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.
REFERENCES
Abercrombie, Thomas J. "Arabia's Frankincense Trail". National
Geographic. Vol 168 No 4, October
1985, p474-513.
Aikman, Lonnelle. "Herbs For All Seasons". National Geographic. Vol
163
No 3, March 1983, p386-409.
Alleau, Rene. History of Occult Sciences. English Language Edition.
London, Leisure Arts Ltd. 1966.
Binder, Pearl. Magic Symbols Of The World. London, Hamlyn Publishing
Group Limited, 1972.
Bishop, Allen. "Fancy a Quick Snifter, Old Chap?". Games Master
International. No 3, October
1990, p52-53.
Blunt, Wilfrid & Raphael, Sandra. The Illustrated Herbal. London,
Frances Lincoln Publishers Ltd, 1979.
Bondi, Herman et al. The Story of Medicine. London, Marshall Cavendish
Books Limited, 1969.
Boxer, Arabella & Back, Philippa. The Herb Book. London, Octopus Books
Ltd, 1980.
Boxer, Arabella et al. The Encyclopedia of Herbs, Spices and
Flavourings. London, Octopus Books
Ltd, 1984.
Brooks, Terry. The Elfstones of Shannara. London, Futura Publications,
1982.
Brown, John P. "The Deadliest Perfume". Dragon. Issue 121, May 1987,
p26
,28,30.
Bryant, Lee et al. Jacaranda Atlas Program: Atlas 3. Queensland, The
Jacaranda Press, 1985.
Bunson, Matthew. Vampire: The Encyclopedia. London, Thomas and Hudson
Ltd, 1993.
Campion, Kitty. A Woman's Herbal. London, Leopard Books, 1995.
Cheetham, Erika (ed). The Prophecies of Nostradamus. Great Britain,
Neville Spearman Limited, 1974.
Clark, Alan M. "The Druid Gets A Life". Dragon Magazine. Issue 193,
May
1993, p65-69.
Cook, David "Zeb". Advanced Dungeon & Dragons: Dungeon Master's
Guide.
2nd Edition. Lake Geneva WI, TSR Inc.
1989.
Cook, David "Zeb". Advanced Dungeon & Dragons: Player's Handbook.
2nd
Edition. Lake Geneva WI, TSR Inc.
1989.
Cook, David "Zeb". Advanced Dungeons & Dragons: Tome of Magic.
Lake
Geneva WI, TSR Inc. 1991.
Crane, Jack. "The Legacy of Hortus". Dragon. Issue 87, July 1984,
p31-35.
Day, David. A Tolkien Bestiary. New York, Ballantine Books, 1979.
Day, David. Tolkien: The Illustrated Encyclopedia. London, Reed
International Books Ltd, 1993.
de Bairacli Levy, Juliette. The Illustrated Herbal Handbook. London,
Faber and Faber Ltd, 1974.
Dever, Joe & Chalk, Gary. The Magnamund Companion. London, Arrow Books
Ltd. 1986.
English, Scott. "Poisons and Venoms of the Forgotten Realms".
Australian
Realms. Issue 18, July/August 1994,
p34-36.
Fairbridge, Rhodes W. "Climate". Funk & Wagnalls New Encyclopedia.
Volume 6, p365-367, United States of
America, 1990.
Feist, Raymond E. The King's Buccaneer. London, HarperCollins
Publishers, 1992.
Feist, Raymond E. Magician. Great Britain, Granada Publishing, 1983.
Feist, Raymond E. Silverthorn. London, Granada Publishing, 1985.
Feist, Raymond E. & Wurts Janny. Mistress of the Empire. London,
HarperCollins Publishers, 1992.
Feist, Raymond E. & Wurts, Janny. Servant of the Empire. London,
Grafton Books, 1990.
Ford, Paul F. Companion To Narnia. 4th Edition. New York. HarperCollins
Publishers, 1994
Garcia, Vince. "Can You Swim? Juggle? At The Same Time?". Dragon
Magazine. Issue 156, April 1990,
p37-41.
Granato, Larry. "Courts & Courtiers". Dragon Magazine. Issue 184,
August 1992, p10-14.
Gygax, E Gary. Advanced Dungeons & Dragons: Dungeon Masters Guide. 1st
Edition, Lake Geneva WI, TSR Games,
1979.
Gygax, E Gary. Advanced Dungeons & Dragons: Oriental Adventures. Lake
Geneva WI, TSR Inc. 1985.
Gygax, E Gary. Advanced Dungeons & Dragons: Players Handbook. 1st
Edition, Lake Geneva WI, TSR Hobbies
Inc. 1978.
Jaquays, Paul. Central Casting: Heroes of Legend. California, Task Force
Games, 1988.
Johnson, Lady Bird. "Texas In Bloom". National Geographic. Vol 173 No
4,
April 1988, p492-499.
Johnson, Oliver. Dragon Warriors: Book Three: The Elven Crystals. Great
Britain, Corgi Books, 1985.
Johnson, Oliver. Dragon Warriors: Book Five: The Power of Darkness.
Great Britain, Corgi Books, 1986.
Lewis, C.S. The Horse and His Boy. London, Geoffrey Bles, 1954.
Lewis, C.S. The Last Battle. London, The Bodley Head Ltd, 1956.
Lewis, C.S. The Lion, The Witch, and The Wardrobe. London, Geoffrey
Bles, 1950.
Lewis, C.S. The Magician's Nephew. London, The Bodley Head, 1955.
Lewis, C.S. Prince Caspian. London, Geoffrey Bles, 1951.
Lewis, C.S. The Silver Chair London, Geoffrey Bles, 1953.
Lewis, C.S. The Voyage of the Dawntreader. London, Geoffrey Bles, 1955.
Kay, Ann. The Pocket Factfinder. London, Kingfisher Books Ltd, 1987.
Ket, Gregory Ah. Herbal Treatment for Common Ailments. Victoria,
Australia, 1983.
Keville, Kathi. The Illustrated Herb Encyclopedia. Sydney, Simon &
Schuster Australia, 1991.
Kidd, D.A. Latin Dictionary. Great Britain, William Collins Sons & Co.
Ltd, 1957.
Long, Michael E. & Unruh, Jack. "Wildflowers Across America".
National
Geographic. Vol 173 No 4, April 1988,
p500-511.
Manniche, Lise. An Ancient Egyptian Herbal. 2nd Impression, London,
British Museum Press, 1993.
Maple, Eric. Witchcraft. London, Octopus Books Limited, 1973.
Martin, B.W. The Dictionary Of The Occult. Melbourne, Hutchinson Group
(Australia) Pty Ltd, 1979.
Menzies, Gordon R. "Learn Something New Every Day". Dragon Magazine.
Issue 169, May 1991, p20-22.
Middle-Earth Role Playing (MERP). 2nd US Edition, Charlotteville VA,
Iron Crown Enterprises Inc, 1986.
Morris, Dave. Dragon Warriors: Book One: Dragon Warriors. Great Britain,
Corgi Books, 1985.
Morris, Dave. Dragon Warriors: Book Two: The Way of Wizardry. Great
Britain, Corgi Books, 1985.
Morris, Dave. Dragon Warriors: Book Four: Out of the Shadows. Great
Britain, Corgi Books, 1986.
Morris, Dave. Dragon Warriors: Book Six: The Lands of Legend. Great
Britain, Corgi Books, 1986.
Nephew, John et al. Advanced Dungeons & Dragons: The Complete Thieves
Handbook. Lake Geneva WI, TSR Inc.
1991.
Niles, Douglas & Donovan, Dale. Advanced Dungeons & Dragons:
Player's
Option: Skills & Powers Book.
Lake Geneva WI, TSR Inc. 1995.
Palaiseul, Jean. Grandmother's Secrets: Her Green Guide To Health From
Plants. English Language Edition.
Middlesex, Penguin Books Ltd,
1973.
Palmer, Robin. Demons, Monsters & Abodes of the Dead. New York,
Scholastic Book Services, 1975?
Pehr, Ronald. "Another Look At Witches And Witchcraft In D&D". The
Dragon. Issue 20, November 1978,
p11-12.
Peplow, Elizabeth. The Herb Book: An A-Z of Useful Plants. London, W.H.
Allen & Co. Ltd, 1982.
Perry, Chris. "Defenders Of The Hearth". Dragon Magazine. Issue 177,
January 1992, p82-84,86,88.
Perry, Chris. "Fungi Of The Underdark". Dragon Magazine. Issue 211,
November 1994, p24-26.
Potterton, David (ed). Culpepper's Colour Herbal. London, W. Foulsham &
Co. Ltd, 1983.
Pulver, David. Advanced Dungeons & Dragons 2nd Edition: The Complete
Druid's Handbook. Lake Geneva WI, TSR
Inc, 1994.
Purchon, Nerys. Herbcraft: A Complete Guide to the Cultivation and Use
of Herbs. Sydney, Hodder Headline
Australia Pty Limited, 1995.
Quennel, Marjorie & Quennel, C.H.B. A History of Everyday Things In
England: Volume 2 (1500-1799).
London, B.T. Batsford Ltd, 1919.
Rein-Hagen, Mark. The Players Guide: The Complete Source Book for
Players of Vampire. California, 1991.
Rein-Hagen, Mark. Vampire: The Masquerade. 2nd Edition. California.
White Wolf Game Studio. 1992.
Rowland-Entwistle, Theodore & Cooke, Jean. Fact File. London, Grisewood
& Dempsey Ltd, 1989.
Scott, Alexander. Maelstrom. Middlesex, Penguin Books Ltd. 1984.
Shakespeare, William. The Complete Works of William Shakespeare.
Atlantis Edition. London, Ottenheimer
Publishers Inc. 1980.
Shomshak, Dean. "A Ghastly Grimoire". Dragon. Issue 126, October 1987,
p52-54.
Smith, Keith Vincent. The Illustrated Earth Garden Herbal: A Herbal
Companion. Revised Edition. Port
Melbourne Victoria, Thomas C
Lothian Pty Ltd, 1994.
St Andre, Ken. The Tunnels and Trolls Rule Book. Corgi Edition. London,
Transworld Publishers Ltd. 1986.
Swan, Rick. Advanced Dungeons & Dragons 2nd Edition: The Complete
Wizard's Handbook. Lake Geneva WI,
TSR Inc, 1990.
Thomson, William A.R. (ed). Healing Plants: A Modern Herbal. London,
MacMillan London Ltd, 1978.
Tolkien, JRR. The Return of the King. Revised Second Edition, London,
George Allen & Unwin (Publishers)
Ltd, 1966.
Tolkien, JRR. The Silmarillion. 1st Edition, London, George Allen &
Unwin (Publishers) Ltd, 1977.
Trew, Christoph Jakob (Count Palatine of the Holy Roman Empire). The
Herbal of the Count Palatine: An
Eighteenth Century Herbal.
International Edition. London, Harrap
Limited, 1985.
Turner, George W. (ed). The Australian Concise Oxford Dictionary of
Current English. Melbourne, Oxford
University Press, 1987.
Weis, Margaret & Hickman, Tracy. Darksword Adventures. Toronto, Bantam
Books, 1988.
White, Peter T. "The Poppy". National Geographic. Vol 167 No 2,
February
1985, p142-189.
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
--------------------------------------------------------------------------------
This document has been edited for legibility purposes by
OLIK / Ole A. Ringdal
olear@online.no / http://home.sol.no/olear
--------------------------------------------------------------------------------