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Herbalism


TheQuestionMan

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I've seen some really in-depth ones (don't know if I consider that to be the same as good, tho) on the WWW as Netbooks, but they were all for (surprise!) DnD. The nice thing about such books, tho, is that you can keep the flavor text and convert the (usually painfully simple) crunchiness pretty quick.

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Two books I liked - Alchemy& Herbalism by Bastion Press (d20, but has loads of herbs and stuff), and the an older Middle Earth book on healing that has many herbs in (stats for MERP and Rolemaster, IIRC). Rolemaster had herbs too. Haven't done anything yet for putting them into a computerized list or game (Hero) terms.

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The original (first edition) Dungeon Master's Guide for AD&D had a good herb reference in it, along with a lot of other useful things (for example, supposed magical properties of gems, equipment you might find in a wizards lab). I still use it to get "atmosphere" information.

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I have no idea where I found this but it was about a year ago. If I could remember I would credit the person that created it, so sorry, but good for those that need herb knowledge.

 

Here it is and I'll also attach the Word document in a Zip file.

 

MASTER HERB LISTING

 

This list gives a summary of every herb that the characters will encounter, although more are added as the game goes on. There are over 180 herbs listed here, and probably 200 more out there still, in different countries and in the Underdeeps. The herbs are listed in a summary format that should give the basic information the players need, and that the GM can use for simple reminder. Although the list here contains every herb, the characters will never encounter a supermarket that has all of these available in it, a few at a time are all they will find.

 

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Aarl Cas 30 N Combat Sense 5 hours ING DE FLO -2 D6 days

Afwaeth 48 N Heals limbs APP DE INS -3 D6 weeks

Agaath 30 S Life Support: air 5 hours ING BG POL -2 D6 weeks

Alshaana 21 S Life Support: cold one day ING TI CLV +2 D6 months

Alastor 57 S Regen 1 BOD/5 hrs 1 day ING CV Vine -3 D6 days

Aligax 7 N 6 Flash DEF one hour APP PL ALG +1 D3 days

Alormary 12 N +3 DCV evil spirits/demons ING PL BER +1 D6 weeks

Altolas 56 Y +1 INT, +2D6 magic roll ING LS CLV -3 D6 weeks

Amoliel 51 S Share dreams between users ING FO FRT -1 D6 days

Anserke 9 N stops bleeding APP MO Root +3 D6 weeks

Arfindas 16 N Heals bones APP TI STK +2 D6 weeks

Arkasu 78 Y 5D6 REC aid fade 5/day ING FO FRT -2 D3 days

Arlan 27 N Heal 3D6 STN APP FW Root +2 D6 months

Arrach 100 V Euphoric (drug) ING FO Leaf +2 D6 weeks

Arunya 38 N Heal 2D6 defenses APP SY Bark -1 D6 months

Asarbacca 83 E Aphrodisiac (whoresberry) APP MO BER +0 D3 days

Athelas 72 S Heal 1D6 all, once per hour BRE SY FLR -4 D3 days

Attanar 20 N Heal 2D6 STR ING PL Seed +0 D6 months

Baalak 27 N Heals organs ING FO NUT +1 D6 months

Baicheng 52 N +5 REC for one day ING TI INS +1 D6 days

Baldakur 49 Y +3D6 CON vs being stunned ING FO NUT -2 D6 weeks

Bargis 66 N Antidote (blood poisons) ING DE FLR -2 D3 days

Becthies 93 S Retrocognition: 5 minutes ING SY MIN -5 D6 hours

Berethien 49 N 4D6 suppress all adj. powers ING MO Vine -4 D6 days

Bilbury 19 N Life Support: water one day APP CV INS -2 D3 hours

Blue Mallow 42 N LS: Breathe impure air BRE OS STK -3 D6 days

Bonalith 55 S Immune to poison 1 hour ING UN FUN -1 D3 days

Bonaset 76 E Narcotic (drug) ING IN Moss -2 D3 days

Borkwild 35 N Life Support: disease ING UN Bark -2 D6 weeks

Bragolith 16 N Repel insects 1 hour APP BG GRS +0 D3 days

Breldiar 36 Y Heal 2D6 LTE ING FO Seed -1 D6 days

Bryony 30 N Purge all poisons/impurities ING SY BER +1 D3 days

Calerieth 21 N Clinging 5 minutes APP BG Seed -1 D6 weeks

Camdeth 35 N Immune: nonmagic poison ING FW ALG +0 D3 days

Carcatu 130 N Lifekeeping APP OS Sap -3 D3 days

Carsath 42 N Hardens def of skin APP CV Root -2 D6 weeks

Casrac 18 N Paramedic skill at +8 APP CV FUN +2 D6 months

Ceel 45 N Blade AP D6 hits/minutes APP CV Root +0 D3 weeks

Celesien 13 S Animal Friendship +2D6 ING BG Root +1 D6 weeks

Celethien 12 N Heal 2D6 BOD APP SW Moss +1 D3 days

Cusamar 11 N Heal 2D6 EGO ING DE POL +1 D6 weeks

Degaec 40 S +2D6 DEX, fade 1/minute ING SY Sap -1 D3 days

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Delrean 23 N Heal 2D6 DEX APP TI LIC -1 D6 weeks

Den Habur 47 Y Immune: magic poisons ING CV ALG +1 D3 days

Draaf 23 S Heal 5D6 STN BRE IN CLV +1 D6 weeks

Dylnaca 16 N Preserves foods APP MO Vine -1 D6 months

Ebur 27 N Heals muscles ING FO Moss +2 D3 weeks

Eel Berry 18 Y 5 Lack of Weakness ING MO BER -1 D3 days

Eldaana 41 N Antidote (nerve poison) ING TI Leaf -3 D6 weeks

Elegoth 48 V +3D6 STN, fade 5/min ING FO Leaf +1 D6 weeks

Ellinrue 67 S True sight 1 hour APP CV ALG -3 D3 days

Elthargis 29 Y Life Support: no sleep 1 day ING FW FRT -1 D3 days

Emras 25 N Immune: non magic poison ING FW ALG +1 D3 days

Eram 28 S +3D6 END fade 1/minute ING FO FUN +0 D3 days

Fecburtun 33 N Life Support: breathe 1 hour BRE UN BER -1 D3 days

Felmather 60 S Mind Link 1 other 1 hour ING BG Bark -3 D6 months

Fenuminas 50 N Heal 2D6 twice ING LS GRS -1 D6 months

Fenurgot 26 N x2 NC run ING TI MIN -1 D6 years

Fofhan 14 N +5 Climb 5 hours APP TI POL +0 D6 months

Galenas 33 N Heal 2D6 PRE and COM ING FW Moss -1 D6 weeks

Gamring 16 N Heal 2D6 as damage ING PL LIC +1 D6 months

Garlic 1 N Wards vampires and spirits APP IN CLV +4 D6 weeks

Glorhast 55 S +2D6 BOD, END fade 5/min ING PL Moss -1 D3 weeks

Gylir 23 N LS: Breathe water 5 hours ING FW ALG +2 D3 days

Hanan 42 S +2D6 BOD, fade 1/minute ING DE Root -1 D6 months

Heathseed 25 Y Absolute Time Sense 1 day ING DE Nut +0 D6 weeks

Henuiel 15 N +1D6 ED, fade 5/min ING DE GRS +0 D6 days

Heth 14 N x1.75 defense weapons APP CV POL -1 D6 months

Hithe 24 N Drain 2D6 DEF rock APP PL CLV -3 D3 days

Hofwort 39 N Antidote (irritant poison) ING BG Root -2 D6 months

Horlost 34 N 6D6 heal as damage APP CV MIN -2 D6 months

Hoth Beetle 9 N Second Sight 5 hours APP FO INS +1 D3 days

Hugar 92 S +4D6 SPD Aid, fade 1/turn ING OS Leaf -6 D6 days

Iarfeg 45 N heal senses ING MO FRT +0 D3 days

Iihl 29 N Negates poisons used on APP DE STK -1 D6 weeks

Imhassil 45 N Heal organs ING PL FRT +1 D3 days

Imlienth 45 N Heal 2D6 BOD ING SW FLR -3 D3 days

Isilarth 50 N Heal 2D6 any one below ING DE Vine +0 D6 days

Jeggarukh 36 V Life Support: don’t rec LTE ING FW POL -1 D6 weeks

Jihien 26 N x1 ½ healing catalyst ING PL GRS +1 D6 weeks

Joef 34 N Heals disease ING CV NUT -2 D3 days

Jolein 39 N Heal 3D6 as damage APP LS FLR -2 D3 days

Juth 30 Y 1D6 Aid COM, fade 1/hour ING BG Moss +2 D6 days

Karfar 84 S Heal 4D6 Speed APP CV Rot -3 D6 weeks

Karkatu 21 S 1D6 Aid PRE, fade 1/hour APP SY FLR +1 D3 days

Kathuska 24 S 3D6 Aid STR, fade 1/min APP SW Vine +0 D6 days

Khalid 15 N Awakens Unconscious APP SW CLV +0 D6 weeks

Kilmakur 30 N LS: temp extremes 1 hour APP OS Vine -2 D3 weeks

Klagul 10 N IR Vision 5 hours ING CV Moss +1 D3 days

Krrf 66 V Euphoric (drug) BRE DE Root -1 D6 weeks

Lasrath 51 N Heal 4D6 as damage ING MO Nut -1 D6 weeks

Lestagii 29 S Heal all below normal 2D6 ING FO GRS +0 D6 weeks

Lemsang 8 N Week’s rations ING CV FUN -1 D6 weeks

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Lhasa 60 S Euphoric ING SY BER -1 D6 months

Lhach-Ur 11 N Extinguish fire APP PL STK +0 D6 months

Lisleaf 32 S 3D6 Aid REC fade 1/hour APP LS Leaf -1 D6 days

Lloranth 18 N +5 Resistance one day ING LS Moss +0 D3 days

Loncath 45 N Heal bones APP OS FLR +1 D3 days

Medalsath 17 S UV Vision 5 hours APP MO LIC -1 D6 weeks

Medarch 21 N Regeneration 1 BOD/Hour ING CV FUN -2 D6 months

Megillos 9 N LS: Water one day ING DE INS +1 D3 days

Memsar 6 N Paramedic +3 ING LS Moss -3 D3 days

Midsaltir 43 N 5 Power Defense 1 day ING LS STK -2 D6 weeks

Mienswort 26 N Negates poison for 5 hours ING LS STK -2 D6 weeks

Mithyave 10 N Life Support: bad air BRE CV FUN -1 D6 days

Montariel 14 S Heal 1D6 as damage ING DE SAP +2 D6 months

Morlian 22 N Tracking Skill +5 (12-) APP BG SAP -1 D6 weeks

Mosaliar 32 S 15 Pow Defense fade 1/min ING DE MIN -1 D6 months

Mulith 24 N 10 Flash Def fade1/min APP MO FLR +0 D3 days

Myrhynn 42 N lowers injury level ING SW Leaf +2 D6 months

Na Felmath 36 N Mind Scan and summon ING OS GRS -3 D6 days

Nathis 22 S Lightsleep 12 hours ING IN LIC -2 D6 months

Nelthenien 16 N +5 magic roll DEF ING CV Leaf +1 D6 weeks

Nelisse 21 N Heal 2D6 REC ING UN STK +1 D6 months

Nuil Berry 37 S +10 EGO roll fade 1/hour ING TI BER -3 D3 days

Nuilfana 150 N Lifekeeping 1 day APP CV MIN -4 D6 years

Oelendor 40 N Affects Desolid 1 minute APP TI Root -2 D3 days

Oelesith 11 N Heal 1D6 INT ING FW Leaf +2 D6 weeks

Oleanth 50 N LS: puts off sleep 1 week APP TI Seed -4 D6 months

Ololosse 121 N Lifekeeping APP UN FUN -3 D6 months

Oortlin 39 N Regeneration 1/min 1 hour ING UN FUN -2 D6 weeks

Parnath 27 S 2D6 EGO Aid, fade 1/hour ING TI CLV +1 D6 months

Pasamar 24 S Food for a day ING OS FLR -1 D3 days

Pech Alar 28 S 1D6 REC Aid fade 1/day ING CV FUN +1 D6 weeks

Pelasithan 60 N Clairvoyant trance 5 minutes ING UN ALG +0 D6 days

Peleshen 28 N Danger Sense 11- 5 hours APP DE INS -4 D6 weeks

Phelhas 16 N Stealth +5 (12-) ING BG STK +1 D6 months

Polsander 41 N 2D6 AP vs wood APP FW MIN -1 D6 months

Qeleviat 26 N Heal 2D6 BOD APP UN LIC +1 D6 weeks

Qualis 27 N 4D6 REC Aid, fade 1/min ING PL BER +1 D6 days

Quenyith 51 V +8 Magic Roll (astral com) BRE SY MIN -2 D6 months

Quorst 14 N Awakens Unconscious APP LS Vine +1 D6 days

Rahf 64 N Clairaudient trance 5 min ING BG Nut -3 D6 weeks

Relolax 44 N Antidote (alkali poisons) APP SW Root -2 D6 months

Renulak 33 Y Cannot be stunned 1 min ING MO LIC -5 D6 weeks

Resolieth 34 N Immunity to disease 1 day ING FW Vine -2 D6 days

Rewk 14 N Heal 2D6 BOD, 2D6 STN APP FO Nut +1 D6 weeks

Rhauga 66 S Heal 6D6 BOD APP PL Seed -4 D6 months

Scapolis 35 Y STR costs 0 END 5 hours ING IN FUN -3 D6 weeks

Sennal 12 S Hallucinogen (drug) ING PL LIC +1 D6 weeks

Shorlin 12 N Paramedic +5 roll APP IN Sap +3 D3 days

Silhave 23 N Does not bleed one day ING MO Moss -3 D6 days

Siran 27 S 2D6 CON Aid, fade 1/min ING IN POL -1 D6 weeks

Skelay 66 N Telepathy 5D6, -1D6/min APP BG Nut -4 D6 months

HERB NAME CP COST ADD? EFFECT USE LOC FORM RAR STORE

Slirth 11 N Start a fire APP FO Nut +3 D6 weeks

Solemia 104 V Life Support: no aging 1 year ING PL STK -2 D6 days

Ssenth 36 N Life Support: breathe any air ING OS FUN +1 D6 weeks

Surinan 250 Y +5 years lifespan ING FO Moss -5 D6 weeks

Swuth 32 N Heal 3D6 END ING FO Seed -2 D6 weeks

Syenath 26 N Stops Berserk APP SY CLV +1 D6 weeks

Taegu 43 N Light Tread 1 hour APP PL Vine -4 D6 days

Tamring 55 S 50 Power defense 1 hour ING FO Leaf +0 D6 days

Tielethian 57 S Berserk, +3 STR Aid ING LS Sap -2 D6 weeks

Thalotic 55 Y Narcotic (drug) ING PL Root +1 D6 weeks

Thurl 41 N Heal 3D6 BOD APP LS Sap -3 D6 weeks

Tloriss 110 N Removes unnatural aging APP SY BRK -2 D6 weeks

Treas. Berry 22 N Full Meal, heal all 1D6 ING SY BER -3 D6 hours

Trudurs 26 N Heal 2D6 CON ING PL Nut -1 D6 months

Turfina 78 N 4D6 Aid (as damage) –1/min ING MO FRT -4 D6 days

Ulcaana 27 Y 1D6 PD Aid, fade 1/hour ING OS Root +0 D6 weeks

Ul-Naza 91 N Antidote (internal poisons) APP FW ALG -5 D6 days

Unren 34 S Dam Resist 10 PD 1 min APP MO INS -2 D6 days

Valhath 24 S x2 NC Run ING SW MIN -2 D6 months

Vinuk 39 N Day’s food ING IN LIC +0 D6 weeks

Vulcarax 122 N Lifekeeping ING PL CLV -3 D6 weeks

Vyjolth 56 S Prevents Paralysis 1 hour ING FO FUN +2 D6 weeks

Walthien 32 S +3 PER 1 day APP LS GRS +1 D6 days

Whist 61 Y 8D6 suppress any spell ING FO FRT -3 D6 days

Woak-Foer 54 N 25 Mental Defense –1/min ING FO Seed -2 D6 weeks

Wolfsbane 3 N Repels, can heal lycanthrope APP BG Leaf +2 D6 weeks

Wylsain 74 S Immune: all poisons 1 day ING BG POL +1 D6 months

Wylthian 37 Y STR, Run costs 0 END 1 hr ING FO Root +2 D6 weeks

Xaes -- N Direction Sense one hour BRE UN Gas -1 n/a

Xanier 19 N x2 NC Swimming APP SW Fish -2 D6 hours

Xelev 68 S Rec LTE at x4 rate 1 day ING SY BER -2 D6 days

Xolien 47 S Stops lycanth change 1 day ING UN CLV -1 D6 weeks

Yaran 11 S Breathe water (only) 5 hrs ING OS FLR +0 D6 days

Ycarth 20 N D6 flash APP OD Nut +0 D6 days

Yin Berry 125 N Heals insanity 14- ING SY BER -4 D3 days

Yoth-Las 32 S 15 Mental Defense ING TI GRS -1 D6 weeks

Ythlias 40 N Eidetic Memory 1 day ING SY Leaf -2 D3 weeks

Zanarless 5 N Purify Water APP BG ALG +2 D3 days

Zoolitic 8 N +2†leaping ING UN INS +1 D3 days

Zur 24 N 3D6 PER Aid, fade 5/hour ING PL FRT +1 D3 days

Zyaw Seed 8 N +4†swimming ING SW Seed +0 D3 months

Zyvyth 135 N Lifekeeping APP PL Bark -2 D6 months

 

 

HERB LISTING

 

This list makes the use of several abbreviations and codes, which need to be explained. Note that the effects of Herbs are abbreviated due to lack of space. The full explanation of what a given herb does is given in their description below. The codes used are for the herb's addictive factor, form occurring, type of preparation, and location found.

 

HERB NAME

This is the common name of herbs used in many countries. Some races and countries have variations on these names. The names are largely Elven in origin, or a ‘humanization’ of elven terms.

 

COST IN COPPER

The cost listed is in Copper pieces in Morien for a single dose of the given herb. This cost is an average, and varies widely based on location and economy. The price will almost always be higher for many of these herbs. The price is primarily given for what a character can expect to get for the herb if he sells it, rather than what he can expect to pay.

 

A handy way for the GM to decide if a given Herb can be purchased at a store is to look down the list for ones that would grow nearby and roll for each one that he is willing the players able to get. Treat a given shop owner as having an 11- herbalism roll, modified by the rarity (see below). For each 2 the roll is made by, there is a dose of the herb available. More skillful merchants, those with better contacts, or those in an area with more herb growth may have a higher roll.

 

ADDICTIVE FACTOR

Many herbs are addictive, with a chance each usage of addicting the user. The addictive factor is listed under ADD?, which gives a simple code:

 

N: Not addictive S: Slightly addictive Y: Addictive to use

V: Very addictive, cannot be used safely

 

The affects of addition are very devastating, first of all causing the Herb in question to cease having any beneficial effects whatsoever. The hooked character will suffer various other effects based on the herb (such as loss of DEX, INT, or a Physical Limitation added to the character). In addition, not using the herb can cause severe withdrawal effects. These will include loss of physical characteristics (with figured characteristics), pain, unconsciousness, nausea, and even death. Should the herb’s hold be broken, it will once again take full effect should it ever be taken again.

 

Most of the useful, simple healing herbs and similar types have no addictive factor, whereas most the very useful, powerful ones are addictive.

 

USAGE

This gives a simple code for how the herb is used. For more detailed information, see the Herb Descriptions below. The code give is described here:

 

APP: Applied ING: Ingested BRE: Breathed

 

 

LOCATION

The Herb given will rarely be found in more than one type of clime or environment. The code given is an abbreviation for the primary area the herb can be found. This does not mean that a given her cannot ever be found in any other clime or place, simply that this is the primary, most likely place the herb can be discovered. For example, MO (mountainous) Herbs can be found in high plains and forests on occasion, or in Timberline areas sometimes, depending on the type of herb. Each separate herb has it’s own ecology and areas it can and will grow or be discovered in.

 

BG Bog or swamp OS Ocean shore

CV Caves PL Plains

DE Deserts FO Sylvan, forests

FW Fresh water TI Timberline, peaks

IN Inhabited areas, urban UN Underdeeps

LS Lakeshore SW Salt Water

MO Mountainous areas SY Deep forest, wilds

 

RARITY AND FINDING HERBS

Finding these herbs is not always an easy task. The chance for someone without herbalist skill, assuming they know where to look, is 8 . The chance of finding an herb is modified by the Rarity factor ( 3, +0, +2), which indicates how rare and unusual this herb is. Each person assisting in the search of an herb adds one to this chance, until +3 is achieved, when the number doubles (+1 per six people). This continues to double each +3 achieved (100 people gives a +14 chance).

 

Each three under the required roll discovers an additional dose of the herb desired. A natural roll of three would probably also find another herb (roll luck/unluck for fortune). It takes a turn of looking to find an herb a base of one minute, and each step up the time chart taken looking gives a +1 to the roll as well. If the roll is failed, there quite simply is not the herb there at all; in addition, the GM may rule that the herb cannot be found under any circumstances.

 

FORM

The code for form is an abbreviation for the form the herb will be found in. Again, for more information, see the Herb Descriptions, below. The code is described below:

 

ALG Algae Gas Gas Nut Nut

Bark Bark GRS Grass POL Pollen

BER Berry INS Insect Root Root

CLV Clove/Bulb Leaf Leaf SAP Sap

FLR Flower LIC Lichen Seed Seed

FRT Fruit MIN Mineral STK Stalk

FUN Fungus Moss Moss Vine Vine

 

STORAGE

Like most food, herbs will not last indefinitely. The storage code gives how long the given herb will last in it’s base form, before preparation, assuming reasonable storage and normal conditions. Hot, wet conditions will greatly cut this storage time, as cold dry conditions will lengthen it. The storage code is a simple roll for the given herb, in hours, days, weeks, months, or (rarely) years. There are spells and items that can keep things safe and pure for much longer than this storage time, and often in prepared form the herb can last much longer, or often much shorter.

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  • 1 year later...

Re: Herbalism

 

Here's my weak attempt at opening the topic for discussionfrom a few months ago...

 

http://www.herogames.com/forums/showthread.php?t=36092&highlight=Belladonna

I have learned that around these Forums yah gotta hit people upside the head every once in a while just to get their attention. You also gotta be willing to go one like a fool and keep posting requests and ideas. I stumbled across the idea of using Compilations to get peoples attentions to Topics I wanted to thrive.

 

 

 

Cheers

 

QM

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Re: Herbalism

 

Midhir, that's ICE's herb list for RM/MERP (converted to HERO, obviously). It looks fairly comprehensive, so I'd guess it comes originally from Hands of the Healer (which is the book referenced by Badger3k upthread), although the shorter lists in various RM corebooks over the years were also pretty large.

 

It looks like there have been a few significant changes - ICE's Swuth is a marijuana-like drug, for instance, not a healing herb.

 

Edit: actually, there are quite a few items missing from that list that are in my copy of Gamemaster Law for RM. Conversely, there are quite a few items on the list that aren't in my copy of GM Law.

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Re: Herbalism

 

On the non-fantasy front, I've been browsing through books stores before and happened upon a field guide to medicinal and edible plants. It seemed fairly complete and easy to read. My first thought was "A Druid player's best friend!"

 

Sorry I don't remember what the title was, but don't neglect real world books in your search.

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Re: Herbalism

 

On the non-fantasy front, I've been browsing through books stores before and happened upon a field guide to medicinal and edible plants. It seemed fairly complete and easy to read. My first thought was "A Druid player's best friend!"

 

Sorry I don't remember what the title was, but don't neglect real world books in your search.

Now that was just plain mean. Yah gotta give me something to go on. The Cover , the kind of store, the kind of author something. Cause I have found lots, but nothing specific.

 

Thanks bunches, LOL.

 

QM

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Re: Herbalism

 

Midhir, that's ICE's herb list for RM/MERP (converted to HERO, obviously). It looks fairly comprehensive, so I'd guess it comes originally from Hands of the Healer (which is the book referenced by Badger3k upthread), although the shorter lists in various RM corebooks over the years were also pretty large.

 

It looks like there have been a few significant changes - ICE's Swuth is a marijuana-like drug, for instance, not a healing herb.

 

Edit: actually, there are quite a few items missing from that list that are in my copy of Gamemaster Law for RM. Conversely, there are quite a few items on the list that aren't in my copy of GM Law.

I could be wrong, but I'm guessing that FH Herb list came from the FH conversions from one of the Shadow World books, which used a modified (mostly detolkienised) version of the usual RM Herb list.

 

As for good references..

Culpeper's The Complete Herbal

One of the greatest Herbal references EVER.

http://www.bibliomania.com/2/1/66/113/frameset.html

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Re: Herbalism

 

It was a Broder's, which is a large chain bookstore here in the states.

 

Do a search on Amazon for ' herbs "field guide" ' I did right after I posted. I didn't see anything that looked familiar, but they did have a similar selection. The book was small, like a real field guide not a big text book, and relatively in-expensive. In the $10 to $12 US range. It was located in the outdoors section, along with the hiking, camping, and water sport books.

 

Not being able to browse on Amazon is a bit of a problem, but you might at least find some ideas, and maybe check some local book stores first. At less than $20, taking a chance sight unseen is not too daunting of an idea either.

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Re: Herbalism

 

A friend gave me a copy of Against the Shadow (a supplement for the Midnight D20 campaign setting). He says it has the best herbalism system he has ever seen. That is second hand' date=' though; I haven't yet had the time to read through it myself.[/quote']

I've now had a chance to read through this. I like the approach and the level of detail. There are descriptions of how to create and use infusions (for drinking), chew sticks (for sucking/chewing on to get continuous benefit), salves (for topical application), poultices (for use in wounds and such), and herbal tattoos (activated by applying a topical catalyst). The system goes into detail about how to forage for ingredients and prepare, preserve, and apply each type of concoction, and has different benefits for different preparation of each herbal ingredient (using a particular herb in an infusion might have different effect from using it in a poultice). It lists the consequences of failing skill checks, side effects of various herbs, etc.

 

What I don't like very much are the specifics:

  • The system makes it impossible to gain immediate benefit from anything; absolutely all use of herbalism requires at least a week of preparation, and then turns into a race against the clock as just about everything goes bad in a time period that ranges from half a day to a few weeks. Not very practical for an adventuring party of PCs.
     
    As an example, Frodo would have been screwed, because Aragorn would have had to take the kingsfoil, steep/boil it in oils for a couple of hours, put it in a pot, bury it, dig it up a week later, and carefully soak a banage in it before making a very difficult skill check to apply the finished product as a poultice to the wound (the whole process would have required about 2-4 difficult skill checks even after the herb was found and picked).
     
    If I were to use the system, I would change the time scales dramatically, and probably allow the direct use of herbs without making an infusion out of them (the infusion could stiill be made to preserve the herbs for long periods of time, and as a first step for the other types of concoction; it might make later application easier/faster as well).
     
  • The system makes herbalism very, very difficult. In order to be able to prepare the most basic of salves you have to max out your stats and be like tenth level (it is in the D20 system, but in any case that is an indication of how difficult they make everything). That may be an indication of the setting (Midnight is pretty, "low magic," if I understand correctly). For most campaigns I wouldn't want to make things so harsh.
     
  • Herbalism confers very little benefit. In D20 parlance, it is not very worth it to have to prepare for a week or weeks in order to gain a temporary +1 to a particular kind of Saving Throw. Again this may be an indication of the setting. I would probably step up the kind of benefits conveyed in general, though a few might be sufficient.

Worth a looksie if you have easy access to a copy of the book, but probably not worth buying a whole D20 product for. It could be converted/adapted as a decent framework for an herbal system in Hero, but definitely isn't worth a full and detailed conversion.

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Re: Herbalism

 

It sounds like they went for realism, rather than fantasy.

 

There are magical means of preserving concoctions - an assassin in my campaign stores his poisons as transormed gems in a ring of holding. The mage stores items as tattoos. Both these ways store the item in a form of stasis.

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