THE HERBAL

Cephalophage Chamomile Chervil Cinquefoil Colewort
Coltsfoot Comfrey Cow Parsnip Cow-Wheat Culkas
Dagmather Dainaberry Darnell Darsurion Deadly-Nightshade
Degiik Delrean Dittany Dog Rose Draaf
Dragontears Dragonwort Dwarf Mallow Ebur Edram
Eldaas Elecampane Elvish Galingale Entriste Falsifal
Febfendu Felmather Fennel Fetherfew Fire-Flower
Floure-De-Luce Footleaf Fumitore Gallowbrush Garden Flax
Gariig Gefnul Goat's Rue Golden Crown Golden Lungwort
Guardseye Gylvir Hare's Ears Harfy Hart's Tongue

CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe’s “Torturer” series.)
Available:Always 5% Climatic Zone:Temperate
Locale:Special (see below) Preparation:none (if growing in correct area)
Cost:100 gp/ 100 gp Uses:1
Ability Check:Intelligence -4
A pale, fleshy fungus with a tough, rubbery consistency that is commonly found growing near carnivorous plants. The fungus grows upon corpses, absorbing the cadaver's life memories and personality; up to 10 different minds have been found absorbed by one cephalophage mushroom. Eating cephalophage will transfer those memories and personality quirks to the eater. (Effects last 1d3 hours and while they last the eater can access all of the dead person's mind. After the effects wear off, the eater may still succumb on occasion to “flashbacks” or personality instability; save vs. Intelligence when under intense stress or in a situation liable to cause such flashbacks.) This plant is condemned by some religions as unholy, believed to prevent a soul/spirit from attaining the afterlife. (from Gene Wolfe's Torturer series)

CHAMOMILE (Shaun Hately)
Available:Spring, Summer 30% Climatic Zone:Temperate
Locale:Rural Preparation:Negligible
Cost:2 gp/ 3 gp Uses:1
Ability Check:Intelligence -3
This plant can grow up to 2 feet tall, and has a branched stem. It has few leaves, and these are finely divided. The flower heads have yellow centres which are domed in shape with a hollow at their very centre. The petals of this plant bend backwards towards the stem. The flowers from a single plant must be immersed in boiling water and the resultant drink consumed. This drink is very bitter and is normally mixed with honey but this is unnecessary. The drink will last for approximately 2 months after manufacture, while the leaves can be dried, and will then keep for up to three years. A successful use of this herb will have a calming effect on the consumer.

CHERVIL (Shaun Hately)
Available:Always 10% Climatic Zone:Temperate
Locale:Forest Preparation:none
Cost:10 gp/ 10 gp Uses:1
Ability Check:Intelligence -5
Chervil is used to dissolve blood clots, which can help to prevent complications caused by injury. The clots are dissolved within 1d3 turns.

CINQUEFOIL (Shaun Hately)
Available:Summer 10% Climatic Zone:Temperate
Locale:Rural Preparation:1 hour
Cost:10 gp/ 15 gp Uses:1
Ability Check:Intelligence -5
This plant creeps along the ground on long slender stringlike stalks. It has five or seven part leaves, and small yellow flowers. The stalks must be boiled in white wine or vinegar and then drunk. The herb will then act as an aphrodisiac, and increase the recipients Charisma [Appearance] by 1 for 1d4 hours.

COLEWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Spring, Summer 70% Climatic Zone:Temperate
Locale:Forest Preparation:none
Cost:6 sp/ 6 sp Uses:1
Ability Check:Intelligence -4
Colewort is a small plant with a single large glossy leaf, and small white flowers with four petals. Anyone who chews on the flowers before drinking will remain sober for the entire evening. Its effects protect only against alcohol, and not against any other drug or toxin.

COLTSFOOT (Shaun Hately)
Available:Spring, Summer 25% Climatic Zone:Temperate
Locale:Mountains Preparation:1 hour
Cost:2 gp/ 4 gp Uses:1
Ability Check:Intelligence -5
The plant has a single golden yellow flower borne at the top of a six inch tall stem with long pinkish woolly scales. These flowers are crushed and mixed with honey, and applied as a poultice to infected wounds in a effort to draw out the infection. It does not cure any damage.

COMFREY (Shaun Hately)
Available:Spring 50% Climatic Zone:Temperate
Locale:Rural Preparation:1 day
Cost:4 gp/ 10 gp Uses:1
Ability Check:Intelligence -5
Comfrey grows to a height of up to 3 feet. It has stiff, angular and hollow stalks which are covered with rough hairs. It has pink, mauve white or cream flowers. Its thick black root is the portion used in Herbalism. It should be boiled and wrapped in a poultice which is then wrapped around a broken limb and increases the speed of healing by fifty percent. It can also be used in a bath by women in order to give the impression that they are virgins on their wedding nights.

COW PARSNIP (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Always 45% Climatic Zone:Temperate
Locale:Forest Preparation:6 weeks
Cost:3 gp/ 10 gp Uses:7
Ability Check:Intelligence -6
Cow parsnip has small leaves covered with tiny hairs. These hairs must be made into a salve. Cow parsnip will cure madness for a short period (a few hours). Repeated application over a two week period may (GMs discretion) cure insanity altogether.

COW-WHEAT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer 50% Climatic Zone:Temperate
Locale:Grassland Preparation:1 week
Cost:2 gp/ 3 gp Uses:2
Ability Check:Intelligence
Cow wheat is a small straight stemmed yellow-green plant. Its pale yellow flowers produce a white powder when crushed, between two hands. If this powder is placed into food or drink it will cause a person to act as if drunk. For those who desire game mechanics to deal with drunkenness, please consult the Intoxication Table in the 1st Edition AD&D DMG, page 82. Each dose of this herb successfully administered will increase the level of drunkenness by one step.

CULKAS (Shaun Hately from ICEs “MERP” RPG)
Available:Always 40% Climatic Zone:Tropical
Locale:Desert Preparation:none
Cost:35 gp/ 35 gp Uses:10
Ability Check:Intelligence
Each application of Culkas will cure one square foot of sunburn.

DAGMATHER (Shaun Hately from ICEs “MERP” RPG)
Available:Summer 40% Climatic Zone:Temperate
Locale:Grassland Preparation:1 week
Cost:6 gp/ 28 gp Uses:2
Ability Check:Intelligence -7
The spine of this plant must be brewed for one week in fresh water at the end of which time it may be drunk. If it is successful, it will heal any damage to a persons cartilage that are capable of healing naturally.

DAINABERRY (Maya Kniese)
Available:Autumn 20% Climatic Zone:Temperate
Locale:Rivers Preparation:None (or 3 weeks)
Cost:2 gp/ 8 gp Uses:3d10
Ability Check:Intelligence -3
The Dainabush or Sleepberry is a creeping, thorny vine, much like a bramble. Young vines are about 5 mm thick, with 2 mm long thorns. Older vines can become as thick as 10 cm, with curved thorns up to 5 cm long, although this requires many years of growth. Young vines are light green, with 3 lobed green leaves. Older vines grow reddish brown, darkening to black, with leaves, such as there are, dark green in colour. The vines flower in early summer, with light blue, bell shaped flowers. In autumn, it carries dark blue or purple berries, which are fleshy, almost crunchy rather than juicy. The berries are slightly sweet and quite tasty, but have a strong effect on mammals: those who eat them fall asleep. The berries have this effect on mammals only, but a single berry is enough to bring down any man sized or smaller mammal, and given enough berries, even the greatest mammal will fall asleep. There is no saving throw, although the sleep caused is quite normal, and a sleeping creature can simply be awakened. Although the berries can simply be eaten to cause the effect, it is also possible to dry them carefully, and grind them into powder. This powder is weaker (save vs poison to avoid), but will keep a long time. The powder can be added to any food or drink, but has a very sweet taste.

DARNELL (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Autumn 40% Climatic Zone:Temperate
Locale:Forest Preparation:2 weeks
Cost:3 gp/ 7 gp Uses:1
Ability Check:Intelligence -2
These tiny yellow flowers will, if eaten, cause dimness of the sight for several hours. This dimness means that in full light the character will see as if on a moonlit night. This herb does effect those with infravision or ultravision.

DARSURION (Shaun Hately from ICEs “MERP” RPG)
Available:Winter 50% Climatic Zone:Cold
Locale:Mountains Preparation:none
Cost:3 sp/ 3 sp Uses:1
Ability Check:Intelligence -6
The leaves of Darsurion when applied to a wound will heal 1 hp of damage if used within 3 rounds. The effect is not cumulative.

DEADLY-NIGHTSHADE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer 75% Climatic Zone:Temperate
Locale:Forest Preparation:1 week
Cost:4 gp/ 8 gp Uses:4
Ability Check:Intelligence +3
This plant can grow up to five feet tall. It has soft green spreading leaves, and purple flowers and berries. The berries must be left to stand in water for a week and the distillation drunk. Deadly nightshade will put someone to sleep for 4d8 hours. They cannot be woken. A roll of 1 will kill them, a roll of 20 will render them insane.

DEGIIK (Shaun Hately from ICEs “MERP” RPG)
Available:Summer 25% Climatic Zone:Tropical
Locale:Coastal Preparation:none
Cost:100 gp/ 100 gp Uses:3
Ability Check:Intelligence -2
Degiik leaves must be given to someone at the point of death (at -10 hp and not losing any more hit points). They will keep the person alive for one day.

DELREAN (Shaun Hately from ICEs “MERP” RPG)
Available:Winter 80% Climatic Zone:Temperate
Locale:Forest Preparation:1 hour
Cost:3 sp/ 3 sp Uses:4
Ability Check:-
The bark of Delrean should be boiled into a paste and then smeared on the skin. It will then repel any insect from coming near the recipient, but the foul stench will reduce their Charisma (Appearance) by 1d2. It is effective for 5d6 hours.

DITTANY (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer, Autumn 55% Climatic Zone:Temperate
Locale:Rivers Preparation:2 weeks
Cost:1 gp/ 5 gp Uses:3
Ability Check:Intelligence
This herb grows six or eight inches high with square stalks and sort round leaves. The leaves must be dried for two weeks and then be boiled in ale or wine. It is then applied as a lotion. Dittany can be used to draw splinter and bone fragments from a wound. It is also an effective antiseptic for cleaning wounds, and can therefore prevent infections caused by dirty water etc.

DOG ROSE (Shaun Hately)
Available:Summer, Autumn 70% Climatic Zone:Temperate
Locale:Urban Preparation:2 weeks
Cost:1 sp/ 10 sp Uses:10
Ability Check:Intelligence
The dog rose grows to about ten feet in height and has very sharp thorns. In spring and early summer it has pale pick flowers which turn into vivid orange seed pods at the end of summer. These pods must be dried and then eaten at the rate of one per three days to avoid scurvy in environments where this disease is common (ie, on long ocean voyages.) Certain ancient and medieval cultures believed that placing a dog rose in a coffin would prevent the body within from rising as undead.

DRAAF (Shaun Hately from ICEs “MERP” RPG)
Available:Spring 60% Climatic Zone:Subtropical
Locale:Coastal Preparation:none
Cost:5 sp/ 5 sp Uses:1
Ability Check:Intelligence -4
The leaves of Draaf must be eaten in order to restore 1d3 hit points, as long as they are eaten within 10 minutes of the damage being inflicted.

DRAGONTEARS (Druann Pagliasotti)
Available:Spring 10% Climatic Zone:Temperate
Locale:Desert Preparation:2 weeks
Cost:100 gp/ 100 gp Uses:1
Ability Check:Intelligence -2
This rare, small, translucent succulent grows primarily in the low desert. When crushed, it exudes a sweet, milky white substance with numbing properties. Properly prepared, dragontears promotes rapid healing and prevents scarring from wounds. Drinking dragontears can be fatal, as its numbing properties can cause choking or heart failure. (Cures 1d8 hp, always prevents scarring.)

DRAGONWORT (Shaun Hately)
Available:Spring 25% Climatic Zone:Cold
Locale:Mountains Preparation:3 days
Cost:100 gp/ 300 gp Uses:1
Ability Check:Intelligence
This plant has a gnarled, erect and cylindrical stem. It has wavy leaves, dark green on top, bluish green underneath. It has pink flowers that cluster in a spike at the top of the stem. The root of this herb should be boiled over a low heat for three days, and the infusion drunk by people with smallpox and the plague in order to effect a cure. The value of this herb increases greatly in times of plague.

DWARF MALLOW (Shaun Hately)
Available:Spring 10% Climatic Zone:Temperate
Locale:Swamp Preparation:none
Cost:1 gp/ 3 gp Uses:1
Ability Check:Intelligence -2
This small plant has a single primary stem from which other, shorter stems ending either with leaves or with small pick flowers. These flowers when crushed and mixed with honey and salt into a poultice will relieve the pain of bee stings on a successful application. In addition the crushed flower may be mixed with oil and smothered onto the body in which case, no bees will approach for 1d4 + 2 hours. At the GMs discretion, this effect may extend to other small insects.

EBUR (Shaun Hately from ICEs “MERP” RPG)
Available:Spring 45% Climatic Zone:Temperate
Locale:Coastal Preparation:none
Cost:22 gp/ 22 gp Uses:5
Ability Check:Intelligence -2
The flowers of Ebur must be eaten each day. If the treatment is successful the rate of healing for a sprain will be doubled for that day.

EDRAM (Shaun Hately from ICEs “MERP” RPG)
Available:Winter 15% Climatic Zone:Cold
Locale:Rivers Preparation:none
Cost:30 gp/ 30 gp Uses:4
Ability Check:Intelligence -10
Edram is a moss which when eaten will cause bones to heal at one and a half times their normal rate.

ELDAAS (Druann Pagliasotti)
Available:Spring, Summer 5% Climatic Zone:Temperate
Locale:Coastal Preparation:2 days
Cost:2 gp/ 4 gp Uses:1
Ability Check:Intelligence -1
This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to counteract the nausea associated with hangovers, motion sickness, morning sickness, and more common illnesses. (Adds + 2 to saves versus Constitution for each level of potency the herb is brewed at, to a maximum of + 6 - however, at this strength eldaas can cause dry mouth and constipation. Lasts 1d6 hours regardless of potency level.)

ELECAMPANE (Shaun Hately)
Available:Winter, Spring 15% Climatic Zone:Temperate
Locale:Rural Preparation:none
Cost:1 sp/ 1 sp Uses:1
Ability Check:Intelligence
This plant has a thick root, with leaves that are white on the bottom and green on top, as well as showy yellow flowers. The root may be eaten in which case it will cause the recipient to vomit. This effect, while useful in removing ingested poisons from the system, will leave the recipient weak (- 1d4 to Constitution for 2d6 hours). For this reason it may be used as a mildly debilitating poison.

ELVISH GALINGALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Spring, Summer 35% Climatic Zone:Polar
Locale:Forest Preparation:1 week
Cost:1 gp/ 2 gp Uses:5
Ability Check:Intelligence -4
Elvish Galingale grows to about four feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.

ENTRISTE (Druann Pagliasotti)
Available:Summer 30% Climatic Zone:Subtropical
Locale:Desert Preparation:none
Cost:25 gp/ 25 gp Uses:1
Ability Check:Intelligence -3
A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid and, when crushed, may be used to draw poison from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes 1d4 damage but draws 100% of poison from a wound if applied within 5 rounds of insinuative poisoning, -25% for each round thereafter. Does not work against gases or “instant-death” poisons. Most poison effects are weakened if the poison is at least partially removed.)

FALSIFAL (Druann Pagliasotti)
Available:Spring 30% Climatic Zone:Temperate
Locale:Swamp Preparation:1 hour or less
Cost:3 gp/ 3 gp Uses:2
Ability Check:Intelligence -2
A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When the root is pulped, mixed with water and used as a poultice, it is effective against fresh burns, aiding rapid healing. The root-gel can also be thinned and drunk as a thick tea to counter the effects of blood loss. (On burns, add 2 hp/day for each of the first 3 days of rest the character takes. Used to counter blood loss, victim regains 1d3 hp/day instead of 1.)

FEBFENDU (Shaun Hately from ICEs “MERP” RPG)
Available:Winter 5% Climatic Zone:Cold
Locale:Coastal, Rivers Preparation:1 week
Cost:90 gp/ 900 gp Uses:1
Ability Check:Intelligence
The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, hearing will be restored to the recipient.

FELMATHER (Shaun Hately from ICEs “MERP” RPG)
Available:Spring 30% Climatic Zone:Temperate
Locale:Coastal Preparation:none
Cost:10 gp/ 10 gp Uses:3
Ability Check:Intelligence -7
The leaves of this plant should be placed under the tongue of a person in a coma. If successful, the person will awake in 1d6 hours. If a roll of 20 is made, the persons mind will be destroyed.

FENNEL (Shaun Hately)
Available:Autumn 20% Climatic Zone:Temperate
Locale:Rural Preparation:2 weeks
Cost:5 sp/ 1 gp Uses:1
Ability Check:Intelligence
Fennel has thick stems, and bright green, lacy leaves and routinely grows to about five feet in height. (There is a rare form which has a bronze stem. In terms of its use, it is identical to the common fennel). In summer it has golden, yellow flowers. These flowers turn to seed in early Autumn. The seed heads must be harvested and left until the seeds separate from them. The seeds may then be mixed with boiling water to make a tea. This tea has the effect of relieving hunger pains in the recipient for 2d8 hours, However it does not in anyway act as a substitute for food, and any damage due to starvation will still occur.

FETHERFEW (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer 65% Climatic Zone:Temperate, Subtropical
Locale:Forest Preparation:3 weeks
Cost:2 gp/ 4 gp Uses:3
Ability Check:Intelligence +3
This herb grows to about 18 inches in height. It has many small white flowers. The flowers must be dried and then boiled in white wine. The resulting mixture must be drunk. This herb will remove the effects of vertigo from a person for up to twelve hours. It does this by stabilising the persons inner ear.

FIRE-FLOWER (Shaun Hately from C.S. Lewis’ ‘Chronicles of Narnia’)
Available:Summer 1% Climatic Zone:Subtropical, Tropical
Locale:Mountains Preparation:10 years
Cost:1000 gp/ 100000 gp Uses:100
Ability Check:-
It is suggested that this herb be found in one location on an entire world, ideally in a Mountain range in a tropical or subtropical region (The Mountains of the Sun). This is a small bush which has one pale golden flower and small red berries with the appearance of a live coal. The flowers of the bush must be taken and crushed into a diamond vial, and left to cure for ten years. This is also the amount of time needed for a single flower to bloom. A single drop of this elixir will heal any illness or injury, but will not allow limbs or other appendages to grow back. This is an incredibly powerful herb, and is likely to only exist in the hands of powerful lords and kings.

FLOURE-DE-LUCE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Always 60% Climatic Zone:Temperate
Locale:Grassland Preparation:3 weeks
Cost:3 gp/ 10 gp Uses:2
Ability Check:Intelligence
The Floure-De-Luce is also known as the Blue Flag. It has broad and flat leaves shaped rather like a sword. The flowers are purplish blue and the roots which tend to stretch themselves along the surface of the ground are reddish brown on the outside. The root must be mashed and boiled in water and left to stand for at least twenty days before drinking. This herb removes bruises from a body very quickly (within 1d4 hours).

FOOTLEAF (Maya Kniese)
Available:Spring, Summer, Autumn 10% Climatic Zone:Temperate
Locale:Rural Preparation:None
Cost:10 sp/ 10 sp Uses:1
Ability Check:Intelligence -4
This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered with soft hairs. The leaves form a rosette, lying on the ground, and form the actual plant. The light green blades that account for its hight are actually sheathes from which flower stalks grow during the summer. From each of the sheathes (there can be as many as 30 to a plant), a single flower stalk grows with tiny purple flowers. The thick leaves, which can become as large as 20 cm across, can be torn loose and put inside your boots (One leaf to a boot), enabling you to walk all day without tiring or even getting footsore.

FUMITORE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Spring, Summer 80% Climatic Zone:Cold, Temperate
Locale:Coastal Preparation:2 weeks
Cost:3 gp/ 6 gp Uses:1
Ability Check:Intelligence
The stems of fumitore are angular and branching, and grow to a height of about 1 foot. It has grey-green divided leaves, and small pinkish-white flowers with purple tips. This herb prevents hair growing on a characters eyelids. (SEE: MOUNTAIN SETWALL)

GALLOWBRUSH (Sean Snyder from Joe Devers ‘Lone Wolf’ series)
Available:Winter 5% Climatic Zone:Temperate
Locale:Rural Preparation:1 day (for potion)
Cost:10 gp/ 50 gp (for potion) Uses:1
Ability Check:Intelligence -3
This briar is red in colour with bright crimson thorns. Any mammal pricked with these thorns must make a save vs poison with a +1 bonus or fall asleep for 1d4+2 x 10 minutes. Even if they save the victim still feels drowsy. The thorns can also be brewed into a drink when mixed with water. Anyone drinking this must save vs. poison with a -4 penalty or fall asleep for 1d6 hours.

GARDEN FLAX (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Spring, Summer 55% Climatic Zone:Temperate
Locale:Forest Preparation:2 weeks
Cost:3 gp/ 6 gp Uses:5
Ability Check:Intelligence +3
The brown seeds of this herb (which has deep blue flowers) if chewed remove all pain from a characters wounds. It will also prevent a character from feeling anything. He could walk through a fire and feel no pain. There is a 10% chance per hour that a character moving normally will suffer 1d2 hp damage, while under the influence of this herb. This occurs because the character doe not notice minor bruises or scratches. It was widely believed in medieval times that if the seeds of this plant were strewn across a vampires path the vampire would be unable to proceed further, until it had counted every seed. At the GMs discretion this may be a use for this herb in FRP campaigns.

GARIIG (Shaun Hately from ICEs “MERP” RPG)
Available:Summer 60% Climatic Zone:Tropical
Locale:Desert Preparation:1 day
Cost:55 gp/ 70 gp Uses:1
Ability Check:Intelligence -10
Gariig is a small cactus. It will restore all hit points to a wounded person if eaten within two days of being harvested.

GEFNUL (Shaun Hately from ICEs “MERP” RPG)
Available:Summer 60% Climatic Zone:Polar
Locale:Volcanoes Preparation:1 day
Cost:200 gp/ 500 gp Uses:1
Ability Check:Intelligence -6
Gefnul will totally cure and heal the recipient if eaten within one week of harvesting. A roll of over the Herbalists intelligence will kill the recipient, a roll of twenty will kill the recipient beyond the ability of a raise dead spell to revive him.

GOAT’S RUE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer 60% Climatic Zone:Temperate
Locale:Forest Preparation:2 weeks
Cost:6 gp/ 15 gp Uses:1
Ability Check:Intelligence -10
This herb will cure poison if ingested within one hour of the poisoning. Any damage already taken, including death, remains. Goat’s Rue grows to about 3 feet tall. It has hollow branches and pale whitish blue flowers that hang down in spikes. The flowers must be dried before use.

GOLDEN CROWN (Shaun Hately from Feist and Wurts’ ‘Empire’ Trilogy)
Available:Spring 10% Climatic Zone:Subtropical
Locale:Rural Preparation:1 hour
Cost:1 gp/ 2 gp Uses:2
Ability Check:Intelligence -3
The golden flowers of this small yellow-green plant may be made into a poultice that is used to stop bleeding. One successful application will normally stop minor bleeding, or staunch the flow of major bleeding until it only minor (a second application will stop the bleeding altogether). This herb is often used by midwives to staunch the flow of vaginal bleeding after birth.

GOLDEN LUNGWORT (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer 80% Climatic Zone:Temperate, Subtropical
Locale:Forest Preparation:1 week
Cost:1 gp/ 2 gp Uses:6
Ability Check:Intelligence -3
Golden lungwort has large oval leaves, covered with small hairs, and small pale blotches. It grows to a height of about 1 foot, and has small bell shaped flowers with five petals which change colour from pink, to mauve to blue. Flowers of different colours are often found on the same plant. This herb heals the ears of all aches and pains.

GUARDSEYE (Maya Kniese)
Available:Always 5% Climatic Zone:Cold
Locale:Grassland Preparation:20 minutes
Cost:100 gp/ 100 gp Uses:1d4
Ability Check:Intelligence -3
This 40 cm high perennial has smooth, dark blue leaves and a woody stem. It has white, cuplike flowers, with purple flecks on the inside. In autumn, the plant dies except for a thick root than can be up to 50 cm long, but even dead, it does not shed its leaves. Thus the all year availability, for it is the leaves that are important. When cooked in water, the resulting tea will grant the drinker the ability to detect all life forms within 500 m. This includes hidden, invisible, phased, ethereal and similarly affected creatures. The effect last for fully 6 hours.

GYLVIR (Shaun Hately from ICEs “MERP” RPG)
Available:Autumn 10% Climatic Zone:Temperate
Locale:Coastal Preparation:none
Cost:100 gp/ 100 gp Uses:1
Ability Check:Intelligence -2
This is an algae. When eaten it allows a person to breathe underwater (and only underwater!) for a period of four hours.

HARE’S EARS (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available:Summer 55% Climatic Zone:Temperate
Locale:Mountains Preparation:2 weeks
Cost:2 gp/ 5 gp Uses:3
Ability Check:Intelligence -6
This herb cures skin diseases.

HARFY (Shaun Hately from ICEs “MERP” RPG)
Available:Summer 10% Climatic Zone:Temperate
Locale:Grassland Preparation:1 week
Cost:150 gp/ 150 gp Uses:1
Ability Check:Intelligence
The resin of this herb must be applied to a bleeding wound. It will immediately stop any bleeding.

HART’S TONGUE (Shaun Hately)
Available:Always 10% Climatic Zone:Temperate
Locale:Forest Preparation:none
Cost:2 gp/ 2 gp Uses:1
Ability Check:Intelligence -2
This fern resembles a deer’s tongue, hence its name. When a single frond is eaten, it serves to immediately decrease the recipients libido for 2d4 days. For this reason it is often of value to those undertaking a vow of celibacy, or who must be away from their loved ones. It does not diminish performance in any way, merely desire.

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Herb Guid
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