TEXT: THE GUIDE
  TO HERBS
  FOR RPGS
  5th Edition
  By Shaun Hately
  Ambulant In Fabulam
  
  1
  LEGAL NOTICE
  This guide is © Shaun Hately 1997, except where copyright is already owned by someone
  else. Portions of this guide are © Druann Pagliasotti 1996 and © 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.
  
  2
  CONTENTS
  Section
  Page
  Special Thanks
  3
  Introduction
  3
  How To Use This Guide
  5
  Notes On The Use of Herbs by Druann Pagliasotti and Shaun Hately
  7
  How Many Herbs Do I Know?
  8
  Notes on Climatic Zones
  8
  Notes on Locales
  9
  Caveat
  10
  The Herbal
  11
  APPENDIX A: The Revised Herbalism Skill by Maya Kniese
  65
  APPENDIX B: Addiction Effects
  66
  APPENDIX C: General Information on Herbs
  71
  APPENDIX D: Herbs by Season
  75
  APPENDIX E: Herbs by Locale
  79
  APPENDIX F: Herbs by Climatic Zone
  83
  APPENDIX G: Conditions and Herbs For Treatment
  86
  APPENDIX H: Real World and Fantastic Herbs
  88
  APPENDIX I: Adventure Ideas
  91
  References
  93
  Acknowledgments
  96
  
  3
  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
  
  4
  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.
  
  5
  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 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
  
  6
  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
  
  7
  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
  
  8
  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 20°C (68°F). 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 20°C (68°F) 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
  
  9
  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.
  
  10
  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.
  
  11
  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
  
  12
  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.
  
  13
  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.
  
  14
  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
  
  15
  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.
  
  16
  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”
  
  17
  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
  
  18
  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.
  
  19
  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.
  
  20
  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.
  
  21
  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.
  
  22
  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
  
  23
  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.
  
  24
  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.
  
  25
  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.
  
  26
  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
  
  27
  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.
  
  28
  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.
  
  29
  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.
  
  30
  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.
  
  31
  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.
  
  32
  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.
  
  33
  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
  
  34
  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.
  
  35
  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.
  
  36
  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.
  
  37
  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%
  
  38
  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.
  
  39
  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%
  
  40
  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.
  
  41
  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.
  
  42
  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
  This 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)
  
  43
  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)
  
  44
  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).
  
  45
  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
  
  46
  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.
  
  47
  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.
  
  48
  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.)
  
  49
  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
  
  50
  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.
  
  51
  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
  
  52
  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
  
  53
  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
  
  54
  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.
  
  55
  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.
  
  56
  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.
  
  57
  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.)
  
  58
  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.
  
  59
  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.
  
  60
  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.)
  
  61
  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.
  
  62
  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)
  
  63
  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.
  
  64
  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.
  
  65
  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 ©
  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.
  
  66
  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.
  
  67
  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.)
  
  68
  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
  
  69
  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
  
  70
  purposes only. It does not seek, in any way, shape or form to advocate or
  encourage the misuse of any substance, natural or manufactured.
  
  71
  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/100gp
  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
  NAME
  TIME
  ZONE
  LOCALE
  COST
  PURPOSE
  Colewort
  Sp/Su
  Te
  Fo
  6sp/6sp
  sobriety
  Coltsfoot
  Sp/Su
  Te
  Mo
  2gp/4gp
  anti-infection
  
  72
  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-Nightshade
  Su
  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
  relieves 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/Au
  Te
  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
  stops 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/Au
  Te
  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
  NAME
  TIME
  ZONE
  LOCALE
  COST
  PURPOSE
  Kathkusa
  Wi
  Po
  Wa
  50gp/50gp
  raise strength
  Kelventari
  Al
  Te
  Fo
  19gp/19gp
  burn
  Kilmakur
  Su
  Te
  Gr
  65gp/300gp
  fire protection
  Klagul
  Su
  Te
  Gr
  30gp/50gp
  infravision
  Kylathar
  Su/Au
  St
  Fo
  20gp/20gp
  alters attributes
  
  73
  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 to 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 resistance
  Milkworte
  Sp/Su
  Te
  Ru
  4gp/8gp
  cholera
  Mirenna
  Wi
  Cd
  Mo
  10gp/10gp
  healing
  Mountain Garlick
  Al
  Te/Cd
  Mo
  8gp/9gp
  repels evil 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
  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/antiseptic
  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/Wi
  Te
  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/Su
  St
  Co
  1gp/4gp
  antidote
  NAME
  TIME
  ZONE
  LOCALE
  COST
  PURPOSE
  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
  
  74
  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 intelligence
  Tempin
  Su
  Te
  Fo
  5gp/5gp
  antidote
  Tephrosia
  Sp/Su/Au
  Tr
  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
  
  75
  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
  
  76
  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
  
  77
  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
  
  78
  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
  
  79
  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
  
  80
  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
  
  81
  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
  
  82
  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
  
  83
  Spring Adonis
  Suaeysit
  Thyme
  Zur
  Polar
  Bittermourn
  Calcena Mushroom
  Elvish Galingale
  Gefnul
  Jojojopo
  Kathkusa
  Oiolosse
  Palma Eldath
  
  84
  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 from
  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 Repellent
  Bastit, Delrean, Dwarf Mallow, Pennyroyal, Wormwood
  Intelligence, enhance
  Saddilia
  
  85
  Leprosy
  Strawberry
  Libido, reduction
  Hart’s Tongue
  Life, detection
  Guardseye
  Life Maintenance
  Degiik
  Ligament Damage
  Arnuminas
  Lung conditions
  Lungwort
  Lycanthropy
  Wolfsbane
  Movement, increase
  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, enhance
  Saddilia
  
  86
  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
  
  87
  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
  
  88
  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,
  
  89
  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.
  
  90
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  93
  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™,
  © 1977-1996 TSR Inc and DUNGEONS & DRAGONS™ © 1974-1996 TSR Inc. No
  
  94
  This guide was partly inspired by the game MIDDLE-EARTH ROLE PLAYING™, ©
  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
  
  95
  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
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/ Misc G, H, I/Guide to Herbs for RPGs.pdf