those caused by chills, and influenza. It will
relieve the fever in 1d3 hours.
BRELDIAR (Shaun Hately from ICEs "MERP" RPG)
Available: Spring 35%
Climatic Zones: Temperate
Locale: Volcanoes
Preparation: none
Cost: 50 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -2
This flower, when eaten, alters the way a person judges distance for a
period of one hour. While under the influence of the flower, a person
can add a bonus of two to ranged combat attacks, while subtracting two
from melee attacks.
BULL-RUSH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 55%
Climatic Zone: Temperate, Subtropical
Locale: Swamp
Preparation: 3 days
Cost: 2 sp/ 3 sp
Uses: 2
Ability Check: Intelligence +3
Bull-rushes are tall straight stemmed plants with many small flowers at
the top of the stalk. These flowers must be ground into an ointment
which is applied to a persons eyes or tongue. This herb will put someone
to sleep for 3d12 hours. A roll of 1 on the ability check will put the
person into a coma.
BURDOCK (Shaun Hately)
Available: Spring 35%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 10 gp/ 30 gp
Uses: 1
Ability Check: Intelligence -6
This plant grows to about 3 feet tall. It has huge leaves with a whitish
underside, and purple flours. Its root must be boiled in water and then
the root eaten and the water drunk as a cure for syphilis. The person
will be cured within a week.
`They are Burrs, I can tell you, they'll stick where they are thrown.'
William Shakespeare `Troilus and Cressida'
BURSTHELAS (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 5%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 110 gp/ 1000 gp
Uses: 2
Ability Check: Intelligence
Bursthelas must be brewed for one week in fine red wine before it can be
used. It must then be drunk within one month or spoil. A successful
draft will heal any fractured bones within the body within one to three
days.
CAFFAR (Druann Pagliasotti)
Available: Summer, Autumn 5%
Climatic Zone: Tropical
Locale: Desert
Preparation: 1 hour
Cost: 10 gp/ 10 gp
Uses: 1
Ability Check: Intelligence
Caffar is made of the small caffar nut that is ground into a powder and
brewed into a dark, sweet-smelling beverage, traditionally with a goat's
milk base. Like kaffe or black tea, caffar can be used to delay sleep,
but it has the side effect of making the ingester more psychically
sensitive; psionicists' skills are greatly enhanced and even the
unpsyighted are more sensitive to nuances in the environment and in
others' manners, sometimes even to the point of detecting "auras" around
certain objects. (Raises Wisdom [Intuition] by 1 for every 2 cups
imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness
that increases as more is imbibed. Those who drink 5 or more cups in
one day become slightly physically addicted to the substance and suffer
headaches and mild stomach pains when their usage is cut back.)
CALAMUS (Shaun Hately)
Available: Spring, Summer 15%
Climatic Zone: Temperate
Locale: Swamp
Preparation: 1 day
Cost: 5 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -14
This rush grows in small grassy clumps. It can grow from about 2 to 6
feet in height and has very small yellow green flowers that jut out from
the stem. The leaves are long, thin and light green in colour and smells
faintly sweet. The root is white with a red brown peel. The root must be
peeled and boiled in fresh water within a day of being picked, and
should then be drunk by the recipient. Provided no permanent physical
damage has been done to the person hearing organs, the herb may restore
some small measure of hearing to a totally deaf person, perhaps 10% of
normal hearing. In addition the herb has been reported to have
aphrodisiac qualities (GMs discretion) and was used by certain Native
American peoples to make their dogs fierce.
CALCENA MUSHROOM (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Always 2%
Climatic Zone: Any
Locale: Underworld
Preparation: 2 week (for potion)
Cost: 100 gp/ 1000 gp (for potion)
Uses: 1
Ability Check: -
Anyone who breathes in the spoors of one of these pink mushrooms incurs
a -3 penalty on all saves vs illusions for 2d12 hours. The mushroom may
be brewed into a potion by brewing tea and leaving the mushroom to stand
in the tea for 2 weeks. The resultant concoction when drunk is a
powerful hallucinogen. Anyone under the influence of it will see
whatever the GM wants them to see. This effect also lasts 2d12 hours.
CALLIN (Druann Pagliasotti)
Available: Autumn 30%
Climatic Zone: Tropical
Locale: Jungle
Preparation: 1 week
Cost: 5 gp/ 25 gp
Uses: 1
Ability Check: Intelligence -2
A dark nut that grows on the Callin tree in tropical jungles. When the
husk is dried, ground and ingested, it thins the blood and strengthens
internal organs, helping to prevent heart attacks. (If taken regularly,
prevents heart attacks except under extreme duress. Addictive; causes
nausea, dizziness and an increased chance of cardiac arrest if quit
under unsupervised conditions after repeated use.)
CAT'S TAIL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 1 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -6
Cat's tail is a small plant with long thin spear shaped leaves rising
from its base, and a single long, thin, soft flower at the top of the
stalk. This herb when made into a salve, will heal all damage to a
person's heel.
CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe's "Torturer" series.)
Available: Always 5%
Climatic Zone: Temperate
Locale: Special (see below)
Preparation: none (if growing in correct area)
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -4
A pale, fleshy fungus with a tough, rubbery consistency that is commonly
found growing near carnivorous plants. The fungus grows upon corpses,
absorbing the cadaver's life memories and personality; up to 10
different minds have been found absorbed by one cephalophage mushroom.
Eating cephalophage will transfer those memories and personality quirks
to the eater. (Effects last 1d3 hours and while they last the eater can
access all of the dead person's mind. After the effects wear off, the
eater may still succumb on occasion to "flashbacks" or personality
instability; save vs. Intelligence when under intense stress or in a
situation liable to cause such flashbacks.) This plant is condemned by
some religions as unholy, believed to prevent a soul/spirit from
attaining the afterlife. (from Gene Wolfe's Torturer series)
CHAMOMILE (Shaun Hately)
Available: Spring, Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: Negligible
Cost: 2 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -3
This plant can grow up to 2 feet tall, and has a branched stem. It has
few leaves, and these are finely divided. The flower heads have yellow
centres which are domed in shape with a hollow at their very centre. The
petals of this plant bend backwards towards the stem. The flowers from a
single plant must be immersed in boiling water and the resultant drink
consumed. This drink is very bitter and is normally mixed with honey but
this is unnecessary. The drink will last for approximately 2 months
after manufacture, while the leaves can be dried, and will then keep for
up to three years. A successful use of this herb will have a calming
effect on the consumer.
CHERVIL (Shaun Hately)
Available: Always 10%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 10 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -5
Chervil is used to dissolve blood clots, which can help to prevent
complications caused by injury. The clots are dissolved within 1d3
turns.
CINQUEFOIL (Shaun Hately)
Available: Summer 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 hour
Cost: 10 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -5
This plant creeps along the ground on long slender stringlike stalks. It
has five or seven part leaves, and small yellow flowers. The stalks must
be boiled in white wine or vinegar and then drunk. The herb will then
act as an aphrodisiac, and increase the recipients Charisma [Appearance]
by 1 for 1d4 hours.
COLEWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 70%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 6 sp/ 6 sp
Uses: 1
Ability Check: Intelligence -4
Colewort is a small plant with a single large glossy leaf, and small
white flowers with four petals. Anyone who chews on the flowers before
drinking will remain sober for the entire evening. Its effects protect
only against alcohol, and not against any other drug or toxin.
COLTSFOOT (Shaun Hately)
Available: Spring, Summer 25%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 1 hour
Cost: 2 gp/ 4 gp
Uses: 1
Ability Check: Intelligence -5
The plant has a single golden yellow flower borne at the top of a six
inch tall stem with long pinkish woolly scales. These flowers are
crushed and mixed with honey, and applied as a poultice to infected
wounds in a effort to draw out the infection. It does not cure any
damage.
COMFREY (Shaun Hately)
Available: Spring 50%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 4 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -5
Comfrey grows to a height of up to 3 feet. It has stiff, angular and
hollow stalks which are covered with rough hairs. It has pink, mauve
white or cream flowers. Its thick black root is the portion used in
Herbalism. It should be boiled and wrapped in a poultice which is then
wrapped around a broken limb and increases the speed of healing by fifty
percent. It can also be used in a bath by women in order to give the
impression that they are virgins on their wedding nights.
COW PARSNIP (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 45%
Climatic Zone: Temperate
Locale: Forest
Preparation: 6 weeks
Cost: 3 gp/ 10 gp
Uses: 7
Ability Check: Intelligence -6
Cow parsnip has small leaves covered with tiny hairs. These hairs must
be made into a salve. Cow parsnip will cure madness for a short period
(a few hours). Repeated application over a two week period may (GMs
discretion) cure insanity altogether.
COW-WHEAT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 50%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 2 gp/ 3 gp
Uses: 2
Ability Check: Intelligence
Cow wheat is a small straight stemmed yellow-green plant. Its pale
yellow flowers produce a white powder when crushed, between two hands.
If this powder is placed into food or drink it will cause a person to
act as if drunk. For those who desire game mechanics to deal with
drunkenness, please consult the Intoxication Table in the 1st Edition
AD&D DMG, page 82. Each dose of this herb successfully administered will
increase the level of drunkenness by one step.
CULKAS (Shaun Hately from ICEs "MERP" RPG)
Available: Always 40%
Locale: Desert
Climatic Zone: Tropical
Preparation: none
Cost: 35 gp/ 35 gp
Uses: 10
Ability Check: Intelligence
Each application of Culkas will cure one square foot of sunburn.
DAGMATHER (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 40%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 6 gp/ 28 gp
Uses: 2
Ability Check: Intelligence -7
The spine of this plant must be brewed for one week in fresh water at
the end of which time it may be drunk. If it is successful, it will heal
any damage to a persons cartilage that are capable of healing naturally.
DAINABERRY (Maya Kniese)
Available: Autumn 20%
Climatic Zone: Temperate
Locale: Rivers
Preparation: None (or 3 weeks)
Cost: 2 gp/ 8 gp
Uses: 3d10
Ability Check: Intelligence -3
The Dainabush or Sleepberry is a creeping, thorny vine, much like a
bramble. Young vines are about 5 mm thick, with 2 mm long thorns. Older
vines can become as thick as 10 cm, with curved thorns up to 5 cm long,
although this requires many years of growth. Young vines are light
green, with 3 lobed green leaves. Older vines grow reddish brown,
darkening to black, with leaves, such as there are, dark green in
colour. The vines flower in early summer, with light blue, bell shaped
flowers. In autumn, it carries dark blue or purple berries, which are
fleshy, almost crunchy rather than juicy. The berries are slightly sweet
and quite tasty, but have a strong effect on mammals: those who eat them
fall asleep. The berries have this effect on mammals only, but a single
berry is enough to bring down any man sized or smaller mammal, and given
enough berries, even the greatest mammal will fall asleep. There is no
saving throw, although the sleep caused is quite normal, and a sleeping
creature can simply be awakened. Although the berries can simply be
eaten to cause the effect, it is also possible to dry them carefully,
and grind them into powder. This powder is weaker (save vs poison to
avoid), but will keep a long time. The powder can be added to any food
or drink, but has a very sweet taste.
DARNELL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Autumn 40%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 3 gp/ 7 gp
Uses: 1
Ability Check: Intelligence -2
These tiny yellow flowers will, if eaten, cause dimness of the sight for
several hours. This dimness means that in full light the character will
see as if on a moonlit night. This herb does effect those with
infravision or ultravision.
DARSURION (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 50%
Climatic Zone: Cold
Locale: Mountains
Preparation: none
Cost: 3 sp/ 3 sp
Uses: 1
Ability Check: Intelligence -6
The leaves of Darsurion when applied to a wound will heal 1 hp of damage
if used within 3 rounds. The effect is not cumulative.
DEADLY-NIGHTSHADE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 4 gp/ 8 gp
Uses: 4
Ability Check: Intelligence +3
This plant can grow up to five feet tall. It has soft green spreading
leaves, and purple flowers and berries. The berries must be left to
stand in water for a week and the distillation drunk. Deadly nightshade
will put someone to sleep for 4d8 hours. They cannot be woken. A roll of
1 will kill them, a roll of 20 will render them insane.
DEGIIK (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 25%
Climatic Zone: Tropical
Locale: Coastal
Preparation: none
Cost: 100 gp/ 100 gp
Uses: 3
Ability Check: Intelligence -2
Degiik leaves must be given to someone at the point of death (at -10 hp
and not losing any more hit points). They will keep the person alive for
one day.
DELREAN (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 80%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 hour
Cost: 3 sp/ 3 sp
Uses: 4
Ability Check: -
The bark of Delrean should be boiled into a paste and then smeared on
the skin. It will then repel any insect from coming near the recipient,
but the foul stench will reduce their Charisma (Appearance) by 1d2. It
is effective for 5d6 hours.
DITTANY (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer, Autumn 55%
Climatic Zone: Temperate
Locale: Rivers
Preparation: 2 weeks
Cost: 1 gp/ 5 gp
Uses: 3
Ability Check: Intelligence
This herb grows six or eight inches high with square stalks and sort
round leaves. The leaves must be dried for two weeks and then be boiled
in ale or wine. It is then applied as a lotion. Dittany can be used to
draw splinter and bone fragments from a wound. It is also an effective
antiseptic for cleaning wounds, and can therefore prevent infections
caused by dirty water etc.
DOG ROSE (Shaun Hately)
Available: Summer, Autumn 70%
Climatic Zone: Temperate
Locale: Rural, Urban
Preparation: 2 weeks
Cost: 1 sp/ 10 sp
Uses: 10
Ability Check: Intelligence
The dog rose grows to about ten feet in height and has very sharp
thorns. In spring and early summer it has pale pick flowers which turn
into vivid orange seed pods at the end of summer. These pods must be
dried and then eaten at the rate of one per three days to avoid scurvy
in environments where this disease is common (ie, on long ocean
voyages.) Certain ancient and medieval cultures believed that placing a
dog rose in a coffin would prevent the body within from rising as
undead.
DRAAF (Shaun Hately from ICEs "MERP" RPG)
Available: Spring 60%
Climatic Zone: Subtropical
Locale: Coastal
Preparation: none
Cost: 5 sp/ 5 sp
Uses: 1
Ability Check: Intelligence -4
The leaves of Draaf must be eaten in order to restore 1d3 hit points, as
long as they are eaten within 10 minutes of the damage being inflicted.
DRAGONTEARS (Druann Pagliasotti)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Desert
Preparation: 2 weeks
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -2
This rare, small, translucent succulent grows primarily in the low
desert. When crushed, it exudes a sweet, milky white substance with
numbing properties. Properly prepared, dragontears promotes rapid
healing and prevents scarring from wounds. Drinking dragontears can be
fatal, as its numbing properties can cause choking or heart failure.
(Cures 1d8 hp, always prevents scarring.)
DRAGONWORT (Shaun Hately)
Available: Spring 25%
Climatic Zone: Cold
Locale: Mountains
Preparation: 3 days
Cost: 100 gp/ 300 gp
Uses: 1
Ability Check: Intelligence
This plant has a gnarled, erect and cylindrical stem. It has wavy
leaves, dark green on top, bluish green underneath. It has pink flowers
that cluster in a spike at the top of the stem. The root of this herb
should be boiled over a low heat for three days, and the infusion drunk
by people with smallpox and the plague in order to effect a cure. The
value of this herb increases greatly in times of plague.
DWARF MALLOW (Shaun Hately)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Swamp
Preparation: none
Cost: 1 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -2
This small plant has a single primary stem from which other, shorter
stems ending either with leaves or with small pick flowers. These
flowers when crushed and mixed with honey and salt into a poultice will
relieve the pain of bee stings on a successful application. In addition
the crushed flower may be mixed with oil and smothered onto the body in
which case, no bees will approach for 1d4 + 2 hours. At the GMs
discretion, this effect may extend to other small insects.
EBUR (Shaun Hately from ICEs "MERP" RPG)
Available: Spring 45%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 22 gp/ 22 gp
Uses: 5
Ability Check: Intelligence -2
The flowers of Ebur must be eaten each day. If the treatment is
successful the rate of healing for a sprain will be doubled for that
day.
EDRAM (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 15%
Climatic Zone: Cold
Locale: Rivers
Preparation: none
Cost: 30 gp/ 30 gp
Uses: 4
Ability Check: Intelligence -10
Edram is a moss which when eaten will cause bones to heal at one and a
half times their normal rate.
ELDAAS (Druann Pagliasotti)
Available: Spring, Summer 5%
Climatic Zone: Temperate
Locale: Coastal
Preparation: 2 days
Cost: 2 gp/ 4 gp
Uses: 1
Ability Check: Intelligence -1
This tall, blue-flowered plant with spike-shaped leaves is the base for
medicines against nausea, usually taken in the form of a bitter-smelling
and -tasting herbal tea. Eldaas is used to counteract the nausea
associated with hangovers, motion sickness, morning sickness, and more
common illnesses. (Adds + 2 to saves versus Constitution for each level
of potency the herb is brewed at, to a maximum of + 6 - however, at this
strength eldaas can cause dry mouth and constipation. Lasts 1d6 hours
regardless of potency level.)
ELECAMPANE (Shaun Hately)
Available: Winter, Spring 15%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 1 sp/ 1 sp
Uses: 1
Ability Check: Intelligence
This plant has a thick root, with leaves that are white on the bottom
and green on top, as well as showy yellow flowers. The root may be eaten
in which case it will cause the recipient to vomit. This effect, while
useful in removing ingested poisons from the system, will leave the
recipient weak (- 1d4 to Constitution for 2d6 hours). For this reason it
may be used as a mildly debilitating poison.
ELVISH GALINGALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 35%
Temperate: Polar
Locale: Forest
Preparation: 1 week
Cost: 1 gp/ 2 gp
Uses: 5
Ability Check: Intelligence -4
Elvish Galingale grows to about four feet in height. It has a triangular
stem on which grows a tuft of grass like flowers. The roots are boiled
and left to stand for a week and the resulting decoction is then drunk.
This herb increases the flow of blood. This is very useful when a person
is cold. However if a person is bleeding, either internally or
externally, or is wounded it will double the speed of loss of blood. Its
effect lasts 1d6+1 hours.
ENTRISTE (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Subtropical
Locale: Desert
Preparation: none
Cost: 25 gp/ 25 gp
Uses: 1
Ability Check: Intelligence -3
A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid
and, when crushed, may be used to draw poison from a wound. (1 leaf
absorbs a quarter-pint of liquid. Causes 1d4 damage but draws 100% of
poison from a wound if applied within 5 rounds of insinuative poisoning,
-25% for each round thereafter. Does not work against gases or
"instant-death" poisons. Most poison effects are weakened if the poison
is at least partially removed.)
FALSIFAL (Druann Pagliasotti)
Available: Spring 30%
Climatic Zone: Temperate
Locale: Swamp
Preparation: 1 hour or less
Cost: 3 gp/ 3 gp
Uses: 2
Ability Check: Intelligence -2
A wide-leafed plant with large pink flowers and thick roots containing a
slimy gel. When the root is pulped, mixed with water and used as a
poultice, it is effective against fresh burns, aiding rapid healing. The
root-gel can also be thinned and drunk as a thick tea to counter the
effects of blood loss. (On burns, add 2 hp/day for each of the first 3
days of rest the character takes. Used to counter blood loss, victim
regains 1d3 hp/day instead of 1.)
FEBFENDU (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 5%
Climatic Zone: Cold
Locale: Coastal, Rivers
Preparation: 1 week
Cost: 90 gp/ 900 gp
Uses: 1
Ability Check: Intelligence
The roots of this plant must be brewed over a low fire for one week, and
the resulting distillation drunk. If used successfully, hearing will be
restored to the recipient.
FELMATHER (Shaun Hately from ICEs "MERP" RPG)
Available: Spring 30%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 10 gp/ 10 gp
Uses: 3
Ability Check: Intelligence -7
The leaves of this plant should be placed under the tongue of a person
in a coma. If successful, the person will awake in 1d6 hours. If a roll
of 20 is made, the persons mind will be destroyed.
FENNEL (Shaun Hately)
Available: Autumn 20%
Climatic Zone: Temperate
Locale: Rural
Preparation: 2 weeks
Cost: 5 sp/ 1 gp
Uses: 1
Ability Check: Intelligence
Fennel has thick stems, and bright green, lacy leaves and routinely
grows to about five feet in height. (There is a rare form which has a
bronze stem. In terms of its use, it is identical to the common fennel).
In summer it has golden, yellow flowers. These flowers turn to seed in
early Autumn. The seed heads must be harvested and left until the seeds
separate from them. The seeds may then be mixed with boiling water to
make a tea. This tea has the effect of relieving hunger pains in the
recipient for 2d8 hours, However it does not in anyway act as a
substitute for food, and any damage due to starvation will still occur.
FETHERFEW (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 65%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: 3 weeks
Cost: 2 gp/ 4 gp
Uses: 3
Ability Check: Intelligence +3
This herb grows to about 18 inches in height. It has many small white
flowers. The flowers must be dried and then boiled in white wine. The
resulting mixture must be drunk. This herb will remove the effects of
vertigo from a person for up to twelve hours. It does this by
stabilising the persons inner ear.
FIRE-FLOWER (Shaun Hately from C.S. Lewis' `Chronicles of Narnia')
Available: Summer 1%
Climatic Zone: Subtropical, Tropical
Locale: Mountains
Preparation: 10 years
Cost: 1000 gp/ 100000 gp
Uses: 100
Ability Check: -
It is suggested that this herb be found in one location on an entire
world, ideally in a Mountain range in a tropical or subtropical region
(The Mountains of the Sun). This is a small bush which has one pale
golden flower and small red berries with the appearance of a live coal.
The flowers of the bush must be taken and crushed into a diamond vial,
and left to cure for ten years. This is also the amount of time needed
for a single flower to bloom. A single drop of this elixir will heal any
illness or injury, but will not allow limbs or other appendages to grow
back. This is an incredibly powerful herb, and is likely to only exist
in the hands of powerful lords and kings.
FLOURE-DE-LUCE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 60%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 3 weeks
Cost: 3 gp/ 10 gp
Uses: 2
Ability Check: Intelligence
The Floure-De-Luce is also known as the Blue Flag. It has broad and flat
leaves shaped rather like a sword. The flowers are purplish blue and the
roots which tend to stretch themselves along the surface of the ground
are reddish brown on the outside. The root must be mashed and boiled in
water and left to stand for at least twenty days before drinking. This
herb removes bruises from a body very quickly (within 1d4 hours).
FOOTLEAF (Maya Kniese)
Available: Spring, Summer, Autumn 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: None
Cost: 10 sp/ 10 sp
Uses: 1
Ability Check: Intelligence -4
This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered
with soft hairs. The leaves form a rosette, lying on the ground, and
form the actual plant. The light green blades that account for its hight
are actually sheathes from which flower stalks grow during the summer.
From each of the sheathes (there can be as many as 30 to a plant), a
single flower stalk grows with tiny purple flowers. The thick leaves,
which can become as large as 20 cm across, can be torn loose and put
inside your boots (One leaf to a boot), enabling you to walk all day
without tiring or even getting footsore.
FUMITORE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 80%
Climatic Zone: Cold, Temperate
Locale: Coastal
Preparation: 2 weeks
Cost: 3 gp/ 6 gp
Uses: 1
Ability Check: Intelligence
The stems of fumitore are angular and branching, and grow to a height of
about 1 foot. It has grey-green divided leaves, and small pinkish-white
flowers with purple tips. This herb prevents hair growing on a
characters eyelids. (SEE: MOUNTAIN SETWALL)
GALLOWBRUSH (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Winter 5%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day (for potion)
Cost: 10 gp/ 50 gp (for potion)
Uses: 1
Ability Check: Intelligence -3
This briar is red in colour with bright crimson thorns. Any mammal
pricked with these thorns must make a save vs poison with a +1 bonus or
fall asleep for 1d4+2 x 10 minutes. Even if they save the victim still
feels drowsy. The thorns can also be brewed into a drink when mixed with
water. Anyone drinking this must save vs. poison with a -4 penalty or
fall asleep for 1d6 hours.
GARDEN FLAX (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 55%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 3 gp/ 6 gp
Uses: 5
Ability Check: Intelligence +3
The brown seeds of this herb (which has deep blue flowers) if chewed
remove all pain from a characters wounds. It will also prevent a
character from feeling anything. He could walk through a fire and feel
no pain. There is a 10% chance per hour that a character moving normally
will suffer 1d2 hp damage, while under the influence of this herb. This
occurs because the character doe not notice minor bruises or scratches.
It was widely believed in medieval times that if the seeds of this plant
were strewn across a vampires path the vampire would be unable to
proceed further, until it had counted every seed. At the GMs discretion
this may be a use for this herb in FRP campaigns.
GARIIG (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 60%
Climatic Zone: Tropical
Locale: Desert
Preparation: 1 day
Cost: 55 gp/ 70 gp
Uses: 1
Ability Check: Intelligence -10
Gariig is a small cactus. It will restore all hit points to a wounded
person if eaten within two days of being harvested.
GEFNUL (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 60%
Climatic Zone: Polar
Locale: Volcanoes
Preparation: 1 day
Cost: 200 gp/ 500 gp
Uses: 1
Ability Check: Intelligence -6
Gefnul will totally cure and heal the recipient if eaten within one week
of harvesting. A roll of over the Herbalists intelligence will kill the
recipient, a roll of twenty will kill the recipient beyond the ability
of a raise dead spell to revive him.
GOAT'S RUE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 60%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 6 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -10
This herb will cure poison if ingested within one hour of the poisoning.
Any damage already taken, including death, remains. Goat's Rue grows to
about 3 feet tall. It has hollow branches and pale whitish blue flowers
that hang down in spikes. The flowers must be dried before use.
GOLDEN CROWN (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Spring 10%
Climatic Zone: Subtropical
Locale: Rural
Preparation: 1 hour
Cost: 1 gp/ 2 gp
Uses: 2
Ability Check: Intelligence -3
The golden flowers of this small yellow-green plant may be made into a
poultice that is used to stop bleeding. One successful application will
normally stop minor bleeding, or staunch the flow of major bleeding
until it only minor (a second application will stop the bleeding
altogether). This herb is often used by midwives to staunch the flow of
vaginal bleeding after birth.
GOLDEN LUNGWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 80%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: 1 week
Cost: 1 gp/ 2 gp
Uses: 6
Ability Check: Intelligence -3
Golden lungwort has large oval leaves, covered with small hairs, and
small pale blotches. It grows to a height of about 1 foot, and has small
bell shaped flowers with five petals which change colour from pink, to
mauve to blue. Flowers of different colours are often found on the same
plant. This herb heals the ears of all aches and pains.
GUARDSEYE (Maya Kniese)
Available: Always 5%
Climatic Zone: Cold
Locale: Grassland
Preparation: 20 minutes
Cost: 100 gp/ 100 gp
Uses: 1d4
Ability Check: Intelligence -3
This 40 cm high perennial has smooth, dark blue leaves and a woody stem.
It has white, cuplike flowers, with purple flecks on the inside. In
autumn, the plant dies except for a thick root than can be up to 50 cm
long, but even dead, it does not shed its leaves. Thus the all year
availability, for it is the leaves that are important. When cooked in
water, the resulting tea will grant the drinker the ability to detect
all life forms within 500 m. This includes hidden, invisible, phased,
ethereal and similarly affected creatures. The effect last for fully 6
hours.
GYLVIR (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 10%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence-2
This is an algae. When eaten it allows a person to breathe underwater
(and only underwater!) for a period of four hours.
HARE'S EARS (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 55%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 2 weeks
Cost: 2 gp/ 5 gp
Uses: 3
Ability Check: Intelligence -6
This herb cures skin diseases.
HARFY (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 10%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 150 gp/ 150 gp
Uses: 1
Ability Check: Intelligence
The resin of this herb must be applied to a bleeding wound. It will
immediately stop any bleeding.
HART'S TONGUE (Shaun Hately)
Available: Always 10%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 2 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -2
This fern resembles a deer's tongue, hence its name. When a single frond
is eaten, it serves to immediately decrease the recipients libido for
2d4 days. For this reason it is often of value to those undertaking a
vow of celibacy, or who must be away from their loved ones. It does not
diminish performance in any way, merely desire.
HAWKWEED (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 4 gp/ 6 gp
Uses: 2
Ability Check: Intelligence
This herb increases a character eyesight for 1d4 turns. They can see
twice as far, and when in missile combat, all ranges are treated as if
one less. Hawkweed has oval leaves, covered with small hairs on the
underside, and green on the top. These leaves surround the plant at the
base of the stem, and small yellow flowers tinged with red at the tips.
HEALWELL (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Temperate
Locale: All
Preparation: none
Cost: 1 sp/ 1 sp
Uses: 1
Ability Check: Intelligence
A common enough herb to make it into most gardens, healwell is a small
flowering plant with bright yellow flowers. Its pale green leaves
secrete an oil that can be rubbed on small injuries. (Cures 1 hp/oz of
oil, 1 round/oz to apply; not useful on wounds over 2 hp.)
HENBANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer, Autumn 90%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 week
Cost: 1 gp/ 3 gp
Uses: 3
Ability Check: Intelligence
This herb will reduce the effects of poison weapons, but only if taken
before the weapon strikes. In the case of non fatal poisons the effect
is completely nullified, but in the case of fatal poisons, the only
benefit is a +3 to Saving Throws. Henbane has large, thick, soft woolly
leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale
yellow flowers at the top of the stalk. Either the seed or the flowers
must be dried and then eaten. The effect last 1d8 hours.
HOREHOUND (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 90%
Climatic Zone: Temperate
Locale: Coastal
Preparation: 4 weeks
Cost: 1 gp/ 5 gp
Uses: 3
Ability Check: Intelligence -2
This plant has angular greyish stems and grows to a height of three
feet. It has oval shaped tooth edged, ash green leaves. It has small
creamy white flowers which group at the base of the leaves. This herb
will cause the recipient to vomit up any poison in their system. It is
effective only against ingested poisons. The person will be
incapacitated by nausea for 1-3 days. In the case of an `instant death'
poison, the person can be saved if the herb is successfully administered
within one round, but they will be incapacitated for the full three day
period.
HORSEWEED (Maya Kniese)
Available: Spring, Summer, Autumn 10%
Climatic Zone: Temperate
Locale: Grassland
Preparation: None
Cost: 7 gp/ 7 gp
Uses: 1
Ability Check: Intelligence -2
This 25 cm high plant has many broad, double sawed leaves growing in a
rosette. It grows large, yellow composite flowers, which will quickly
grow hairy seeds that will fly far on the wind. The plant often has
flowers and seed simultaneously. If a generous amount of the leaves is
fed to a horse or similar creature, it will be able to travel all day
without tiring, even if moving at a gallop.
IRONHARD (Maya Kniese)
Available: Summer, Autumn 10%
Climatic Zone: Temperate
Locale: Hills
Preparation: None
Cost: 15 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -4
This 2 foot high plant has dark blue leaves with a thick white hair
growth on the underside. It grows all summer and the first half of
autumn, and has many small yellow 6 leaved flowers. The plant has a
milky white sap, which can be rubbed onto the skin, hardening it and
granting a 1 bonus on armour-class for one hour.
JAFFRAY (Druann Pagliasotti)
Available: Summer 10%
Climatic Zone: Tropical
Locale: Desert
Preparation: 2 days
Cost: 10 gp/ 15 gp
Uses: 2
Ability Check: Intelligence -2
A clove-like herb that is normally ground up and sprinkled into other
dishes or drinks as flavouring, Jaffray also acts as a mild aphrodisiac,
increasing sexual interest and general sensitivity to the surroundings.
Face flushes, pupils dilate, breathing quickens, and skin becomes
preternaturally sensitive. The herb has a mildly cinnamon-like flavour
and its potency is not affected by being cooked. The herb is also
sometimes used to counteract suspected poisoning, since it increases
resistance to poison yet is so common as to be inoffensive if added to a
meal. (Wisdom -2, Constitution +2, causes mild, pleasant sense of
intoxication. Effects last 1d4 hours. Regular usage will build the
user's tolerance to the drug, requiring greater amounts to achieve the
same effects. Immunity is possible.)
JINAB (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Always 10%
Climatic Zone: Subtropical
Locale: Rural
Preparation: 1 hour
Cost: 5 gp/ 7 gp
Uses: 2
Ability Check: Intelligence -4
The dark chocolate brown bark of this small fast growing tree, may be
eaten in order to allow a person to remain awake for one whole week,
without the need for sleep. At the end of this period, they will
collapse, absolutely exhausted for four days, and will capable of only
half movement for a further week after that.
JOJOJOPO (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 60%
Climatic Zone: Polar
Locale: Mountains
Preparation: none
Cost: 9 sp/ 9 sp
Uses: 1
Ability Check: Intelligence -5
The leaf of this herb, when applied to frostbite will cure 2d6 points of
frostbite damage.
JUNIPER (Shaun Hately)
Available: Summer 20%
Climatic Zone: Temperate, Subtropical
Locale: Mountains
Preparation: Negligible
Cost: 4 gp/ 4 gp
Uses: 10
Ability Check: Intelligence -8
The Juniper tree can grow up to ten feet in height. It is an evergreen,
which has prickly stiff foliage. The berries appear in early summer, but
take three years to ripen to the stage where they are useful. Unripe
berries are green, ripe ones are bluish-black in colour. Because of this
rather long period of ripening, it is wise to never denude a tree of
berries. A normal sized tree will have between 100 and 200 ripe berries.
15 of these berries should be crushed and mixed with boiling water. When
the liquid has cooled, the infusion should then be drunk in order to
relieve muscle pains for 3d4 hours. This liquid will only keep for a
month under normal conditions, but can be mixed with an alcoholic spirit
to increase its lifespan indefinitely. According to some gipsy
traditions, a sprig of juniper kept in a house would protect the
inhabitants from vampire attacks. This may actually work at the GMs
discretion.
KATHKUSA (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 30%
Climatic Zone: Polar
Locale: Wasteland
Preparation: none
Cost: 50 gp/ 50 gp
Uses: 1
Ability Check: Intelligence
This plant is found only in the most inhospitable regions. When a leaf
of the plant is eaten, it will (if used successfully) raise a persons
strength +2 (or 20 percentage points in the case of exceptional
strength) for 1d10 rounds. However if the Intelligence check is failed
by more than three, the person will collapse into unconsciousness for
one hour.
KELVENTARI (Shaun Hately from ICEs "MERP" RPG)
Available: Always 50%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 19 gp/ 19 gp
Uses: 1
Ability Check: Intelligence -6
If the crushed Kelventari berries are applied to a burn within one turn
on its infliction it will heal 1d3 quarters of all damage caused by the
burn, no matter how much damage was taken.
KILMAKUR (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 45%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 65 gp/ 300 gp
Uses: 1
Ability Check: Intelligence -3
The roots of this plant must be brewed over a low fire for one week, and
the resulting distillation drunk. If used successfully, the recipient
will gain a bonus of +2 to all saving throws versus fire based attacks
for 1d10 hours.
KLAGUL (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 60%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 day
Cost: 30 gp/ 50 gp
Uses: 3
Ability Check: Intelligence -2
The buds of this plant must be boiled for a day and then eaten. After
boiling they will keep for six weeks. When eaten, they will if
successful give the recipient infravision for six hours.
KYLATHAR (Maya Kniese)
Available: Summer, Autumn 10%
Climatic Zone: Subtropical
Locale: Forest
Preparation: None
Cost: 20 gp / 20 gp
Uses: 1
Ability Check: None
The Kylathar or Changeberry is a strange plant indeed. Anyone who eats
the yellow, soft, plum sized fruits instantly has two random stats
exchanged; Strength with Constitution, Wisdom with Dexterity; anything
is possible (the GM should determine which statistics are
exchanged).There is no saving throw, and no cure (no easy one anyway; if
you as DM want one, make it up). Eating more of the berries will simply
cause more stats to be randomly exchanged. Short of magical storage, the
fruits will spoil and rot within 2 days after plucking. The bush itself
grows about 2 metres high, with long, dusty green leaves, which are
slightly sawed. The flowers grow in groups of 4 to 8, and are yellowish
white with orange edges. The flowers grow in late spring, the fruits are
ripe in autumn.
LAISHABERRIES (Maya Kniese)
Available: Summer, Autumn 10%
Climatic Zone: Cold
Locale: Forest
Preparation: None (1 day for jelly)
Cost: 20 gp each/ 40 gp for
jelly
Uses: 3d20
Ability Check: Intelligence -3
Laishaberries, also known as fruit of silence, grow on dark green,
knee-high bushes. The leaves of the bushes are hard and waxy, and stay
on long into autumn, sometimes even into winter. Concealed under the
leaves, the red, cherry sized berries grow. In spring and early summer,
the bush grows small, fragrant, wax blue flowers. The berries, which are
equally fragrant, begin as hard white fruits, turning soft, red, and
juicy as they ripen. The berries taste quite bland themselves, although
they can be used to add a special taste to all kinds of jellies. When
ripe, the berries can be eaten raw, and will each heal 2 hp of damage,
or speed the recovery from most diseases. However, they will also render
the eater mute for 20 minutes for each berry eaten. Also, if more than 5
or 6 berries are eaten at a time, a saving throw vs poison is required
to avoid severe stomach cramps. A jelly made from the berries themselves
loses both the healing and silencing powers (and the danger of cramps)
of the fresh berries, but the curative effects for most diseases is
doubled; fresh berries reduce the recovery time by one day for each
berry eaten, the jelly halves the time.
LAND CALTROPS (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 60%
Climatic Zone: Tropical
Locale: Forest
Preparation: 2 weeks
Cost: 2 gp/ 5 gp
Uses: 1
Ability Check: Intelligence -1
If applied to a snake bite within one turn, it will draw out the poison.
Some very venomous snakes give bites that are incurable by this method,
and so the herb has no effect against `instant death' poisons. It may
(at the GMs discretion) provide protection against other, non- fatal
animal poisons.)
LARNURMA (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Spring 3%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 week (for oil)
Cost: 10 gp/ 100 gp (for oil)
Uses: 3
Ability Check: Intelligence -3
This tree has round purple fruit, which are about the size and
consistency of plums When eaten this fruit will heal 2 hp per fruit.
These fruits cannot be dried and will rot within two weeks of picking.
However the juice of three fruits can be mixed with olive (or other
vegetable) oil, and left to stand for a week. This oil has an almost
unlimited life. Rubbing this oil into the recipients skin will ease
muscle pains, and also restore 1d4 hit points.
LAUMSPUR (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Forest
Preparation: 4 days (for potion)
Cost: 100 gp/ 500 gp (for potion)
Uses: 1
Ability Check: Intelligence -2
This is a green plant with small red flower, which are renowned for
their healing properties. These flowers can be eaten fresh or dried for
later use. If not dried they will become useless within 1 week. The
flowers can also be brewed over a very low heat in fresh water to
produce a `potion', which cane be drunk for its healing effect. When
consumed, the herb will, on a successful herbalism check, heal 6 hp
damage with fresh leaves, 4 hp using dry leaves, and 6 - 8 hp using the
brew.
LEOPARD'S BANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 25%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 5 gp/ 5 gp
Uses: 3
Ability Check: Intelligence
This is a poison that kills animals (but not monsters) that eat it, but
has no effect on humanoids, demi-humans or humans.
LESSER CENTAURY (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate, Cold
Locale: Mountains
Preparation: none
Cost: 5 gp/ 5 gp
Uses: 1
Ability Check: Intelligence -3
This plant has rosy-pink flowers, which are splayed out like a five
pointed star. These flowers if eaten within one day of being picked will
cause the recipient to vomit up any ingested poison within their body.
The person will remain very weak for 1d3 days, can only move with great
difficulty and is totally able to perform any useful actions.
LUNGWORT (Shaun Hately)
Available: Spring 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 1 gp/ 3 gp
Uses: 3
Ability Check: Intelligence -9
This plant has broad leaves covered with dark spots, resembling diseased
lungs. It is used in the treatment of diseased lungs, by boiling the
leaves and drinking the infusion. The effect of a successful treatment
is to render breathing easier and to clear fluids from the lungs caused
by a whole array of diseases - pneumonia and tuberculosis to name but
two. It does not actually cure the disease, but merely relieves this
symptoms. With some diseases that alone can be the difference between
life and death.
MAKEBATE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 35%
Climatic Zone: Tropical, Subtropical
Locale: Desert
Preparation: 2 weeks
Cost: 1 gp/2 gp
Uses: 2
Ability Check: Intelligence -3
This herb will counteract the poison of scorpions if taken within 2
turns of the bite. Any damage, including death, already taken will
remain.
MANDRAKE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring 40%
Climatic Zone: Temperate
Locale: Forest
Preparation: 4 weeks
Cost: 3 gp/ 5 gp
Uses: 3
Ability Check: Intelligence +1
The root of this herb sends the recipient to sleep. The sleep will last
five hours, during which time the person cannot be woken except by a
neutralise poison spell or potion. The root is said to bear a
resemblance to the naked male form, hence its name. The plant has
several dark green leaves which are about 1 foot long. The purple
flowers of the plant are bell shaped. The root of the plant must be
boiled on the night of a full moon and left to sit for an entire month
before use. According to Ancient Egyptian legend, the sun god, Ra, sent
Mathor to earth to punish mankind. Mathor's slaughter was so intense,
that Ra took pity on man, and forced Mathor to drink the blood of his
victims mixed with Mandrake root. He fell asleep and when he awoke was
unable to remember why he had come to earth, and so the slaughter was
ended.
MARIGOLD (Shaun Hately)
Available: Spring, Summer 40%
Climatic Zone: Temperate
Locale: Rural, Urban
Preparation: 2 weeks
Cost: 2 gp/ 10 gp
Uses: 4
Ability Check: Intelligence -4
Marigold can grow to a height of two feet and has rows of flat orange
and yellow petals around a central disc. These flowers must be dried and
then mixed with olive or other vegetable oil to produce a soothing balm
which will soothe and clean small wounds, in order to prevent infection.
MARJEROME (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 35%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 6 weeks
Cost: 2 gp/ 6 gp
Uses: 1
Ability Check: Intelligence -2
This herb removes the colour from the skin of a person who has had
yellow jaundice. The herb has angular stems which grow to a height of 1
to 2 feet, which are reddish in colour and are covered in small hairs.
It has ovate shaped leaves which surround the stem and grow smaller and
smaller towards the top of the plant. It is topped by pale pink flowers.
MARSH MALLOW (Shaun Hately)
Available: Always 20%
Climatic Zone: Temperate
Locale: Coastal
Preparation: 1 day
Cost: 5 gp/ 8 gp
Uses: 3
Ability Check: Intelligence -7
This plant has a green fleshy stem and broad egg shaped leaves, both of
which are covered with downy hairs. It has five petalled, pale pink
flowers which sit at the base of the leaves. The root must be boiled and
the resultant distillation applied to burns. If used successfully the
herb will double the rate of healing for the burn.
MARUERA (Seth Klein)
Available: Spring, Summer 1%
Climatic Zone: Subtropical and Tropical
Locale: Mountains
Preparation: none (or 1 week)
Cost: 50 gp (each)/ 50 gp (each) or 100 gp for gum
Uses: see description
Ability Check: -
In appearance this tree looks much like any other. It can be identified
by its vivid green leaves. These leaves when chewed produce large
amounts of oxygen from the carbon dioxide already in the persons breath.
One leaf may chewed for up to ten minutes, before its properties are
exhausted. The leaves are often boiled and the resultant infusion added
to other substances to produce a gum. A piece of this gum will allow the
recipient to survive without oxygen for 2d4 x 10 minutes, provided they
are conscious and able to chew. The herbs main use is in allowing the
recipient to survive in oxygen poor or free environments such as
underground. When a tree is found it will normally have 3d100 leaves.
Taking too many leaves can harm the tree. The tree has a chance of dying
equal to the percentage of the leaves taken. For example if 30% of the
leaves are taken the tree has a 30% chance of dying, if 50% are taken
it has a 50% chance of dying. The leaves are also said to have a calming
effect when chewed (GMs discretion).
MASTERWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 95%
Climatic Zone: Temperate
Locale: Rural
Preparation: 3 weeks
Cost: 2 gp/ 7 gp
Uses: 7
Ability Check: Intelligence -15
Masterwort grows to be about three feet tall and bears umbels of white
flowers. It has winged dark green leaves like those of a maple tree. The
leaves must be boiled and left to stand for at least twenty days before
use. This herb is used as a protection from plague, giving a +2 bonus to
any saves vs disease.
MEGILLOS (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 75%
Climatic Zone: Cold
Locale: Mountains
Preparation: none
Cost: 1 gp/ 3 gp
Uses: 1
Ability Check: Intelligence
The leaves of this herb increases a character eyesight for 1 turn. They
can see twice as far, and when in missile combat, all ranges are treated
as if one less.
MELANDER (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 65%
Climatic Zone: Cold
Locale: Rivers
Preparation: 1 day
Cost: 12 sp/ 20 sp
Uses: 4
Ability Check: Intelligence
Melander is a moss that must be brewed in clear water. The resultant
distillation must then be drunk. It will then add +1 to all saving
throws vs disease for a period of 1d10 days.
MILKWORTE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 95%
Climatic Zone: Temperate
Locale: Rural
Preparation: 2 weeks
Cost: 4 gp/ 8 gp
Uses: 1
Ability Check: Intelligence -16
This herb protects from (for 1d4 days) and treats cholera (cures cholera
in 1d4 days).
MIRENNA (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 60%
Climatic Zone: Cold
Locale: Mountains
Preparation: none
Cost: 10 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -2
The berries of Mirenna will heal 1d2 hp when eaten.
MOUNTAIN GARLICK (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 30%
Climatic Zone: Temperate, Cold
Locale: Mountains
Preparation: 1 day
Cost: 8 gp/ 9 gp
Uses: 2
Ability Check: ?
This herb is said to repel evil spirits.
MOUNTAIN SETWALL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 40%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 3 weeks
Cost: 1 gp/ 3 gp
Uses: 2
Ability Check: Intelligence -7
This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)
MUGWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 55%
Climatic Zone: Temperate
Locale: Rural
Preparation: 2 weeks
Cost: 2 gp/ 4 gp
Uses: 2
Ability Check: Intelligence -7
The effects of this herb last for two hours. During this time the
character can function at negative hit points, or beyond the point of
exhaustion. Mugwort can grow to be taller than a man. It has a stiff and
angular stem, reddish brown in colour. It has deeply incised smooth
leaves which are dark green on top and silvery white underneath. It has
small, yellow-green or yellow-red flowers arranged in long spikes at the
top of the stem. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY
UNWISE.
NAPWEED (Shaun Hately)
Available: Spring 40%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 week
Cost: 1 gp/ 1 gp
Uses: 1
Ability Check: Intelligence -11
This plant has a single main stem with small fern like leaves, and small
pink flowers growing from it. These flowers must be dried, powdered, and
mixed into wine and then drunk to counter the effect of injected
poisons. A successful application means that only half normal damage is
taken from the poison. In addition to this use, the flower is often
counted as a symbol of faith between lovers and is used to decorate and
garnish foods at weddings. According to Greek mythology, this plant was
used by the centaur, who wounded by Hercules with an arrow poisoned with
the Hydra's blood, treated himself with it.
NAVEW (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Winter 60%
Climatic Zone: Subtropical, Tropical
Locale: Rivers
Preparation: 5 weeks
Cost: 4 gp/ 12 gp
Uses: 3
Ability Check: 50%
The seeds of Navew dropped in a drinks or on to food before it is eaten
acts as counteragent to ingested poisons. It prevents the death of a
person poisoned in that meal, though they may still be very ill.
NIGHTCALL (Druann Pagliasotti)
Available: Summer 10%
Climatic Zone: Tropical
Locale: Desert
Preparation: 2 days
Cost: 50 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -2
A blue-grey herb smelling faintly of nutmeg that heightens the user's
senses. Overdosage or prolonged usage causes photosensitivity,
distraction and nervousness; on the other hand, prolonged usage can also
make the effects permanent. Nightcall gradually dyes the long-term
user's hair, teeth, nails, horns, or scales midnight blue. (The minimum
dose of 1 tsp gives the eater +100' sight range, +10% hearing, and +1 to
Wisdom/Intuition and Dexterity scores. The effects increase
proportionately to the dosage, to no more than +400/40/+4. Dosages over
1 tsp, or 1 tsp taken several days in a row, will cause addiction.)
OEDE (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Spring 1%
Climatic Zone: Temperate
Locale: Rural
Preparation: 2 weeks (to dry)
Cost: 1000 gp/ 10000 gp
Uses: 1
Ability Check: ?
One of the most valuable and prized of all plants, this bush has laves
that are almost golden in colour. These leaves can be dried, but if they
are not will last only two weeks. This means the drying process must be
begun within an hour of the leaves being picked. These leaves can
according to legend cure any disease. Whether or not the leaves have
this power is up to the individual GM.
OIOLOSSE (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 1%
Climatic Zone: Polar
Locale: Elven Forest
Preparation: none
Cost: 1200 gp/ 1200 gp
Uses: 1
Ability Check: Intelligence -10
This herb will restore an Elf to life if given within seven days of
death.
OLUS VERITIS (Shaun Hately)
Available: Winter 15%
Climatic Zone: Temperate, Cold
Locale: Rivers
Preparation: 1 hour
Cost: 5 gp/ 10 gp
Uses: 4
Ability Check: Intelligence -2
Olus veritis is pale green in colour and grows right on the edge of
rivers. The leaves are rough in texture, and have tiny thorns all along
their edges. A leaf should be baked in an oven for one hour and then
dragged across the skin of the recipient, cutting their flesh very
slightly. The recipient, must save vs poison or be compelled to answer
all questions, absolutely truthfully for the next 1d6 x 10 minutes. Up
to three uses of the herb can be made in a 24 hour period. If any more
than this are made the recipient will die within 3 hours of the third
dose, or instantly if five or more doses are administered.
OLVAR (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 30%
Climatic Zone: Polar
Locale: Coastal
Preparation: none
Cost: 300 gp/ 300 gp
Uses: 1
Ability Check: Intelligence -8
The flower of the Olvar bush must be given to a person on the point of
death (at -10 hp, and not losing any more). It will then keep them alive
for 2d10 days.
ORACH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 45%
Climatic Zone: Temperate
Locale: Forest
Preparation: 6 weeks
Cost: 2 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -2
Orach grows to about 3 or 4 feet in height. It has a whitish stalk, pale
green leaves and greenish-white flowers. The seeds must be gathered,
bruised and left to stand in pure alcohol for six weeks. The mixture
must then be drunk, one spoonful a day for a week. The herb will cure
yellow jaundice. It leaves a yellow colour in the skin.
PALLAST (compound) (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Swamp
Preparation: 2 hours
Cost: 5 sp/ 1 gp
Uses: 1
Ability Check: Intelligence -2
"Pallast" is a compound made of the pale, papery bark from willows and
the roots of marshmallows. When ground together and imbibed, pallast
cures minor aches and pains, especially headaches and pain from
abscessed teeth, sore muscles, and so forth. Pallast itself is a very
bitter pale powder, and is usually served in a heavily sweetened tea.
(Relieves minor pains but does not restore lost hit points.)
PALMA ELDATH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 60%
Climatic Zone: Cold, Polar
Locale: Mountains
Preparation: none
Cost: 3 gp/ 3 gp
Uses: 3
Ability Check: Intelligence -3
This herb keeps a person warm for one night or one day, and prevents
them suffering from exposure. This can mean the difference between life
and death.
PARGEN (Shaun Hately from Alexander ICEs "MERP" RPG)
Available: Summer 1%
Climatic Zone: Tropical
Locale: Jungle
Preparation: none
Cost: 2000 gp/ 2000 gp
Uses: 1
Ability Check: Intelligence -15
A single berry from the Pargen Tree will restore a person to life (-1
point of Constitution) if given within 4 days.
PATTRAN (Druann Pagliasotti)
Available: Summer 20%
Climatic Zone: Temperate
Locale: Forest
Preparation: 3 days
Cost: 10 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -2
The root of a small, shrub-like plant with dark green, shiny leaves and
thorns, Pattran is used to relax the muscles and encourage sleep. In
mild dosages, Pattran causes a general feeling of relaxation, eases
sore, strained or sprained muscles, and similar aches. In larger doses,
Pattran causes sleepiness. Pattran tastes like a combination of mint
and rich soil. (For sleep dosages, user may voluntarily choose to sleep
well or, if resisting, save versus poison at +3. Effects last 2d4 hours;
if asleep, the user will sleep and awaken normally.)
PENNYROYAL (Shaun Hately)
Available: Spring 25%
Climatic Zone: Temperate
Locale: Rural, Urban
Preparation: none
Cost: 3 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -4
Pennyroyal is a low creeping herb with a squarish stem and small dark
green leaves which grow in pairs. The flowers grow in round clusters
which are mauve in hue. The leaves should be plucked and while fresh be
thrown into a persons bath water. They may then have an aphrodisiac
effect on anyone the recipient attempts to influence in the next 1d4
days (assume that 1 is added to the recipients Charisma for this
period). In addition, if dried (takes two weeks), the leaves may be
sprinkled among books, and will then act as an insect repellent. These
make the leaves highly prized among mages and sages who will normally
pay 12 gp for the dried leaves.
PEONY (Shaun Hately)
Available: Spring 5%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 hour
Cost: 1 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -2
This plant with its delicate pink flowers may be boiled into a powerful
healing draught, capable of stoping all bleeding, internal and external
immediately. However a roll of 1 on the Herbalism check by the
herbalist, will kill the recipient in 1d4 minutes, as they suffer a
massive heart attack. The herb can be deliberately used as a poison by
using five times the normal dosage.
PERIWINKLE (Shaun Hately)
Available: Spring 45%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 hour
Cost: 1 gp/ 10 gp
Uses: 1
Ability Check: Intelligence -8
The plant is a creeping vine with dark, green shiny leaves and pale blue
flowers. The flours must be crushed into a powder and administered
orally. If used successfully the herb will stop all bleeding, both
internal and external in one turn. The recipient must not move for one
hour or risk reopening the wounds.
PETIVERIA (Shaun Hately)
Available: Summer 20%
Climatic Zone: Subtropical, Tropical
Locale: Rural
Preparation: 1 day
Cost: 1 gp/ 3 gp
Uses: 1
Ability Check: Intelligence -3
This plant has a single stem with dark green, shiny leaves growing from
it. It is topped by very thin, yellow flowers. The petals of these
flowers should be tied into a poultice, where they will, on a successful
application act to bring down swelling and bruise over the course of a
one day period.
PRINCE'S FEATHER (Shaun Hately)
Available: Summer, Autumn 45%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 hour
Cost: 1 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -6
This herb has red-green leaves and long pink flowers. The flowers must
be beaten into powder and eaten by the recipient. If successful, the
herb will halve the rate of internal bleeding within 1 turn.
RAMPALT (Druann Pagliasotti)
Available: Summer 20%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 5 cp/ 5 cp
Uses: 1
Ability Check: Intelligence
This dark-colored root grows on a plant distinguished by its waxy dark
green leaves. When the root is boiled down, it turns into a thick,
strong-smelling greyish liquid that cures congestion when boiled in
water and inhaled. (Relieves stuffy head, opens sinuses, for as long as
the steam is breathed + 2d6x10 rounds.)
REWK (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 60%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 9 sp/ 1 gp
Uses: 4
Ability Check: Intelligence -7
The nodules of the stem of Rewk must be brewed in clear water for one
whole day before drinking. It will then cure 1d3 points of damage.
RIBWORT PLANTAIN (Shaun Hately)
Available: Spring 30%
Climatic Zone: Temperate, Subtropical
Locale: Urban
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 2
Ability Check: Intelligence -3
This plant has a cluster of dark green leaves, with marked parallel
veins at its base, a single stem topped by a cluster of tiny, pale
orange flowers. The chopped leaves are applied to the flesh to reduce
bruising. A successful application will remove slight bruises altogether
within an hour, more severe bruises will take 1d4 days.
ROSE CAMPION (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 80%
Climatic Zone: Temperate
Locale: Forest
Preparation: 3 weeks
Cost: 1 gp/ 3 gp
Uses: 6
Ability Check: Intelligence -7
This herb will protect against scorpion stings for three days. It will
protect against only one sting. It will protect against `instant death'
venom.
RUE (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate
Locale: Rural
Preparation: None
Cost: 1 gp/ 1 gp
Uses: 4
Ability Check: Intelligence -2
Rue is a small rounded bush which grows to about three feet in height.
It has yellow, scoop like flowers. The leaves are shaped like spades,
and are blue grey in colour. It has seedpods which resemble a small
green orange. The seedpods should be consumed as an antidote to ingested
poisons. Provided it is taken within 10 minutes, of the poison being
ingested, and the poison has not already had its effect, it will
neutralise the poison in 1d4 minutes, on a successful herbalism check.
It is also mixed with wormwood to create a very effective antiseptic.
See Wormwood for details.
SABITO (Sean Snyder from Joe Devers `Lone Wolf' series)
Available: Summer 2%
Climatic Zone: Tropical
Locale: Coastal
Preparation: 1 week
Cost: 100 gp/ 500 gp
Uses: 3
Ability Check: Intelligence -2
This plant has leaves which are bluish in tinge, and is found growing in
the sands of coastal dunes. The root is dark blue in colour and may be
made into small pills. Consuming one of these pills will allow the
recipient to breathe underwater for 10 minutes, by allowing them to
absorb the oxygen in the water directly into their skin through osmosis.
Their skin has a translucent appearance for these ten minutes.
SADDILIA (Maya Kniese)
Available: Summer, Autumn 1%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 hour
Cost: 100 gp/ 300 gp
Uses: Varies
Ability Check: Intelligence -5
This rare tree can grow up to 20 m tall, and can become quite old. It
has dark red wood, and equally dark blue leaves. The flowers, which grow
in small bunches, are startling white, almost radiant. Its nuts have a
very special property; each nut raises the Intelligence or Wisdom
(determine randomly) of the eater by 0.1 point (20 max). The effect
lasts for a whole week, after which it fades again, although there is a
10% chance the effect is permanent. Around the tree there are often
animals (squirrels, salmon) who eat the nuts on a regular basis, and are
therefore quite intelligent, often possessing speech or even (GMs
discretion) spellcasting abilities. The number of nuts available varies
greatly, depending on the age of the tree, the amount of creatures aware
of its existence, etc, and mainly of course on the GMs wishes.
Basically, the GM should determine how many of the players you wish to
profit from it, multiply by ten, and make up an explanation as to why
there are no more nuts.
SAFFRON (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Autumn, Winter 60%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 week
Cost: 20 gp/ 100 gp
Uses: 2
Ability Check: Intelligence
The plant has a tuberous root, and large purplish flowers with
yellow-red centres. The pistils of the flower must be pounded into a
paste which is left to dry for a week. The resulting powder is taken as
snuff. This herb raises all attribute scores by one for one hour. NOTE:
THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
SANICLE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer, Autumn, Winter 90%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 5 gp/ 30 gp
Uses: 4
Ability Check: Intelligence +2
Sanicle leaves should be crushed and left in white wine, the strained
through a cloth and drunk. It has the effect of binding wounds so that
they are not reopened by action. It is a small plant with glossy green
leaves, with long leaf stalks which are divided into three or five
lobes. It has small white or pink flowers which sit at the top of a
slender stalk.
SARACEN'S CONFOUND (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 80%
Climatic Zone: Temperate
Locale: Rural
Preparation: 11 weeks
Cost: 1 gp/ 20 gp
Uses: 4
Ability Check: Intelligence +3
This herb cures fevers within 1d4-1 turns.
SCENTED MAYWEED (Shaun Hately)
Available: Summer 40%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 8 gp/ 15 gp
Uses: 1
Ability Check: Intelligence -3
Scented mayweed grows to a height of about 2 feet. It has erect and
branching stems. It has small leaves, white flowers with a yellow
centre. The flowers must be crushed, emitting a pungent odour and should
then be applied to the eyes in order to heal damage to them caused by
acid. If used within a day of the injury, they can prevent blindness.
SERAPIAS TURBITH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 45%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 4 weeks
Cost: 4 gp/ 7 gp
Uses: 3
Ability Check: Intelligence -5
This herb will place the recipient into a deep sleep for one day. The
recipient CANNOT be woken. At the end of the day, all wounds will be
healed. It does not, of course, resurrect a dead person, or regenerate
lost limbs.
SESSALI (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Autumn, Spring, Summer 10%
Climatic Zone: Subtropical
Locale: Coastal
Preparation: 2 hours
Cost: 1 gp/ 4 gp
Uses: 7
Ability Check: Intelligence -3
A rugged thorny plant found by the sea. The leaves must be boiled for
two hours in salt water, and the resultant mix sweetened with honey.
This mixture will act as a cure for certain types of ingested poisons
(GMs discretion, as to which ones). The recipient must be made to drink
one dose immediately the mixture is ready, and then a further dose every
twelve hours for three days (7 doses in all). If the number of
successful applications is four or more, the patient will recover.
SHEPHERD'S PURSE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 85%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 week
Cost: 5 gp/ 12 gp
Uses: 4
Ability Check: Intelligence +2
This herb rarely grows to a height of more than one and a half feet. It
has small greyish green leaves, growing smaller towards the summit of
the plant. It has small four petalled dirty-white flowers at its peak.
If applied to wounds it will stop their bleeding for one hour, and
temporarily removes the need to bandage.
SILVERTHORN (Shaun Hately from Raymond E. Feist's `Silverthorn')
Available: Always 1%
Climatic Zone: Temperate
Locale: Mountains
Preparation: 12 hours
Cost: 1000 gp/ 10000 gp
Uses: 1
Ability Check: Intelligence
Silverthorn is a small thorny plant, white in colour with red berries
and silver thorns. Called aelebera by the elves, this herb can function
either as a poison or as an antidote to itself. It is found only by one
lake located high in the mountains. For use as a poison the thorns must
be crushed and boiled in oil over the course of a night, at which point,
the resultant mixture may be smeared on the end of a weapon. When the
weapon pierces its target, the poison will take effect killing the
victim within 2d6 hours. There is no save and no cure, except for the
antidote outlined below. Not even the most powerful magic can cure this
poison. The only cure for this poison, is also made from the Silverthorn
plant. The berries must be boiled in absolutely pure water, contained in
a pure silver vessel, and the resultant mixture stored in a vial of
absolutely pure glass until use. The liquid must be placed on the dying
victims lips, where within 1d20 minutes, they will recover from the
poisoning.
SINQUOI (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Summer 15%
Climatic Zone: Subtropical
Locale: Rural
Preparation: 1 hour
Cost: 2 gp/ 3 gp
Uses: 2
Ability Check: Intelligence -2
The red leaves of this unusually twisted tree should be burned and the
smoke inhaled. This will have the effect of `dilating' time (making it
appear to pass slower.) For every minute experienced outside the
influence of the herb, only thirty seconds will pass. A single dose is
effective for 1d6 hours. Normally used by torturers to prolong agony,
the leaves may also be used by people who must think quickly. It does
not increase the speed at which a person moves (Under it's influence all
movement will seem sluggish), and does not impart any bonuses in combat
for this reason, (you may see the blow coming more easily, but you will
still be unable to avoid it.)
SNAKESPIKE (Druann Pagliasotti)
Available: Spring 15%
Climatic Zone: Temperate
Locale: Coastal
Preparation: 1 hour/ 3 hours
Cost: 5 gp/ 7 gp
Uses: 2
Ability Check: Intelligence
A thin stalk covered with yellow-green flowers. The leaves can be
steeped in water to make a tea that, when imbibed 3 times a day, reduces
inflammation and restores strength; when made into an ointment,
snakespike soothes and promotes rapid healing. (Tea gives 1d3 hp/day
instead of 1; ointment restores 1d2 hp immediately per application but
can only be administered to the same character once a day.)
SPANISH NUT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 80%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: 25 weeks
Cost: 10 gp/ 100 gp
Uses: 1
Ability Check: Intelligence -2
This herb is a powerful aphrodisiac. If successfully administered I
would suggest that the GM or player roleplays the recipient accordingly.
However if a method of using dice to simulate its effect is wanted, I
suggest that anyone who attempts to seduce the recipient should have a
bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.
SPIDERWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 50%
Climatic Zone: Temperate
Locale: Special (see below)
Preparation: 2 weeks
Cost: 4 gp/ 10 gp
Uses: 3
Ability Check: Intelligence
This herb will cure spider poison if applied within 2 rounds. Any damage
already incurred, including death remains. This plant may be found
anywhere in temperate regions where there is chalky soil.
SPRING ADONIS (Shaun Hately)
Available: Spring 40%
Climatic Zone: Cold
Locale: Mountains
Preparation: 2 weeks
Cost: 3 gp/ 8 gp
Uses: 4
Ability Check: Intelligence -2
This plant has small green leaves, and wide round yellow flowers. These
flowers may be dried, and then eaten. They will then reduce the chance
of a heart attack by half each day they are eaten. They may (at the GMs
discretion) also help to strengthen the heart of a person, who through
age, injury, or other cause, has a weak heart. Eaten ten or more of
these flowers at a time will temporarily raise the Constitution and
Strength scores of a person by 1 for 2d12 hours, while reducing their
Dexterity by 2 for the same period. In addition to this reduction such
person also has a (50 - Constitution) % chance of suffering a fatal
heart attack 3d12 hours after taking such a massive dose. Certain tribes
of barbarians in the mountain regions where this herb is found, use it
in order to help them go berserk in battle. These tribes, due to
constant dosing from birth have only a (20 - Constitution) % chance of
suffering the heart attack. According to legend, the Greek goddess
Aphrodite changed her beloved Adonis, the son of King Cinyras, into this
flower, just before he died after being wounded by a wild boar.
STRAWBERRY (Shaun Hately)
Available: Summer 40%
Climatic Zone: Temperate
Locale: Rural
Preparation: negligible
Cost: 2 gp/ 2gp
Uses: 3
Ability Check: Intelligence -12
These small red berries grow on very small bushes with pale green
rounded leaves. Five berries should be bound into a bandage, which
should then be applied to a lepers sores. If the application is
successful, that sore will deteriorate no further.
SUAEYSIT (Druann Pagliasotti)
Available: Autumn 20%
Climatic Zone: Cold
Locale: Forest
Preparation: none / 1 week
Cost: 10 gp/ 50 gp
Uses: 1
Ability Check: Intelligence -4
A dark black mushroom with greyish markings along the undersides, this
fungus grows in shadowed forests in cool to cold climes. Suaeysit
mushrooms can be eaten directly or dried and ground into tinctures or
otherwise prepared. The mushrooms give the imbiber a rush of energy,
clearing the mind and raising the spirits. However, they are highly
addictive, and care must be taken when preparing and prescribing
dosages. Often used to counteract shock in emergency situations.
(Temporarily adds +1 to all statistics - no top limit to natural
statistics, but it does not add to magically enhanced statistics - and
saving throws, and relieves effects of fatigue. This effect lasts for
1d4 hours, after which the user operates at -1 to all statistics and
saving throws, and feels even more fatigued. The negative effects of
"coming down" can, of course, be counteracted by taking more the drug,
with resultant addictive effects.)
SWEET TREFOILE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 60%
Climatic Zone: Temperate
Locale: Forest
Preparation: 2 weeks
Cost: 1 gp/ 3 gp
Uses: 6
Ability Check: Intelligence -4
This herb will halve falling damage if applied within one turn of the
fall.
TAI-GI (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Summer 10%
Climatic Zone: Subtropical
Locale: Rural
Preparation: 1 hour
Cost: 2 gp/ 3 gp
Uses: 3
Ability Check: Intelligence -4
The ground and powdered root of this small, almost flat plant will, if
eaten, increase the efficiency of all a persons five senses by 5 times
for a period of 2d6 hours. They will be able to see five times as far,
and things five times as small, track by scent alone, hear the smallest
sounds, and even taste many poisons on their tongues. A side effect is
that they are also five times as susceptible to pain (for each hit point
of damage the person must save vs Constitution with a penalty of the
amount of damage, ie a person with a Constitution of 15 take 6 points of
damage. He musts roll 9 or under on d20 or collapse in agony. If the
person ever takes more damage than their Constitution score while under
the influence of this herb, they have a 95% (19 in 20) chance of instant
death, just from the pain.
TAMARINDES (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 85%
Climatic Zone: Tropical
Locale: Forest
Preparation: 4 weeks
Cost: 1 gp/ 2 gp
Uses: 7
Ability Check: Intelligence
This herb will quench the thirst. However it does not replace the water
in their system. A person can still die of thirst, they just won't feel
thirsty. Because of this fact, its use can be dangerous.
TAMARISKE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Always 20%
Climatic Zone: Temperate
Locale: Rural
Preparation: 2 weeks
Cost: 5 gp/ 7 gp
Uses: 3
Ability Check: Intelligence
This herb will cleanse wounds, removing all infection. It does not cure
lost hit points.
TATEESHA (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Always 20%
Climatic Zone: Subtropical
Locale: Swamp
Preparation: (none for nuts, 1 week for silks)
Cost: 1 sp/ 1 sp for nuts, 5 gp/ 10gp for silks
Uses: 2
Ability Check: Intelligence -5
The tateen bush is a low lying shrub with long thin leaves and small
brown nuts. These nuts may be chewed to provide a short lived feeling of
euphoria, and are mildly addictive. They have the side effect of
staining the teeth, making it easy to find a tateen addict. The flowers,
called silks bloom only in spring, and if gathered and dried for one
week form a powerful narcotic which may be smoked. For 2d10 minutes
after smoking the persons insight is increased (+1 to Intelligence), but
for 1d4 hours after this, a state of distortion ensues and the recipient
Intelligence and Wisdom drop by 2 from their normal levels. Prolonged
use causes the user to collapse into an almost dreamlike trance. THIS
HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.
TEMPIN (Druann Pagliasotti)
Available: Summer 20%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 5 gp/ 5 gp
Uses: 1
Ability Check: Intelligence -2
A bushy climbing vine with tubular yellow flowers, the leaves and
flowers of tempin can be boiled and made into a poultice that will draw
out poisons from bites and stings and allow the wound to heal cleanly
and without complications. (When poultice is applied promptly, gives an
additional +2 save vs. poison, once on any particular poison attack.
Also gives back 1 extra hp/day for the first 2 days after poultice is
applied.)
TEPHROSIA (Shaun Hately)
Available: Spring, Summer, Autumn 30%
Climatic Zone: Tropical
Locale: Coastal
Preparation: 1 hour
Cost: 2 gp/ 3gp
Uses: 3
Ability Check: Intelligence -2 / Intelligence -3 (for seedpods)
Tephrosia consists of a small woody stem, with fern like leaves along
its length, and topped by several small flowers (or in summer seedpods).
Either the flowers or the seeds may be boiled in water and then drunk to
calm the recipient. This is very useful when a person is delirious, or
otherwise insane. It also has a mild pain relieving effect and may be
given to the wounded or injured. The seedpods are more effective than
the flowers (hence the different ability checks) and may also be dried.
This herb is mildly addictive and should be used with care.
TERBAS (Shaun Hately from ICEs "MERP" RPG)
Available: Spring 75%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 2 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -5
The leaf of this plant must be applied to the site of nerve damage. If
successful, the rate of healing for such damage will be doubled on each
day of use.
TERIKO WEED (Shaun Hately from Feist and Wurts' `Empire' Trilogy)
Available: Spring, Summer 5%
Climatic Zone: Subtropical
Locale: Rural
Preparation: 1 hour
Cost: 2 gp/ 3 gp
Uses: 3
Ability Check: Intelligence -3
This small dark green weed is prized as a contraceptive. It must be
boiled for one hour into an elixir, and drunk by the woman. A successful
application will prevent 98% of pregnancies for a period of 1d3+1 weeks.
THORN APPLE (Frank Shears)
Available: Spring, Summer 20%
Climatic Zone: Temperate, Subtropical
Locale: Rural
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 4
Ability Check: Intelligence
This is a small ground hugging plant. Its seeds are about a quarter of
an inch in diameter, and are covered in small thorns. A single seed is
very effective as a minor pain reliever. It will ease small pains, such
as headaches or minor muscular pains for 3d4 hours. The pain relief is
almost instantaneous.
THROW-WAXE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Spring, Summer 45%
Climatic Zone: Temperate
Locale: Forest
Preparation: 7 weeks
Cost: 2 gp/ 3 gp
Uses: 8
Ability Check: Intelligence -4
This herb will heal any scars in a year if applied every week.
THURL (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 90%
climatic Zone: Temperate
Locale: Forest
Preparation: 1 day
Cost: 1 sp/ 2 sp
Uses: 4
Ability Check: Intelligence
The clove of Thurl must be brewed for one whole day. When the mixture is
drunk it will restore 1 hp of damage.
THYME (Shaun Hately)
Available: Spring 15%
Climatic Zone: Temperate, Cold
Locale: Rural
Preparation: 2 weeks
Cost: 2 gp/ 5 gp
Uses: 3
Ability Check: Intelligence -9
Thyme can grow up to a foot in height. It has tiny dark green leaves,
and is an evergreen. In spring it has many sweet scented mauve flowers.
The smell is so strong that the herb is often smelt before it is seen.
These flowers must be dried and then mixed with fresh, clear water. To
produce an antiseptic lotion. This lotion should be applied to infected
wounds. A successful application will destroy the infection, although
any damage already sustained will remain.
UR (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 70%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 3 gp/ 3 gp
Uses: 4
Ability Check: Intelligence
Ur can be used as a substitute for one days food. It cannot be used for
more than three days or a character will begin to suffer -2 to all
statistics. When any statistic is less than 3 the character become
comatose, when any statistic reaches 0 they die. A character will regain
1 statistic point per day with food and medical care, but will remain
incapacitated until all statistics reach normal levels.
VALERIAN (Shaun Hately)
Available: Spring 20%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 hour
Cost: 1 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -2
Valerian grows to a height of about 3 feet, and has one hollow furrowed
stem. It has large, pale green, serrated leaves along the length of this
stalk which slits into flowers stems with small pink flowers at its top.
The root is the useful part of this plant and should be grated into
boiling water and the resulting infusion drunk in order to ease the
spasms of somebody who is subject to fits. A successful application will
stop all fits for 1d12 hours. The scent of the bruised or cut root also
can be used to attract rats. According to some versions of the legend,
the Pied Piper of Hamlin used this herb to lead the rats from the town.
VINUK (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 1 hour
Cost: 8 sp/ 8 sp
Uses: 1
Ability Check: Intelligence
If this herb is given to an unconscious person, it will immediately
awaken the person. It will only wake up a person who is unconscious due
to alcohol or fainting etc, not that caused by physical damage. And just
because the person is conscious does not mean that they are coherent.
WHITE BRYONY (Shaun Hately)
Available: Autumn 30%
Climatic Zone: Temperate
Locale: Forest
Preparation: 1 hour
Cost: 1 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -5
This climbing vine has greenish white star shaped flowers, each bearing
five petals, and has green berries which turn red when ripe. It has a
root, something like a huge turnip, and this root should be ground up
and boiled in water and drunk as a cure for pneumonia.
WHITECANDLE (Druann Pagliasotti)
Available: Autumn 30%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: 1 hour
Cost: 5 gp/ 5 gp
Uses: 1
Ability Check: Intelligence -2
A tall, flowered plant with silvery-green leaves. When the flowers are
mixed with water or wine and applied directly to a wound, they act as a
painkiller. (Restores 1d4 immediately, but these points are lost as the
effect wears off in 2 hours Further applications before the previous
one has worn off are ineffective.)
WILLOW-HERB (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 60%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 5 gp/ 5 gp
Uses: 4
Ability Check: Intelligence -2
The plant grows to about three feet in height. It has long hairy leaves
and large purplish-pink flowers. The smoke of this herb will keep away
snakes. One dose burns for about five minutes.
WINCLAMIT (Shaun Hately from ICEs "MERP" RPG)
Available: Spring 1%
Climatic Zone: Temperate
Locale: Forest
Preparation: none
Cost: 100 gp/ 100 gp
Uses: 1
Ability Check: Intelligence
Each Winclamit tree bears but one fruit per year. When this fruit is
eaten it will restore 1d100 hp to the recipient. The fruit can be stored
for up to 2 months in a dry sealed container.
WOLFSBANE (Maya Kniese)
Available: Summer, Autumn 10%
Climatic Zone: Temperate
Locale: Hills
Preparation: None (2 days for pills)
Cost: 20 gp each/ 40 gp for
jelly
Uses: 3
Ability Check: Intelligence
This small (15 cm) plant has black green leaves, sawed deeply several
times, and three flower stalks with tiny white flowers and brown seed
pods. The seeds are fine as dust, and are therefore usually worked into
pills, although, in a pinch, it is possible to simply pluck a stalk and
eat it whole. In both cases, the seeds have the effect of granting a +2
on a saving throw vs poison to avoid lycanthropy. The protection lasts
for 2d4 x 10 minutes.
WOLFSBANE (WHOLESOME) (Shaun Hately)
Available: Summer 25%
Climatic Zone: Temperate
Locale: Rural
Preparation: 1 day
Cost: 5 gp/ 10 gp
Uses: 2
Ability Check: Intelligence - 7
This is a small plant, about 1 foot tall with pale, divided green leaves
and hooded yellow flowers. The stem if rather hairy. The root must be
boiled in water and then applied to a bite from a venomous creature
within 5 rounds of the bite. If used successfully, the damage caused by
the venom will be reduced by half.
WOODROSE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer 60%
Climatic Zone: Temperate
Locale: Rivers
Preparation: none
Cost: 1 gp/ 1 gp
Uses: 3
Ability Check: Intelligence
If drunk in wine, this herb cause people to become very merry. Anyone
who wishes to resist its effect can do so, if they save vs poison (+2
bonus).
WOOD SORREL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available: Summer, Autumn 80%
Climatic Zone: Tropical
Locale: Desert
Preparation: 2 weeks
Cost: 2 gp/ 4 gp
Uses: 2
Ability Check: Intelligence
This is a small plant with leaves in three parts, like a shamrock. The
flowers are bell shaped and are white with a dash of blue. The leaves
must be crushed and dried for two weeks before use. This herb keeps
people cool. It is obviously invaluable in desert regions. It doubles
the persons ability to endure heat effects, but does not counteract
dehydration, etc.
WORMWOOD (Shaun Hately)
Available: Spring 5%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 2 gp/ 2 gp
Uses: 1
Ability Check: Intelligence -2
The effects of this herb last for two hours. During this time the
character can function at negative hit points, or beyond the point of
exhaustion. Wormwood normally grows to about four feet in height. It has
a stiff and angular stem, reddish brown in colour. It has deeply incised
smooth leaves which are silvery white with a slight tinge of green. It
has small, yellow-green flowers arranged in long spikes at the top of
the stem. The herbs is also a rather effective insect repellent and is
often left with clothing to keep fleas away. It also makes a very
effective antiseptic when mixed with rue (Intelligence check to remove
all infection from a wound within 5d6 hours). In addition to its above
effects wormwood is also a prime ingredient in a very dangerous, very
addictive drink called Absinthe which is milky green in colour. I will
not outline the manufacture of this drink as it is highly dangerous, and
often illegal. THIS HERB IN ANY FORM IS HIGHLY ADDICTIVE. REPEATED USE
IS VERY UNWISE.
`While Wormwood hath seed get a handful or twaine
To save against march, to make flea to feraine:
Wherre chamber is sweeped and Wormwood is strowne,
No flea for his life dare abide to be known
Whate save is better (if physik be true)
For places infected than Wormwood and Rue?
It is a comfort for hart and the braine,
And therefore to have it is not in vaine'
Thomas Tusser (1527-1580)
YARAN (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 80%
Climatic Zone: Temperate
Locale: Grassland
Preparation: none
Cost: 8 sp/ 8 sp
Uses: 2
Ability Check: Intelligence
The pollen of this flower must be inhaled. A successful roll means that
a persons sense of smell and of taste are doubled for one hour. The herb
must still be growing or have been cut in the last 10 minutes.
YARROW (Shaun Hately)
Available: Summer 30%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 10 gp/ 10 gp
Uses: 3
Ability Check: Intelligence
The small white flowers of this herb, which cluster at the top of its
one to two feet tall straight stem, should be crushed and applied to
wounds. If successfully used it will stop minor bleeding, and reduce
major bleeding to the minor level. A second application can then be used
to stop the minor bleeding. According to legend Achilles used yarrow to
treat wounded Greek troops during the Trojan War.
YAVETHALION (Shaun Hately from ICEs "MERP" RPG)
Available: Autumn 40%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 45 gp/ 45 gp
Uses: 1
Ability Check: Intelligence
When the fruit is eaten, it will restore 1d3 hp to the recipient.
Yavethalion keeps for only two weeks.
YOUNG LAD'S LOVE (Shaun Hately)
Available: Summer, Autumn 30%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: None
Cost: 1 gp/ 1 gp
Uses: 5
Ability Check: Intelligence -5
Young lad's love is a 3 to five foot tall shrub with many branches that
resemble small trees. It has small yellow- white flowers, and green
feathery leaves, which smell of lemon. These leaves turn a rich
orange-brown in late autumn. The flowers should be crushed and placed
into a poultice, to be used. A successful application will cure one
small area of frostbite, such as a foot or hand, in 2d8 hours.
ZULSENDRA (Shaun Hately from ICEs "MERP" RPG)
Available: Summer 30%
Climatic Zone: Tropical
Locale: Underworld
Preparation: none
Cost: 70 gp/ 70 gp
Uses: 2
Ability Check: Intelligence
When this mushroom is eaten, it doubles a persons rate of movement, and
rate of attack for three rounds. At the end of that time the person must
save versus poison or collapse in exhaustion for 1d6 turns.
ZUR (Shaun Hately from ICEs "MERP" RPG)
Available: Winter 60%
Climatic Zone: Cold
Locale: Underworld
Preparation: 6 hours
Cost: 12 gp/ 50 gp
Uses: 2
Ability Check: Intelligence
This fungus must be brewed for six hours. A successful roll means that a
persons senses of smell and of hearing are doubled for one hour.
APPENDIX A: THE REVISED HERBALISM SKILL
by Maya Kniese
The revised herbalism skill that appears below is largely the work of
Maya Kniese and is (c) 1996 Maya Kniese and is used with permission. I
have edited her original document for greater clarity. Note, the
following skill assumes (as does the entire guide) that Intelligence is
measured as a score from 3-18, as appears in D&D, AD&D, Dragon Warriors,
and Tunnels & Trolls FRPGs. If a different system is used, in your game
it is necessary to revise the skill accordingly. The following system is
totally optional of course, and you should feel free to use your own
system, or that contained in your games systems rulebooks.
Herbalism, as a skill or a proficiency, is the ability to first of all
find and then to prepare a certain herb in order to use its special
properties (normally curative). To use this skill, simply tell the GM
that you intend to look for a certain plant. The GM will decide, based
on the information contained in the Guide for each herb, and on the fact
whether or not he wants the herb to be found if the plant exists in the
area. If the herb does exist in the area, the GM will then roll 1d10 to
determine the rarity of the plant in that area. This number must be
multiplied by 10 and added to your intelligence score, in order to give
the percentage chance that the herb will be found in each hour of
searching. If the PC has two skill or proficiency levels in herbalism,
then twice intelligence is added to the d10 x 10 roll, if the PC has
three skill or proficiency points, three times Intelligence must be
added. The GM must add modifiers to this chance of finding the herb,
based on common sense, etc. For example an eight feet tall plant in the
middle of an open field is going to be very easy to see, and
consequently to find. If the PC has a survival skill or proficiency in
the type of terrain that they are searching in, 5% should be added to
this roll. If the PCs is in an area, that he or she is familiar with,
for example their own village, 10% is added to the chance. These
additions are cumulative. Finally once the herb is found, the Ability
Check must be rolled in order to determine whether or not the herb is
prepared correctly and functions as desired.
APPENDIX B: ADDICTION EFFECTS
Reading through the guide, it may have been noticed that certain of the
herbs contained within are addictive. In previous editions of this
guide, I have not included any information on the effects of addiction,
overdose, or withdrawal symptoms etc. This was because I do not wish to
be seen as supporting or condoning drug use in any way, shape or form.
For the record, I do not condone the administration, or use of any drug
except on the basis of competent medical advice. However I have decided
to include this appendix in the new edition of the guide, after many
requests from users of previous editions of the guide. All information
contained in this appendix is completely optional, even more so than any
other information contained within the guide. It is useful in a game
environment by tending to limit the effectiveness of certain powerful
herbs. The undesirable effects of overuse will discourage PCs from
becoming habitual users. However, I caution all GMs that forcing a
player to play an addicted PC may be very distressing for the player. No
player likes losing control of their character, and that may be an
effect of addiction. Always remember the first priority of any game is
to be fun.
A second warning. Drug use is a very contentious issue among certain
people and groups. Don't let this fact get in the way of your games.
Also the mention of drug use and addiction in games may distress some
people. Please be careful.
Thirdly, a personal plea. Please never use any drug or herb unless
prescribed by a medical practitioner, or a trained and skilled
herbalist. A transient high, or a quick fix is not worth your life or
your health. If you have any type of substance abuse problem seek help.
The suggested addiction effects contained in the appendix have been
created for game purposes. They may or may not be accurate in a real
world environment. This appendix is organised alphabetically, by the
name of the herb. I have only considered powerfully addictive herbs.
Those which are described as mildly addictive (such as Caffar, Callin or
Tephrosia) should be role played by the GM and player, or ignored as the
GM sees fit.
ADGANA
Chance of Overdose
Each time this herb is used, there is a 1 in 10 chance of Overdose
occurring. An overdose causes the recipients heart to race at five times
the normal speed for 1d12 minutes. At the end of this time the recipient
will die of massive internal bleeding. During this time the recipient
may be treated for ingested poison with a successful treatment allowing
their survival.
Addiction and Withdrawal
Whenever this herb is used the recipient must save vs Constitution or
become addicted. For every time after the first time the herb is used, a
cumulative penalty of 1 applies to this save. An addict is unable to
gain any benefit from the herb, but craves it nonetheless. They will
undertake any risk and do anything to get the herb. They will kill
anyone who stands between them and the herb. This is undisputable and
unavoidable.
Recovery from Addiction
It is almost impossible to recover once addicted to Adgana. The only
method is to go totally cold turkey for six months. During this time,
the addict will take any and all opportunities to get hold of the herb.
They will neglect everything else such is their fanaticism. They will be
prone to severe depression and may be suicidal. After six months they
will no longer crave the herb with such intensity, but will still do
anything to get hold of it, if they see it. They will also suffer a
permanent 1 point penalty to all attributes.
MUGWORT
Chance Of Overdose
An overdose may occur if this herb is administered three or more times
in any given 24 hour period. If this occurs, the PC must make a save vs
poison with a -2 penalty. Each time the herb is administered after the
third time in the 24 hour period, an additional cumulative penalty of -1
is applied to the save. For example if it has been used for the 5th time
in 24 hours, the total penalty will be - 4.
If overdose occurs the PCs metabolism will go out of control. The PC
must role under the Constitution on d20, or they will suffer heart
failure and die within 2d10 minutes. Poison curing magic or the
administration of a Navew nut has a 50% chance of saving the PCs life.
Even if the PC survives they will be all but incapacitated for 1d4 days.
There is also a (30-Constitution) % chance of the permanent loss of 1
CON point.
Addiction And Withdrawal
If this herb is used more than 3 times in a week (7 days) there is a 10%
chance of addiction, with any additional use of this herb in that week
raises the chance of addiction by a further 5%. This addition is
cumulative. An addicted character must make a Constitution check each
morning. If this is failed the PC is unable to function without a dose
of Mugwort, and will suffer the loss of 1 point of Constitution. If the
characters Constitution ever reaches 0, they will die. One dose of
Mugwort will restore their Constitution score back to normal levels.
Once addicted the PC will require double the normal dose of Mugwort for
it to have any normal effect, but the normal 3 dose rule for overdose
still applies.
It should be noted that the gradual loss of Constitution will cause the
PC to take on a wasted appearance.
Recovery From Addiction
The PC must manage to abstain from the herb for 10+1d4 days. Each day
they must make the above Constitution check. If they fail this check,
they will lose a point of Constitution as described above. On a day when
this occurs, if the PC has any chance to get hold of the herb, they will
do so, no matter what, unless they pass a Wisdom check with a penalty of
5. The GM may allow a bonus to this check, if the PC would have to do
something totally out of character, for example, a Paladin having to mug
someone to get it, but the roll should never be better than a base
Wisdom check. If the PC manages to survive the 10+1d4 day period, they
are no longer addicted, and will gain any lost Constitution points
(except those caused by overdose) back at the rate of one per day.
However if they ever use the herb again, they will instantly become
re-addicted.
NIGHTCALL
Chance of Overdose
If more than 1 teaspoons (1 dose) is ever taken in a 24 hour period, the
recipient has a (10% x number of doses) chance of overdosing. They will
become extremely sensitive to light, causing pain and combat penalties
(-2 penalty to combat in full light) for a period of 3d12 hours. They
will be unable to concentrate properly for the same period of time,
giving a 10% chance of miscasting spells.
Addiction and Withdrawal
Taking more than one dose of Nightcall at a time, or for more than three
consecutive days will cause addiction. An addict must have one dose a
day or suffer detrimental effects to both sight and hearing (each lose
approximately half their effectiveness. The addict cannot hear all
sound, and see everything as if it were dusk, even in full sunlight.)
Recovery from Addiction
If the addict goes three weeks without a dose, they can be considered to
have recovered from their addiction, but they can become addicted again,
if the exceed the one teaspoon dose.
SAFFRON
Chance Of Overdose
This herb is incredibly powerful. If the herb is used more than once in
a three day period, the PC must make a save vs poison with a -5 penalty
or die immediately from a massive brain haemorrhage. A third usage in
that period will automatically kill the character.
Addiction and Withdrawal
Addiction automatically occurs if this herb is used more than once in a
week. An addicted character will lose one point a day from two randomly
determined attributes, unless they have a dose of this herb. Any
addicted PC who has a chance to get the herb, will take it no matter
what. The following effects will occur if the respective attribute
scores ever falls to 0.
Attribute Effect
Strength The character becomes totally unable to move a muscle
- absolute paralysis of all voluntary bodily
functions.
Dexterity The PC can move but only with spasms. They cannot
move faster than a shuffle and tend to fall at least
once per round.
Intelligence The PC loses all knowledge and is functionally in a
vegetative state.
Wisdom The PC goes totally insane
Charisma The characters face begins to collapse. The eyes,
nose, ears and mouth become indistinguishable. Their
hands become gnarled and useless. They lose control
of their bodily functions and stink from perspiration
and other factors.
Constitution The PC dies.
The loss of Constitution, Strength and Charisma points all serve to
alter the characters physical appearance.
Recovery From Addiction
The only cure for this addiction is powerful healing magic, although
lesser magic will restore the PCs scores back to their normal levels. If
the character is cured of their addiction their scores will remain at
their current levels, until some form of restoration magic is used.
If a once addicted character ever has Saffron again, they become
addicted with no chance of being cured. However this is unlikely to
occur, because such a character develops an almost pathological hatred
of the herb, and is likely to attack anyone in possession of it, and
destroy it whenever they see it. (This is up to the player and the GM,
but allows a lot of good campaign ideas.)
SUAEYSIT
Chance Of Overdose
If a roll of 20 is made by the herbalist when administering this herb
the PC will suffer a +4 bonus to all scores for a period of 1d10 minutes
and must make a save vs Constitution or die. If they don't die they will
collapse for 1d4 hours. When they awake all their scores will be at -4
for 1d6 days.
Addiction and Withdrawal
The addiction is psychological in nature. The PC can choose not to take
the herb any time they wish, but many will not due to the consequences.
As Druann (the herbs creator) says taking the herb increase all the PCs
attributes for 1d4 hours. I suggest that after this period has elapsed
all the PCs scores, and their saving rolls will drop by -1 for an
equivalent number of days. The way to counteract this is to take another
dose and raise the scores again for 1d4 hours, and then the scores will
drop by 1 for an additional 1d4 days again. In other words say a PC has,
at the end of each 'up' period, lasting say an average of 2.5 hours,
another dose of the herb in order to keep the scores up. If they do
this 10 times in succession, thus giving them 20.5 hours of 'up'
periods, they must then put up with 20.5 days of 'down' time. They can
quit if they like, and suffer no more disadvantage than lower scores for
3 weeks or they can continue taking the herb.
Recovery From Addiction
As described above, all that is necessary to recover from addiction to
this herb is a desire to quit, and a willingness to accept the
consequences.
TATEESHA
For the purposes of this appendix, I will only consider the addictive
effects of the silks. The mildly addictive qualities of tateen nuts will
not be considered here.
Chance of Overdose
If a 20 is rolled on the ability check when administering this herb, the
recipient will overdose. Overdoes will also occur if Tateesha silks are
smoked more than once in a 24 hour period. Overdose of this herb will
cause the recipient to lose touch with reality for between 10 and 30
minutes. They will hallucinate, normally that they are being attacked,
and they will treat any approach by a person as an attack. During this
period of hallucination, they will fight with a -3 penalty to any attack
rolls, are incapable of using spells of any sort (although they are
quite likely to think that any spells they cast have been effective.)
They will also be able to endure wounds that would normally cause
unconsciousness. After the initial effects described above, the
recipient will collapse into a coma for 3d6 hours. They will awaken with
a severe headache, and no recollection of the events following their
overdose. There is a 1 in 20 chance that they will suffer a stroke
during this coma, which may (10% chance) kill them, or (20% chance)
leave them paralysed down one side.
Addiction and Withdrawal
Addiction may occur if Tateesha silks are smoked more than once in a two
week period. The chance of addiction begins at one in six, but increases
by a further one in six each time the herb is used during that two week
period.
A Tateesha addict is extremely lethargic, and finds it very hard to get
excited or involved about anything, except another dose of the herb.
Their Intelligence and Wisdom scores are 1 point lower than normal
unless they have smoked Tateesha in the previous two days. An addict
experiencing withdrawal will smoke the herb at any opportunity, unless
they make a save vs poison. A successful save allows them to suppress
the craving for 2d6 hours, although they still suffer the Intelligence
and Wisdom penalties.
Recovery From Addiction
A Tateesha addict who manages to do without the herb for more than a
month will no longer suffer the Intelligence and Wisdom penalties,
although they will still use the herb at any opportunity unless they
make their save vs poison. At this stage, though, a successful save will
suppress the craving for 1d4 days. If an addict manages to go an
additional 2 months (a total of 3 months) without the herb they will no
longer experience this craving. Any use of the herb, after being
addicted will instantly readdict the person.
WORMWOOD
I have had grave concerns about including this information on addiction
in the guide, and as Absinthe is so dangerous, as compared to other
substance contained, I will not provide game rules. I suggest that the
GM not allow the use of Absinthe in his games. It is only mentioned in
the guide for the sake of completeness in the section on Wormwood. While
Wormwood is a herb, like the others in this appendix, Absinthe is a
dangerous drug of dependency with NO beneficial effects, and is
therefore outside the purpose of this guide.
The author of this guide (Shaun Hately) wishes to make clear that he is
absolutely opposed to any misuse of drugs, and accepts no responsibility
for any misuse of the material contained within this guide. This is a
guide for RPG purposes only. It does not seek, in any way, shape or form
to advocate or encourage the misuse of any substance, natural or
manufactured.
APPENDIX C: GENERAL INFORMATION ON HERBS
NAME TIME ZONE LOCALE COST PURPOSE
Adder's Tongue Sp Te Ru 5gp/15gp anti-infection
Adgana Sp Te Ru 10gp/500gp raises attributes
Agrimony Su Te Fo 2gp/8gp bruises, sprains
Aldaka Wi Cd Mo 100gp/1000gp blindness
Alether Sp/Su Te Ru 10gp/100gp combat skills
Alkanet Su Te Ru 2gp/2gp antidote
All-Heale Au Te Fo 2gp/10gp healing
Aloe Au/Wi Te Gr 5cp/5cp healing, burns
Amrans Sp Te Ri/Ru 50gp/50gp healing
Angelica Su Te Mo 5sp/1gp coughing
Anise Su Te Ru 1gp/1gp cures hiccups
Anserke Su Tr Co 75gp/75gp bleeding
Archangelica Su Te Sw 5sp/5sp colds, flu
Arfandas Au/Wi Cd Ri 2sp/3sp fractures
Arkasu Au Te Gr 12gp/12gp healing
Arlan Au Cd Gr 20sp/20sp healing
Arnica Su Te/Cd Mo 1gp/1gp bruising
Arnuminas Au Te Gr 6gp/6gp tissue damage
Arpusar Au Cd Ri 7gp/30gp muscle damage
Asarabacca Sp Te Fo 3gp/7gp renders docile
Ash Sp Te Fo 5gp/8gp fevers, snakebite
Ashline Wi/Sp Te Mo 50gp/500gp petrification
Athelas Au Te Fo 200gp/200gp ???
Atigax Wi Te Gr 40gp/70gp protects eyesight
Attanar Au/Wi Te Gr 8gp/8gp fevers
Balm Su St Fo 3gp/5gp menstrual pains
Barberry Su Te Ru 4gp/9gp liver disorders
Base Mullein Al Te Ru 10sp/10sp burns
Basil Su Te Ru 3sp/3sp antidote
Bastit Al Te All 3sp/3sp repels insects
Belan Su Tr Co 40gp/40gp bleeding
Belramba Su Te Fo 60gp/180gp nerve damage
Bilberry Sp Te Fo 500gp/3000gp infravision
Birthnot Al Te Hi 2cp/2cp contraceptive
Bishop's Weed Su Te Ru 4gp/10gp plague
Bittermourn Wi Po All 1000gp and up longevity
Blackberry Sp Te Ru 1gp/1gp bleeding
Blackroot Su Te All 4gp/4gp healing
Black Rose Sp/Su Te All 100gp/100g liquid absorption
Bloodkeep Sp Te Co 4sp/4sp bleeding
Borage Sp Te Fo 1gp/10gp fever
Breldiar Sp Te Vo 50 gp/50gp alters perception
Bull-Rush Al Te/St Sw 2sp/3sp sleep
Burdock Sp Te Ru 10gp/30gp syphilis
Bursthelas Su Te Gr 110gp/1000gp fractures
Caffar Su/Au Tr De 10gp/10gp psi enhancement
Calamus Sp/Su Te Sw 5gp/15gp restores hearing
Calcena Mushroom Al All Un 100gp/1000gp hallucinogenic
Callin Au Te Ju 5gp/25gp heart attacks
Cat's Tail Su Te Fo 1gp/3gp heals heels
Cephalophage Al Te Sp 100gp/100gp see description
Chamomile Sp/Su Te Ru 2gp/3gp calming effect
Chervil Al Te Fo 10gp/10gp dissolve clots
Cinquefoil Su Te Ru 10gp/15gp aphrodisiac
Colewort Sp/Su Te Fo 6sp/6sp sobriety
Coltsfoot Sp/Su Te Mo 2gp/4gp anti-infection
Comfrey Sp Te Ru 4gp/10gp fractures
Cow Parsnip Al Te Fo 3gp/10gp madness
Cow-Wheat Su Te Gr 2gp/3gp intoxication
Culkas Al Tr De 35gp/35gp sunburn
Dagmather Su Te Gr 6gp/28gp tissue damage
Dainaberry Au Te Ri 2gp/8gp induces sleep
Darnell Au Te Fo 3gp/7gp dims sight
Darsurion Wi Cd Mo 3sp/3sp healing
Deadly-NightshadeSu Te Fo 4gp/8gp sleep
Degiik Su Tr Co 100gp/100gp maintains life
Delrean Wi Te Fo 3sp/3sp repels insects
Dittany Su/Au Te Ri 1gp/5gp anti-infection
Dog Rose Su/Au Te Ru/Ur 1sp/10sp prevents scurvy
Draaf Sp St Co 5sp/5sp healing
Dragontears Sp Te De 100gp/100gp healing
Dragonwort Sp Cd Mo 100gp/300gp smallpox, plague
Dwarf Mallow Sp Te Sw 1gp/3gp beestings
Ebur Sp Te Co 22gp/22gp healing
Edram Wi Cd Ri 30gp/30gp fractures
Eldaas Sp/Su Te Co 2gp/4gp nausea
Elecampane Wi/Sp Te Ru 1sp/1sp induces vomiting
Elvish Galingale Sp/Su Po Fo 1gp/2gp raise bloodflow
Entriste Su St De 25gp/25gp antidote
Falsifal Sp Te Sw 3gp/3gp burns, blood loss
Febfendu Wi Cd Ri/Co 90gp/900gp deafness
Felmather Sp Te Co 10gp/10gp awaken
Fennel Au Te Ru 5sp/1gp relieves hunger
Fetherfew Su Te/St Fo 2gp/4gp vertigo
Fire-Flower Su St/Tr Mo 1000gp/1000000gp healing
Floure-De-Luce Al Te Gr 3gp/10gp bruises
Footleaf Sp/Su/AuTe Ru 10sp/10sp protects feet
Fumitore Sp/Su Cd/Te Co 3gp/6gp hair prevention
Gallowbrush Wi Te Ru 10gp/50gp induces sleep
Garden Flax Sp/Su Te Fo 3gp/6gp pain removal
Gariig Su Tr De 55gp/70gp healing
Gefnul Su Po Vo 200gp/500gp healing
Goat's Rue Su Te Fo 6gp/15gp antidote
Golden Crown Sp St Ru 1gp/2gp bleeding
Golden Lungwort Su Te/St Fo 1gp/2gp heals ears
Guardseye Al Cd Gr 100gp/100gp detect life
Gylvir Au Te Co 100gp/100gp breathe water
Hare's Ears Su Te Mo 2gp/5gp skin disease
Harfy Su Te Gr 150gp/150gp bleeding
Hart's Tongue Al Te Fo 2gp/2gp lowers libido
Hawkweed Al Te Fo 4gp/6gp improves eyesight
Healwell Su Te All 1sp/1sp healing
Henbane Su/Au Te Ru 1gp/3gp antidote
Horehound Su Te Co 1gp/5gp antidote
Horseweed Sp/Su/AuTe Gr 7gp/7gp strengthen horse
Ironhard Su/Au Te Hi 15gp/15gp hardens skin
Jaffray Su Tr De 10gp/15gp antidote
Jinab Al St Ru 5gp/7gp keeps awake
Jojojopo Au Po Mo 9sp/9sp frostbite
Juniper Su Te/St Mo 4gp/4gp relieve muscles
Kathkusa Wi Po Wa 50gp/50gp raise strength
Kelventari Al Te Fo 19gp/19gp burns
Kilmakur Su Te Gr 65gp/300gp fire protection
Klagul Su Te Gr 30gp/50gp infravision
Kylathar Su/Au St Fo 20gp/20gp alters attributes
Laishaberries Su/Au Cd Fo 20gp/40gp heal/ disease
Land Caltrops Su Tr Fo 2gp/5gp snakebite
Larnurma Sp Te Ru 10gp/100gp ease pain/ heal
Laumspur Sp Te Fo 100gp/500gp heal
Leopard's Bane Su Te Gr 5gp/5gp poison animals
Lesser Centaury Su Te/Cd Mo 5gp/5gp antidote
Lungwort Sp Te Ru 1gp/3gp relieves lungs
Makebate Al Tr/St De 1gp/2gp scorpion stings
Mandrake Sp Te Fo 3gp/5gp sleep
Marigold Sp/Su Te Ru/Ur 2gp/10gp antiseptic
Marjerome Al Te Gr 2gp/6gp jaundice
Marsh Mallow Al Te Co 5gp/8gp burns
Maruera Sp/Su St/Tr Mo 50gp/100gp breathing
Masterwort Su Te Ru 2gp/7gp plague
Megillos Wi Cd Mo 1gp/3gp improves eyesight
Melander Wi Cd Ri 12sp/20sp disease resist
Milkworte Sp/Su Te Ru 4gp/8gp cholera
Mirenna Wi Cd Mo 10gp/10gp healing
Mountain Garlick Al Te/Cd Mo 8gp/9gp repels spirits?
Mountain Setwall Al Te Mo 1gp/3gp hair growth
Mugwort Su Te Ru 2gp/4gp prevents collapse
Napweed Sp Te Ru 1gp/1gp poison protection
Navew Wi St/Tr Ri 4gp/12gp antidote
Nightcall Su Tr De 50gp/50gp enhances senses
Oede Sp Te Ru 1000gp/1000gp ???
Oiolosse Wi Po Fo 1200gp/1200gp see description
Olus Veritis Wi Te/Cd Ri 5gp/10gp compels truth
Olvar Wi Po Co 300gp/300gp prevents death
Orach Su Te Fo 2gp/10gp jaundice
Pallast Su Te Sw 5sp/1gp pain relief
Palma Eldath Al Cd/Po Mo 3gp/3gp warmth
Pargen Su Tr Ju 2000gp/2000gp resurrection
Pattran Su Te Fo 10gp/10gp induces sleep
Pennyroyal Sp Te Ru/Ur 3gp/3gp insect repellent
Peony Sp Te Ru 1gp/2gp healing
Periwinkle Sp Te Ru 1gp/10gp bleeding
Petiveria Su St/Tr Ru 1gp/3gp swelling/bruising
Prince's Feather Su/Au Te Ru 1gp/2gp bleeding
Rampalt Su Te Fo 5cp/5cp congestion
Rewk Au Te Ru 9sp/1gp healing
Ribwort Plantain Sp Te/St Ur 1gp/1gp bruising
Rose Campion Su Te Fo 1gp/3gp scorpion stings
Rue Su Te Ru 1gp/1gp antidote
Sabito Su Tr Co 100gp/500gp breathing
Saddilia Su/Au Te Gr 100gp/300gp raises attributes
Saffron Au/Wi Te Fo 20gp/100gp raises attributes
Sanicle Au/Su/WiTe Fo 5gp/30gp bleeding
Saracen Confound Su Te Ru 1gp/20gp fevers
Scented Mayweed Su Te Fo 8gp/15gp blindness
Serapias Turbith Sp/Su Te Gr 4gp/7gp healing
Sessali Au/Sp/SuSt Co 1gp/4gp antidote
Shepherd's Purse Al Te Gr 5gp/12gp bleeding
Silverthorn Al Te Mo 1000gp/10000gp antidote
Sinquoi Su St Ru 2gp/3gp dilates time
Snakespike Sp Te Co 5gp/7gp inflammation
Spanish Nut Al Te/St Fo 10gp/100gp aphrodisiac
Spiderwort Sp/Su Te Sp 4gp/10gp spider bites
Spring Adonis Sp Cd Mo 3gp/8gp relieves heart
Strawberry Su Te Ru 2gp/2gp leprosy
Suaeysit Au Cd Fo 10gp/50gp energy
Sweet Trefoile Sp/Su Te Fo 1gp/3gp falling damage
Tai-Gi Su St Ru 2gp/3gp enhances senses
Tamarindes Al Tr Fo 1gp/2gp quenches thirst
Tamariske Al Te Ru 5gp/7gp anti-infection
Tateesha Al St Sw 1sp/10gp raises int
Tempin Su Te Fo 5gp/5gp antidote
Tephrosia Sp/Su/AuTr Co 2gp/3gp calming effect
Terbas Sp Te Fo 2gp/2gp nerve damage
Teriko Weed Sp/Su St Ru 2gp/3gp contraceptive
Thorn Apple Sp/Su Te/St Ru 1gp/1gp pain relief
Throw-Waxe Sp/Su Te Fo 2gp/3gp scarring
Thurl Au Te Fo 1sp/2sp healing
Thyme Sp Te/Cd Ru 2gp/5gp antiseptic
Ur Wi Te Gr 3gp/3gp food substitute
Valerian Sp Te Gr 1gp/2gp eases fits
Vinuk Su Te Gr 8sp/8sp awaken
White Bryony Au Te Fo 1gp/2gp pneumonia
Whitecandle Au Te/St Fo 5gp/5gp pain relief
Willow-Herb Su Te Fo 5gp/5gp snake repellent
Winclamit Sp Te Fo 100gp/100gp healing
Wolfsbane Su/Au Te Hi 20gp/40gp lycanthropy
Wolfsbane (whole)Su Te Fo 100gp/100gp antidote
Woodrose Su Te Ri 1gp/1gp makes merry
Wood Sorrel Su/Au Tr De 2gp/4gp cools
Wormwood Sp Te Ru 2gp/2gp antiseptic
Yaran Au Te Gr 8sp/8sp enhances senses
Yarrow Su Te Ru 10gp/10gp bleeding
Yavethalion Au Te Co 45gp/45gp healing
Young Lad's Love Su/Au Te/St Fo 1gp/1gp frostbite
Zulsendra Su Tr Un 70gp/70gp increase move
Zur Wi Cd Un 12gp/50gp enhances senses
ABBREVIATIONS CONTAINED IN APPENDIX C
Sp Spring Gr Grassland
Su Summer Hi Hills
Wi Winter Ju Jungle
Au Autumn Mo Mountains
Al Always Ri Rivers
Tr Tropical Ru Rural
St Subtropical Sp Special
Te Temperate Sw Swamp
Cd Cold Un Underworld
Po Polar Ur Urban
Co Coastal Vo Volcanoes
De Desert Wa Wasteland
Fo Forest All All
APPENDIX D: HERBS BY SEASON
SUMMER
Agrimony Alether
Alkanet Angelica
Anise Anserke
Archangelica Arnica
Balm Barberry
Base Mullein Basil
Bastit Belan
Belramba Birthnot
Bishop's Weed Black Rose
Blackroot Bull-Rush
Bursthelas Caffar
Calamus Calcena Mushroom
Cat's Tail Cephalophage
Chamomile Chervil
Cinquefoil Colewort
Coltsfoot Cow Parsnip
Cow-Wheat Culkas
Dagmather Dainaberry
Deadly-Nightshade Degiik
Dittany Eldaas
Elvish Galingale Entriste
Fetherfew Fire-Flower
Floure-De-Luce Footleaf
Fumitore Garden Flax
Gariig Gefnul
Goat's Rue Golden Lungwort
Guardseye Hare's Ears
Harfy Hart's Tongue
Hawkweed Healwell
Henbane Horehound
Horseweed Ironhard
Jaffray Jinab
Juniper Kelventari
Kilmakur Klagul
Laishaberries Land Caltrops
Leopard's Bane Lesser Centaury
Makebate Marigold
Marjerome Marsh Mallow
Maruera Masterwort
Milkworte Mountain Garlick
Mountain Setwall Mugwort
Nightcall Orach
Pallast Palma Eldath
Pargen Pattran
Petiveria Prince's Feather
Rampalt Rose Campion
Rue Sabito
Saddilia Sanicle
Saracen's Confound Scented Mayweed
Serapias Turbith Sessali
Shepherd's Purse Silverthorn
Spanish Nut Spiderwort
Strawberry Sweet Trefoile
Tai-Gi Tamarindes
Tamariske Tateesha
Tempin Tephrosia
Teriko Weed Thorn Apple
Throw-Waxe Vinuk
Willow-Herb Wolfsbane
Wolfsbane (wholesome) Wood Sorrel
Woodrose Yarrow
Young Lad's Love Zulsendra
AUTUMN
All-Heale Aloe
Arfandas Arkasu
Arlan Arnuminas
Arpusar Athelas
Attanar Base Mullein
Bastit Birthnot
Caffar Calcena Mushroom
Cephalophage Chervil
Cow Parsnip Culkas
Dainaberry Darnell
Dittany Dog Rose
Fennel Flour-De-Luce
Footleaf Guardseye
Gylvir Hart's Tongue
Hawkweed Henbane
Horseweed Ironhard
Jinab Jojojopo
Kelventari Laishaberries
Makebate Marjerome
Marsh Mallow Mountain Garlick
Mountain Setwall Palma Eldath
Prince's Feather Rewk
Saddilia Saffron
Sanicle Sessali
Shepherd's Purse Silverthorn
Spanish Nut Suaeysit
Tamarindes Tamariske
Tateesha Tephrosia
Thurl White Bryony
Whitecandle Wolfsbane
Wood Sorrel Yaran
Yavethalion Young Lad's Love
WINTER
Aldaka Aloe
Arfandas Ashline
Atigax Attanar
Base Mullein Bastit
Birthnot Bittermourn
Bull-Rush Calcena Mushroom
Cephalophage Chervil
Cow Parsnip Culkas
Darsurion Delrean
Edram Elecampane
Febfendu Floure-De-Luce
Gallowbrush Guardseye
Hart's Tongue Hawkweed
Jinab Kathkusa
Kelventari Makebate
Marjerome Marsh Mallow
Megillos Melander
Mirenna Mountain Garlick
Mountain Setwall Navew
Oiolosse Olus Veritis
Olvar Palma Eldath
Saffron Sanicle
Shepherd's Purse Silverthorn
Spanish Nut Tamarindes
Tamariske Tateesha
Ur Zur
SPRING
Adder's Tongue Adgana
Alether Amrans
Asarabacca Ash
Ashline Base Mullein
Bastit Bilberry
Birthnot Black Rose
Blackberry Bloodkeep
Borage Breldiar
Bull-Rush Burdock
Calamus Calcena Mushroom
Cephalophage Chamomile
Chervil Colewort
Coltsfoot Comfrey
Cow Parsnip Culkas
Draaf Dragontears
Dragonwort Dwarf Mallow
Ebur Eldaas
Elecampane Elvish Galingale
Falsifal Felmather
Floure-De-Luce Footleaf
Fumitore Garden Flax
Golden Crown Guardseye
Hart's Tongue Hawkweed
Horseweed Jinab
Kelventari Larnurma
Laumspur Lungwort
Makebate Mandrake
Marigold Marjerome
Marsh Mallow Maruera
Milkworte Mountain Garlick
Mountain Setwall Napweed
Oede Palma Eldath
Pennyroyal Peony
Periwinkle Ribwort Plantain
Serapias Turbith Sessali
Shepherd's Purse Silverthorn
Snakespike Spanish Nut
Spiderwort Spring Adonis
Sweet Trefoile Tamarindes
Tamariske Tateesha
Tephrosia Terbas
Teriko Weed Thorn Apple
Throw-Waxe Thyme
Valerian Winclamit
Wolfsbane Wormwood
APPENDIX E: HERBS BY LOCALE
COASTAL
Anserke Bastit
Belan Bittermourn
Black Root Black Rose
Bloodkeep Cephalophage
Degiik Draaf
Ebur Eldaas
Febfendu Felmather
Fumitore Gylvir
Healwell Horehound
Marsh Mallow Olvar
Sabito Sessali
Snakespike Tephrosia
Whitecandle Yavethalion
DESERT
Bastit Bittermourn
Black Rose Blackroot
Caffar Cephalophage
Culkas Dragontears
Entriste Gariig
Healwell Makebate
Nightcall Whitecandle
Wood Sorrel
FOREST
Agrimony All-Heale
Asarabacca Ash
Athelas Balm
Bastit Belramba
Bilberry Bittermourn
Black Rose Blackroot
Borage Cat's Tail
Chervil Colewort
Cow Parsnip Darnell
Deadly-Nightshade Delrean
Elvish Galingale Fetherfew
Garden Flax Goat's Rue
Golden Lungwort Hart's Tongue
Hawkweed Healwell
Kelventari Laishaberries
Land Caltrops Laumspur
Mandrake Oiolosse
Orach Rampalt
Rose Campion Saffron
Sanicle Scented Mayweed
Spanish Nut Suaeysit
Sweet Trefoile Tamarindes
Tempin Terbas
Throw-Waxe Thurl
White Bryony Willow-Herb
Winclamit Wolfsbane (wholesome)
Young Lad's Love
GRASSLAND
Aloe Arkasu
Arlan Arnuminas
Atigax Attanar
Bastit Bittermourn
Black Rose Blackroot
Bursthelas Cephalophage
Cow-Wheat Dagmather
Floure-De-Luce Guardseye
Harfy Healwell
Horseweed Kilmakur
Klagul Leopard's Bane
Marjerome Saddilia
Serapias Turbith Shepherd's Purse
Ur Valerian
Vinuk Whitecandle
Yaran
HILLS
Bastit Birthnot
Bittermourn Black Rose
Blackroot Cephalophage
Healwell Ironhard
Whitecandle Wolfsbane
JUNGLE
Bastit Blackroot
Black Rose Callin
Healwell Pargen
Whitecandle
MOUNTAINS
Aldaka Angelica
Arnica Ashline
Bastit Bittermourn
Black Rose Blackroot
Cephalophage Coltsfoot
Darsurion Dragonwort
Fire-Flower Hare's Ears
Healwell Jojojopo
Juniper Lesser Centaury
Maruera Megillos
Mirenna Mountain Garlick
Mountain Setwall Palma Eldath
Silverthorn Spring Adonis
Whitecandle
RIVERS
Amrans Arfandas
Arpusar Bastit
Bittermourn Black Rose
Blackroot Dainaberry
Dittany Edram
Febfendu Healwell
Melander Navew
Olus Veritis Woodrose
RURAL
Adder's Tongue Adgana
Alether Alkanet
Amrans Anise
Barberry Base Mullein
Basil Bastit
Bishop's Weed Bittermourn
Black Rose Blackberry
Blackroot Burdock
Cephalophage Chamomile
Cinquefoil Comfrey
Dog Rose Elecampane
Fennel Footleaf
Gallowbrush Golden Crown
Healwell Henbane
Jinab Larnurma
Lungwort Marigold
Masterwort Milkworte
Mugwort Napweed
Oede Pennyroyal
Peony Periwinkle
Petiveria Prince's Feather
Rewk Rue
Saracen's Confound Sinquoi
Strawberry Tai-Gi
Tamariske Teriko Weed
Thorn Apple Thyme
Whitecandle Wormwood
Yarrow
SPECIAL
Cephalophage Spiderwort
SWAMP
Archangelica Bastit
Bittermourn Black Rose
Blackroot Bull-Rush
Calamus Cephalophage
Dwarf Mallow Falsifal
Tateesha Whitecandle
UNDERWORLD
Bittermourn Calcena Mushroom
Zulsendra Zur
URBAN
Dog Rose Marigold
Pennyroyal Ribwort Plantain
VOLCANOES
Bittermourn Breldiar
Gefnul
WASTELAND
Bittermourn Kathkusa
APPENDIX F: HERBS BY CLIMATIC ZONE
TROPICAL
Anserke Belan
Caffar Calcena Mushroom
Culkas Degiik
Fire-Flower Gariig
Jaffray Land Caltrops
Makebate Maruera
Navew Nightcall
Pargen Petiveria
Sabito Tamarindes
Tephrosia Wood Sorrel
Zulsendra
SUBTROPICAL
Balm Bull-Rush
Calcena Mushroom Draaf
Entriste Fetherfew
Fire-Flower Golden Crown
Golden Lungwort Jinab
Kylathar Makebate
Maruera Navew
Petiveria Ribwort Plantain
Sessali Spanish Nut
Tai-Gi Tateesha
Teriko Weed Thorn Apple
Whitecandle Young Lad's Love
TEMPERATE
Adder's Tongue Adgana
Agrimony Alether
Alkanet All-Heale
Aloe Amrans
Angelica Anise
Archangelica Arkasu
Arnica Arnuminas
Asarabacca Ash
Ashline Athelas
Atigax Attanar
Barberry Base Mullein
Basil Bastit
Belramba Bilberry
Birthnot Bishop's Weed
Blackberry Blackroot
Black Rose Bloodkeep
Borage Breldiar
Bull-Rush Burdock
Bursthelas Calamus
Calcena Mushroom Callin
Cat's Tail Cephalophage
Chamomile Chervil
Cinquefoil Colewort
Coltsfoot Comfrey
Cow Parsnip Cow-Wheat
Dagmather Dainaberry
Darnell Deadly-Nightshade
Delrean Dittany
Dog Rose Dragontears
Dwarf Mallow Ebur
Eldaas Elecampane
Falsifal Felmather
Fennel Fetherfew
Floure-De-Luce Footleaf
Fumitore Gallowbrush
Garden Flax Goat's Rue
Golden Lungwort Gylvir
Hare's Ears Harfy
Hart's Tongue Hawkweed
Healwell Henbane
Horehound Horseweed
Ironhard Juniper
Kelventari Kilmakur
Klagul Larnurma
Laumspur Leopard's Bane
Lesser Centaury Lungwort
Mandrake Marigold
Marjerome Marsh Mallow
Masterwort Milkworte
Mountain Garlick Mountain Setwall
Mugwort Napweed
Oede Olus Veritis
Orach Pallast
Pattran Pennyroyal
Peony Periwinkle
Prince's Feather Rampalt
Rewk Ribwort Plantain
Rose Campion Rue
Saddilia Saffron
Sanicle Saracen's Confound
Scented Mayweed Serapias Turbith
Shepherd's Purse Silverthorn
Snakespike Spanish Nut
Spiderwort Strawberry
Sweet Trefoile Tamariske
Tempin Terbas
Thorn Apple Throw-Waxe
Thurl Thyme
Ur Valerian
Vinuk White Bryony
Whitecandle Willow-Herb
Winclamit Wolfsbane
Wolfsbane (wholesome) Woodrose
Wormwood Yaran
Yarrow Yavethalion
Young Lad's Love
COLD
Aldaka Arfandas
Arlan Arnica
Arpusar Calcena Mushroom
Darsurion Dragonwort
Edram Febfendu
Fumitore Guardseye
Laishaberries Lesser Centaury
Megillos Melander
Mirenna Mountain Garlick
Olus Veritis Palma Eldath
Spring Adonis Suaeysit
Thyme Zur
POLAR
Bittermourn Calcena Mushroom
Elvish Galingale Gefnul
Jojojopo Kathkusa
Oiolosse Palma Eldath
APPENDIX G: CONDITIONS AND HERBS FOR TREATMENT
CONDITION HERBS
Aphrodisiac Calamus, Cinquefoil, Jaffray, Pennyroyal, Spanish
Nut
Arouse Felmather, Vinuk
Attribute, enhancement Adgana, Saffron, Spring Adonis
Bleeding Anserke, Belan, Blackberry, Bloodkeep, Falsifal,
Golden Crown, Harfy, Peony, Periwinkle, Prince's
Feather, Sanicle, Shepherd's Purse, Yarrow
Blindness Aldaka, Scented Mayweed
Blood Clots Chervil
Breathe without oxygen Gylvir, Maruera, Sabito
Broken Bones SEE FRACTURES
Bruising Agrimony, Arnica, Floure-De-Luce, Petiveria,
Ribwort Plantain
Burns Aloe, Base Mullein, Culkas, Falsifal, Kelventari,
Marsh Mallow
Calming Chamomile, Dainaberry, Gallowbrush, Tephrosia
Cartilage Damage Arnuminas, Dagmather
Collapse, prevention Mugwort
Cholera Milkworte
Combat, enhancement Alether
Congestion Archangelica, Rampalt, White Bryony
Contraceptive Birthnot, Teriko Weed
Cools Wood Sorrel
Coughing Angelica
Deafness Calamus, Febfendu
Death, prevention Olvar
Disease Resistance Melander
Disease, cure Oede
Distance perception Breldiar
Energy Horseweed, Jinab, Suaeysit, Wormwood
Eyesight, improvement Hawkweed, Megillos
Falling Sweet Trefoile
Fevers Ash, Attanar, Borage, Saracen's Confound
Fire, protection Kilmakur
Fits Valerian
Fractures Arfandas, Bursthelas, Comfrey, Edram
Frostbite Jojojopo, Young Lad's Love
Hair, growth Mountain Setwall
Hair, prevention of Fumitore
Healing All-Heale, Aloe, Amrans, Arkasu, Arlan,
Blackroot, Cat's Tail, Darsurion, Draaf,
Dragontears, Ebur, Fire-Flower, Gariig, Gefnul,
Golden Lungwort, Healwell, Laishaberries,
Larnurma, Laumspur, Mirenna, Rewk, Serapias
Turbith, Thurl, Winclamit, Yavethalion
Heart Attacks Callin, Spring Adonis
Hiccups Anise
Hunger Fennel, Ur
Infected Wounds Adder's Tongue, Coltsfoot, Dittany, Marigold,
Rue, Tamariske, Thyme, Wormwood
Inflammation Snakespike
Infravision Bilberry, Klagul
Insanity Cow Parsnip
Insect Bastit, Delrean, Dwarf Mallow,
Repellent Pennyroyal, Wormwood
Intelligence, enhance Saddilia
Jaundice Barberry, Marjerome, Orach
Leprosy Strawberry
Libido, reduction Hart's Tongue
Life, detection Guardseye
Life maintenance Degiik
Ligament Damage Arnuminas
Lung conditions Lungwort
Lycanthropy Wolfsbane
Movement, incrase Zulsendra
Menstrual Pain Balm
Muscle Damage Arnuminas, Arpusar
Nausea Eldaas
Nerve Damage Belramba, Terbas
Pain, prevention Footleaf
Pain Relief Garden Flax, Juniper, Larnurma, Pallast, Thorn
Apple, Whitecandle
Petrification Ashline
Plague Bishop's Weed, Dragonwort, Masterwort
Pneumonia White Bryony
Poisoning Goat's Rue, Napweed
Poisoning, bite Basil, Black Rose, Entriste, Land Caltrops,
Makebate, Rose Campion, Spiderwort, Tempin,
Wolfsbane (wholesome)
Poisoning, ingested Alkanet, Elecampane, Horehound, Jaffray, Lesser
Centaury, Navew, Rue, Sessali, Silverthorn
Poisoning, weapons Henbane
Psionic enhancement Caffar
Respiratory illness Arlan, Lungwort
Scarring Throw-Waxe
Scurvy Dog Rose
Sedation Asarabacca, Bull-Rush, Deadly-Nightshade,
Mandrake, Pattran
Sensory, enhancement Nightcall, Tai-Gi, Yaran, Zur
Sight protection Atigax, Darnell
Skin Conditions Hare's Ears
Skin, strengthen Ironhard
Smallpox Dragonwort
Snake, repellent Willow-Herb
Sobriety Colewort
Sprains Agrimony
Stings, bee Dwarf Mallow
Strength enhancement Kathkusa
Syphilis Burdock
Thirst Tamarindes
Time, dilation Sinquoi
Truth, compulsion Olus Veritis
Underwater breathing Gylvir, Maruera, Sabito
Vertigo Fetherfew
Warmth Elvish Galingale, Palma Eldath
Wisdom enhancement Saddilia
APPENDIX H: REAL WORLD HERBS AND FANTASTIC HERBS
The following table identifies which herbs exist in this world, and
which only exist in fantasy worlds. I have made every effort to be
accurate, but it is possible that the table may contain some errors. The
herbs that do exist in our world do not necessarily have the powers
ascribed to them in this guide.
REAL WORLD
Adder's Tongue Agrimony
Alkanet All-Heale
Aloe Angelica
Anise Arnica
Asarabacca Ash
Balm Barberry
Base Mullein Basil
Bilberry Bishop's Weed
Blackberry Borage
Bull-Rush Burdock
Calamus Cat's Tail
Chamomile Chervil
Cinquefoil Colewort
Coltsfoot Comfrey
Cow Parsnip Cow-Wheat
Darnell Deadly-Nightshade
Dittany Dog Rose
Dragonwort Dwarf Mallow
Elecampane Elvish Galingale (English Galingale)
Fennel Fetherfew
Floure-De-Luce Footleaf (Artemisia Vulgaris)
Fumitore Garden Flax
Goat's Rue Golden Lungwort
Hare's Ears Hart's Tongue
Hawkweed Henbane
Horehound Ironhard (Verbena Officinalis)
Juniper Land Caltrops
Leopard's Bane Lesser Centaury
Lungwort Makebate
Mandrake Marigold
Marjerome Marsh mallow
Masterwort Milkworte
Mountain Garlick Mountain Setwall
Mugwort Napweed
Navew Orach
Palma Eldath (Palma Christi) Pennyroyal
Peony Periwinkle
Prince's Feather Ribwort Plantain
Rose Campion Rue
Saddilia (Hazel Tree) Saffron
Sanicle Saracen's Confound
Scented Mayweed Serapias Turbith
Shepherd's Purse Spanish Nut
Spiderwort Spring Adonis
Strawberry Sweet Trefoile
Tamarindes Tamariske
Tephrosia Throw-Waxe
Thyme Valerian
White Bryony Willow-Herb
Wolfsbane Wolfsbane (wholesome)
Wood Sorrel Woodrose
Wormwood Yarrow
Young Lad's Love
FANTASY
Adgana Aldaka
Alether Amrans
Anserke Archangelica
Arfandas Arkasu
Arlan Arnuminas
Arpusar Ashline
Athelas Atigax
Attanar Bastit
Belan Belramba
Birthnot Bittermourn
Black Rose Blackroot
Bloodkeep Breldiar
Bursthelas Caffar
Calcena Mushroom Callin
Cephalophage Culkas
Dagmather Dainaberry
Darsurion Degiik
Delrean Draaf
Dragontears Ebur
Edram Eldaas
Entriste Falsifal
Febfendu Felmather
Fire-Flower Gallowbrush
Gariig Gefnul
Golden Crown Guardseye
Gylvir Harfy
Healwell Horseweed
Jaffray Jinab
Jojojopo Kathkusa
Kelventari Kilmakur
Klagul Laishaberries
Larnurma Laumspur
Maruera Megillos
Melander Mirenna
Nightcall Oede
Oiolosse Olus Veritis
Olvar Pallast
Pargen Pattran
Rampalt Rewk
Sabito Sessali
Silverthorn Snakespike
Suaeysit Tai-Gi
Tateesha Tempin
Terbas Teriko Weed
Thurl Ur
Vinuk Whitecandle
Winclamit Yaran
Yarrow Yavethalion
Zulsendra Zur
APPENDIX I: ADVENTURE IDEAS
It is totally up to you, as a GM, as to how you use these herbs in your
own RPG campaign. Many people use them as just another form of healing.
This is fine, but I feel that this means missing out on a lot of
potential adventure ideas, and opportunities.
In Europe, herbalism was a major science of the Middle Ages, and the
Renaissance, and like many such sciences was not well understood. Many
people ascribed the efficacy of herbal remedies to all sorts of magical
influences. Certain herbs could only be cut by moonlight, others were
associated with all sorts of traditions. Many herbs had their uses
dictated by their appearance. As an example, Lungwort was held to be
good for the lungs simply because the herb looks vaguely lung like.
Sometimes through sheer fluke, this `Doctrine of Signatures' was
accurate, which only served to increase the mystical connections in the
yes of the general populace.
The middle ages, where most fantasy campaigns are set, were a time of
great diseases, like the Black Death, and a time where many died young.
A man or woman who could heal these diseases was revered. Some were seen
as holy men, others as servants of evil. As an example, Nostradamus, the
famous French seer, was a medical doctor, who first came to the
attention of prominent people because of his success in treating the
plague. This same success also brought him to the attention of the
Inquisition, who investigated him as a witch. According to some legends,
he was saved from the stake because he treated and saved the Chief
Inquisitor. A more mundane example is that many of the unfortunate women
burned or hanged for witchcraft were nothing more than herbalists,
albeit sometimes very mystical ones.
This leads to interesting role-playing opportunities for PCs. Perhaps
the local lords daughter lies dying of the plague, and they must save
her or suffer the consequences of their `witchcraft'. It may be
dangerous to be a herbalist in some communities. A PC herbalist is also
likely to have an interest in the other pseudo-sciences of Medieval
times, like astrology, or later, phrenology, which is likely to increase
this prejudice.
Herbs were incredibly prized in Medieval times, normally for their food
value, rather than their medicinal uses. Many of the great journey's of
the middle ages and renaissance, many of the great Voyages of Discovery
were undertaken in order to find new routes to Asia, and its vast
resources of herbs and spices. Marco Polo's journeys, the Voyages of
Columbus, the discovery by Europeans of both the Americas and Australia,
were all inspired, at least in part by herbs. When Columbus reached the
Carribean, he observed the Arawak Indians smoking tobacco. When Captain
James Cook explored the east coast of Australia, he brought with him a
botanist, Joseph Banks, for the purpose of identifying plants and their
uses. In a fantasy campaign, these reasons are just as likely to be
valid. Great journeys, great Voyages of Exploration, the stuff of
adventures, can all occur if the GM wishes.
For much of history, herbs were incredibly valuable. According to
Christian tradition, the three kings brought Gold, Frankincense, and
Myrrh to honour the new king, Jesus. Frankincense and Myrrh are both gum
resins of trees. These `herbs' were so valuable as to be considered
kingly gifts. Herbs were so valuable that wars were fought for their
control. Aloe was so prized by the Ancient Greeks, that Alexander the
Great is reported to have been asked by Aristotle, to conquer the island
of Socotra, the only known source of the plant in order to ensure a
constant supply. India was occupied by the British East India Company,
and later by Britain itself, partly because of its vast supplies of
herbs. Colonial America built much of its industry around the
propagation and transport of herbs from place to place. Tea was so
prized, that it served as the spark that ignited the United States War
of Independence, when a tax was placed upon its import - the Boston Tea
Party. So herbs were, in several ways, responsible for the rise and fall
of great nations. Great trade routes operated between Europe and Asia,
for the purpose of transporting herbs and spices, and these trade routes
became the basis of much piracy, and also of much travel. The need for
fast transport of herbs and spices lead to ever faster ships, being
built, like the Great Tea Clippers. Great companies were formed, which
helped contribute to the rise of the merchant class, and the fall of the
feudal system. Governments sought to control the import of herbs and
spices, by creating monopolies and by heavy taxes. Smuggling was rampant
as people tried to avoid these duties.
These are just a few examples of the use of herbs in our world, and
their effects on history. They may help GMs to come up with adventures
or even campaign ideas. If you do use herbalism as a source for
adventures or campaign ideas, I would love to hear about them.
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Boxer, Arabella et al. The Encyclopedia of Herbs, Spices and
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Ltd. 1986.
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ACKNOWLEDGMENTS
`Furthermore I desire, that none would rashly censure me for that which
I have here done; but that they know in what time I did it.'
Thomas Johnson, `To The Reader', Gerard's Herball, second edition, 1633
The credit for this Guide to Herbs is shared with the people listed
below. However any criticisms or dislikes that you have, or any errors
that appear in the guide are my responsibility alone.
Special thanks are owed to Druann Pagliasotti who contributed a number
of herbs to the fourth edition of this guide (which are included in this
5th edition), as well as making extensive notes on the herbs contained
in previous editions and notes on the storage and availability of herbs.
Special thanks also to Maya Deva Kniese who contributed the document
that formed the basis of the section on the Herbalism proficiency that
appears as Appendix A of this edition of the guide, for her notes on
climate as well as contributing a number of herbs to the guide.
Thanks to Sean Snyder, Seth Klein, and Frank Shears who all contributed
herbs to this new edition of the Guide.
Thanks are also owed to Michael Bertalan who compiled a table of Name/
Region and Time/ Cost/ Result based on the third edition of this guide.
This table has formed the basis for Appendix C: General Information on
Herbs.
Thanks also to Paul Mathews who compiled a set of tables for the third
edition of this Herbal. These tables formed the basis for some of the
tables contained in this fifth edition, most notably Appendices D and E.
Thanks to Andrew Hately for access to his books.
Thanks to Raymond E. Feist for generously answering my question on the
use of herbs in the world of Midkemia.
I would also like to thank many other people for their comments,
criticisms and encouragement concerning my guide. I would like to
mention them all by name, but unfortunately my computer ate my list.
Special thanks however go to Viola Krings, Beth Larabee, Heidi Cole
(Chalindra), and Michael Isherwood for their comments and suggestions.
Ezra Van Everbroek produced a marvellous hypertext version of the fourth
edition of the guide. I am deeply indebted for this. Runar Magnusson
(Doc), Erik Trimble, Christopher A. Brooks, Alex Forst-Rakoczy, and Ole
A. Ringdal have also hosted or host a copy of the guide or a link to it
on their webpages. I know other people have done so as well, and I'd
like to thank them all as well, but these are the only ones that I know
of personally. If I left you out please let me know.
I would like to thank all of the people I have gamed with over the last
fifteen years, in particular the members of the Ambulant In Fabulam
RPGamers Society, the original inspiration behind this guide, and in
particular, Toni Barber, the archivist for the society, and Antoinette
Vasey, the societies secretary.
This guide was originally based in large part on Appendix 1 of Alexander
Scott's MAELSTROM roleplaying game, published by Penguin in 1984, and
worth getting just for this section. No challenge is made to any
copyright status held on this work.
This guide was partly inspired by the game ADVANCED DUNGEONS &
DRAGONS(TM), (c) 1977-1997 TSR Inc and DUNGEONS & DRAGONS(TM) (c)
1974-1996 TSR Inc. No challenge is made to any copyright status held on
these works.
This guide was partly inspired by the game MIDDLE-EARTH ROLE
PLAYING(TM), (c) 1986 Tolkien Enterprises. No challenge is made to any
copyright status held on this work.
This guide was also partly inspired by the DRAGON WARRIORS game by Dave
Morris and Oliver Johnson which was published by Corgi Books, from
1983-1986. No challenge is made to any copyright status held on these
assorted works.
I would like to thank Daniel Mayes for his playtesting the first edition
of this guide, Paul Mathews for playtesting the second edition of the
guide, David Gillet for playtesting the third edition, Antoinette Vasey,
Daniel Fields, David Gillet, Paul Fields, Emma Belantyne, JP Forster,
and Linda Makepeace for playtesting the fourth edition of the guide, and
Antoinette Vasey, Daniel Fields, Paul Fields, Emma Belantyne, Peter
Creighton, Toni Barber, and Simon Loyd for playtesting the fifth edition
of this guide.
I used for background information a document called `The Great Net Herb
Pamphlet.' I have been unable to identify the author(s) of this
pamphlet. Whoever they were, they deserve my thanks.
I would like to thank the denizens of the e-mail lists ADND-L, REALMS,
GMAST-L, TAOGM-L, NETBOOKS-L, members of the IRPS, contributors to the
usenet groups, AUS.GAMES.ROLEPLAY, REC.GAMES.FRP.DND, and
REC.GAMES.FRP.MISC, for their comments, criticisms and advice concerning
this herbal and their discussions on many aspects of role playing.
I would also like to thank the contributors to the usenet group,
ALT.FOLKLORE.HERBS for their valuable discussions on herbalism, herbs,
and their uses.
I would like to thank all people who have written or contributed to
official or unofficial rules supplements on the Net and elsewhere for
their inspiration in particular Gary Gygax and Dave Arneson, authors and
originators of "Dungeons & Dragons", Ed Greenwood, the creator of "The
Forgotten Realms", Dave Morris and Oliver Johnson, the co-creators of
the "Dragon Warriors" FRPG, the authors of "The Complete Guide to
Alcohol for Fantasy Role Playing Games" for their appendix on drug use,
Hank Driskill and John Gavigan for their unofficial "Highlander" rules
which got me interested in Netbooks, the author(s) of the "Netbook:
Poisons of the Realm", who I have been unable to identify, but who did a
sterling job in providing rules for hundreds of poisons. Adrienne Mills
used this work as a foundation for her "Net Book of Poisons" which is
very detailed and I recommend to anyone. Finally Ron Knight (Modar) who
also produced an excellent list of poisons and rules for using them.
The above list may, unfortunately, be incomplete. If I left you out, I
apologise. Please let me know, so I can rectify the omission.
Finally, I would like to thank the GeoCities (http://www.geocities.com)
organisation for providing me with free web space which allows me to
make my guide easily available on the Internet. If you need web space,
GeoCities is a great place to get it.
I welcome criticisms about this guide and contributions to future
editions. Any contributions that I incorporate will be acknowledged in
the guide.
I can be e-mailed at:
drednort@bud.swin.edu.au or drednort@hotmail.com (the first address is
better) or by normal mail:
Mr Shaun Hately
45 Moreton St
Frankston North
Victoria 3200
AUSTRALIA
The most up to date version of this guide should be available on my
webpage at: http://www.geocities.com/hollywood/8017/frp.htm
Version 5.0 11th February 1997
               (
geocities.com/hollywood)