The Guide To Herbs For Role Playing Games
The Guide To Herbs For Role Playing Games
The Guide To Herbs For Role Playing Games
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.
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
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SPECIAL THANKS
There is an acknowledgments section at the end of this guide where you can find a list
(unfortunately, it may be incomplete) of the people who have helped to make this guide,
possible, through such tasks as editing, playtesting, and contributing herbs. If you like this
guide, the credit must go to all these people.
I believe that there are three people however who are worthy of my special thanks, and I
would like to mention them here (in no particular order).
The first of these is Ezra Van Everbroek. Ezra produced a hypertext version of the fourth
edition of this guide, and also hosted it. This document allowed people to jump from place to
place in the guide, and to find information easily. This website appears to be the place that
those who found out about the guide through the web, most often obtained their information
from. Creating such a large hypertext document can’t have been an easy task and I salute and
thank Ezra for undertaking such a task.
The second person is Druann Pagliasotti. Shortly after the third edition of this guide went out
over e-mail, Druann sent a list of new herbs adapted to the guides format to the ADND-L list.
I contacted Druann and was kindly given permission to include these herbs in the fourth
edition of the guide. Furthermore, Druann sent me a list of suggestions and clarifications to
many of the herbs that I had already included in the guide, and suggestions on the long term
storage and availability of herbs for purchase. There would have been a fourth edition of the
guide without Druann’s contributions, but it would have been a shadow of what it became.
Last, but by no means least, I would also like to single out Maya Deva Kniese for special
thanks. Maya contributed some herbs to this edition of the guide, but more importantly
contributed a number of ideas, the most significant of which is the revised Herbalism
proficiency (see Appendix A). Again, without Maya’s contribution, I would have done a 5th
edition, but there is no way it would have been as complete or as (I hope) good.
These special thanks are not intended to diminish the contributions of other people to this
guide. Everyone who is listed in the acknowledgments section contributed and deserves their
place there. I simply feel that the three people listed above were worthy of special
recognition. All these contributors share the responsibility and the credit for anything you like
about this guide. Any criticisms, errors or dislikes that you have are solely my responsibility.
INTRODUCTION
“Anything green that grew out of the mould
Was an excellent herb to our fathers of old.”
- Rudyard Kipling
Welcome to the fifth edition of “The Guide to Herbs for RPGs”, the third edition of this guide
to be distributed by e-mail and across the Internet. Herbs have been a staple of fantasy
literature for many years. Striders use of Athelas in “The Lord of the Rings” to cure Frodo,
and Polgara’s herb lore in “The Belgariad” and “The Mallorean”, and Raistlin’s use of herbal
teas to calm his cough in “Dragonlance” are two examples that come to mind. The first
edition of this guide was written in response to a request by one of my players for more
detailed use of the Herbalism proficiency than that supplied in the core AD&D rules, and also
to provide a general system which can be converted to other rules systems fairly easily. This
was in 1990 or 1991 and that edition was nothing more than an adaptation of the herbs
contained in Alexander Scott’s Maelstrom RPG adapted to AD&D rules, a description of
each herb, the chance of finding it, its preparation time, and its cost. This guide was quite
useful, though several problems were found with it. The guide was used for a few years and
my printed copy (done on a Commodore 64 and a 9 pin printer) became covered in pen and
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pencil additions and clarifications. In early 1995 I began GMing a new campaign and I
decided to rewrite my herbal on my new 486. This second edition contained the same herbs as
the first edition but with the addition of clearer descriptions, the addition of the Locale in
which each herb could be found, and an Ability Check roll required to use each herb
successfully. This herbal was much more useful than the previous one. In mid 1995, I gained
net access for the first time, and discovered the phenomena of NetBooks, and unofficial
supplements to various role playing games. I downloaded these and began to use them in my
games. As a student I can not afford to buy all the commercially produced supplements for
use in my games, and so these unofficial (and free!) supplements were a gift from the Gods.
In December 1995 and January 1996, I revised my Herbal once again, incorporating herbs
from the RPG Middle-Earth Role Playing (MERP), and on returning to University at the
start of March, subscribed to the ADND-L e-mail list, and offered the Herbal to the
inhabitants of that list. I received over 300 requests for the Herbal, and was informed that
there was interest in Herbalism on the REALMS mailing list. I subscribed to this list as well,
and offered the Herbal once again. I received more requests from this list. At the start of July,
I released a fourth edition of the guide which for the first time included herbs submitted by
other people, as well as herbs that I had designed through research outside gaming materials.
In particular, special mention must go to Druann Pagliasotti whose assistance in compiling the
fourth edition was considerable. Druann contributed new herbs, as well as sending me a list of
suggested clarifications, and amendments to over forty of the herbs that I had designed. Since
that time I have received more e-mail (both praise and criticism) from many of the people
who are using my herbal, and this has once again encouraged me to put together a new
revised edition. This edition includes even more herbs that other people have added to my
rules, and some new herbs that I have developed, in total over 50 new herbs. It also includes
more detailed physical descriptions of some of the herbs from previous editions where I have
been able to find them. Most notably, it includes a revised Herbalism proficiency, which was
largely developed by Maya Deva Kniese, whose contribution to this fifth edition was
considerable. I welcome the contributions I have received to this guide, but as always all
responsibility for any errors and discrepancies is mine and mine alone, although other
contributors deserve full credit for whatever you like. The fifth edition also divides the
‘Locale’ field of the descriptions into two separate fields, ‘Climate’ and ‘Locale’. This was a
commonly requested change, and I saw no reason why it could not be made. I welcome
contributions, criticisms and comment on my guide, and will try to incorporate these in any
future editions of the guide. Some people may have noticed that the title of the guide has
changed from “The AD&D Guide to Herbs” (the title of the 1st-3rd Editions) to “The Guide
to Herbs for RPGs” (4th and 5th Editions). This occurred because of advice that the original
title was not compatible with the guides status as unofficial. Also the guide is no longer
AD&D specific but designed to be used in other RPG rule systems. Please feel free to
distribute this guide in unedited form in any format that you desire. I only ask that my
contribution and that of other people is acknowledged and that the guide is distributed free of
charge.
NOTE: In my guide I have used the term “Autumn” instead of “Fall” to describe the season
between Summer and Winter. I have also used the correct Australian English spelling for
words. I have altered contributions received from other people for the sake of consistency. I
have received e-mail criticising me for this, saying “you should use the American
conventions, because most AD&D players are American.” (By the way, this was not intended
as a flame, but was part of some useful constructive criticism.) I have been taught English as
it is spoken and written in my native country, and I will write and speak in that way. There are
several reasons for this.
1) If I was attempting to write for a specific country, I would use their own conventions. I am
not. I am writing this guide for everyone who requests it. I have received requests for the third
and fourth editions of this guide from the United States, the United Kingdom, Ireland,
Canada, Spain, France, Belgium, Germany, Australia, Mexico, Peru, New Zealand, Holland,
South Africa, Argentina, Chile, Colombia, Croatia and Zaire and possibly from other
countries as well.
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2) If I decided to write this guide in ‘correct’ English, I would be faced with the problem of
what is ‘correct’. Is it American English, that of the largest English speaking country on Earth
or British English, the source of the language.
3) I believe that the differences in English from country to country are so minor that all
English speaking people on Earth will be able to read my guide with no problems.
4) Finally, it is simply easier for me to write this guide in the form of English with which I am
most familiar.
I should note here that this herbal is not always ‘accurate’ in terms of the real use of herbs in
our world. This is because my skills in Herbalism are very limited. I am not a professional
herbalist just someone with an interest in the topic (especially from a gaming point of view). I
have endeavoured to be as accurate as possible in terms of descriptions, but sometimes I am
trying to describe a herb after seeing a black and white drawing. I have tried to be accurate in
terms of naming the herbs, but some herbs have many different names. Bilberry for example
is also known as Huckleberry, Whortleberry, Hurtleberry, Whin-berry, Wimberry, Black
Heart, Hurts, and may even have other names that I am not familiar with. I have also ascribed
to some herbs powers that do not exist in the real world. For example there is no herb that
bestows infravision on a person in our world (as least I assume there isn’t!) but such herbs do
exist in the guide. This is because the guide has been written for a fantasy game, and I felt that
the powers ascribed to these herbs in legend and tradition could actually exist in fantasy
worlds. I would also like to apologise for the fact that some of the herbs contained within
have no physical descriptions. This is because I have adapted them from other game systems
and I can’t find any physical descriptions in the original source material. This is especially
true for those herbs adapted from MERP. If anyone feels that I have made mistakes in
identifying herbs, or their curative properties, they should feel free to contact me, either by e-
mail or by mail. For anyone who wants to find accurate books on Herbalism and its real life
applications, please refer to the books in the reference section. Please do not assume this
guide is accurate. Experimenting with plants can be very dangerous, and I accept no
responsibility for any misuse.
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.
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1. I believe that a Herbalist should not use their art for nefarious purposes.
2. I believe that allowing players access to too many poisons can severely effect game
balance.
Any GM who wishes to have detailed poisons in their games is referred to the “Netbook:
Poisons of the Realm”, (author unknown to me) which I find to be excellent for the purpose.
If you can find it, the rules for poisons sent to the GMAST-L list by Ron Knight (Modar) in
late October of this year (1996) is also very good. The NetBook of Poisons, revised and
expanded by Adrienne Mills, and based on the “Netbook: Poisons of the Realm” (mentioned
in previous editions of this guide) is also very good and very detailed in its treatments of
poisons.
It should also be noted that I have tried not to include herbs that could be classed as “Drugs”
with the connotation of illicit use. This is because I do not and do not wish to be seen to be
supporting illicit drug use. Having said that, for anyone who wishes to use drugs in their
games, I refer them to ‘Appendix A: Drugs for Fantasy Role Playing Games’, from the
‘Complete Guide to Alcohol for Fantasy Role Playing Games’ which has excellent rules on
all aspects of drug use including addiction and its effects. The drugs contained within it could
be converted to my system fairly easily, although the system contained in that guide is already
excellent for the purpose.
Finally, a note and a request. It has come to my attention, that people create and develop new
herbs for their games and add them into this guide. I, of course, have no objection to this.
However, I would appreciate it if you sent me a copy of these herbs. If they work in your
games, they would probably work in other peoples, and should be included in any new edition
of the guide (with full credit to you, of course). Again, people make changes to the guide,
because they find mistakes, or discrepancies, or just things they don’t like. That’s fine, but
please let me know. If you noticed something wrong, I would like a chance to fix it.
What you do with the guide in your own game is up to you. You can change and edit it in any
way that you like. But please, if you distribute the guide, make sure that you distribute it in
unedited form. If you have made any changes or additions, list them separately from the main
guide. My name is on this guide, and while I’m perfectly happy to take the flak for any errors
in it, I only want to be blamed for my own errors or for those of contributors, which slipped
past me. I have been sent an e-mail from someone who thought a herb was too powerful. It
was, because someone else had edited the guide and made it more powerful. It wasn’t a major
problem, but it was annoying.
Furthermore, I own the copyright on this guide (except where I have indicated that it is owned
by someone else, and I have their permission to include the information). I have gone to a lot
of trouble to try and ensure that I don’t violate other peoples copyright, in order to avoid legal
problems. If you add information into my guide, I may end up being legally responsible for
information that I didn’t want to be. I don’t want that to happen. Having said that, if I have
inadvertently violated anyone’s copyright, please inform me and I will remove the material in
question.
Finally leave my name, and the name of other contributors on the guide. A person was
distributing the 3rd Edition of my guide under their name as if it was their work. They have
since apologised to me, and I consider the matter closed, so I won’t mention their name. The
guide costs you nothing, but it represents a large amount of work on my part and on the parts
of the other contributors. I think we deserve the credit for our work.
I receive no payment for this guide. It is simply a labour of love. But I would like to hear what
you think of it, any praise or criticisms that you might have. Hundreds of hours of work have
gone into this guide over the years, and I really like to know what people think, whether it is
good or bad. Please e-mail me with comments at: drednort@bud.swin.edu.au
7
A special note: I have referred to a variety of diseases in this work. Some of my descriptions
may be inaccurate and for that I apologise. I have no medical training, and the guide is
intended only for games. It is also possible that some of my descriptions of diseases may
offend some people. Again, I apologise. I have no intention of causing offence. If you do find
any of this guide offensive, let me know so I can fix the problem.
ONCE AGAIN, THIS IS A GUIDE FOR GAME PURPOSES ONLY. DO NOT UNDER
ANY CIRCUMSTANCES, USE ANY OF THE HERBS CONTAINED IN THIS GUIDE
FOR ANY REAL LIFE PURPOSE WITHOUT CONSULTATION WITH AN EXPERT
ON HERBS AND THEIR EFFECTS.
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.
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.
Tropical: the tropical regions are those located close to the equator. They typically have an
average annual and monthly temperature of around of over 20C (68F). They also have a
tendency to have wet summers and drier winters, as you get towards their boundaries. On
Earth the Tropical region may be considered to be approximately 12 north and south of the
equator. Papua New Guinea and Peru have tropical climates.
Subtropical: the subtropics typically have anywhere from 4 - 11 months with temperatures of
over 20C (68F) with the balance of the year having temperatures of between 10 - 20 C (50
- 68 F). It extends roughly between latitudes 12 - 25. Northern Australia and the Florida
Peninsula both fall into this area.
Temperate: the temperate regions are anywhere which has 4 - 12 months with temperatures
between 10 - 20 C (50 - 68 F) and the rest of the year is colder. For convenience they can be
considered to lie between latitudes of 25 - 45. Southern Europe, the USA and Australia
generally fall into this zone.
Cold: A cold region has 1 - 4 months with a temperature of between 10 - 20 C (50 - 68 F)
with the rest of the year being colder. It can be considered to fall between 45 - 65 latitude.
Canada, the southern half of Alaska and Scandinavia all fall into this region.
Polar: The polar regions have a year round average temperature of less than 10 C (50 F).
They lie above latitudes of 65. Greenland, Antarctica, and the most northern reaches of
Canada, Russia, and Scandinavia all lie in this zone.
The above is a guide for game purposes only and is not absolutely accurate, geographically
speaking. It must also be remembered that other factors, such as elevation above sea level, the
location of rain shadows, ocean currents etc, also effect climate. Also, I have limited the
number of climatic zones to the ones above, and there are many others. Some of the herbs
may be found in a ‘tropical desert’. Under those circumstances it should be inferred that the
herb is found in hot deserts, not that these deserts have ‘wet summers’.
NOTES ON LOCALES
One of the more important pieces of information contained in the description of each herb is
the locale where it is found. A brief description of what I mean by each locale is outlined
below in order to help you determine into which locale each area of your gameworld fits.
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Coastal: These are the regions that lie near the sea, oceans, or possibly near large inland salt-
water lakes. As a rule of thumb, I assume that the coastal regions can extend up to five miles
inland, although this may vary from place to place.
Desert: Most people assume deserts to be very hot places, such as the Sahara, the Australian
Desert, or Death Valley, and indeed many deserts are very hot, but there are also cool deserts.
A desert is normally defined as any area that receives, on average, less than 10 inches of rain
a year, but for game purposes may be assumed to be any area that is very dry, without
recourse to such official formulae.
Forest: A forest is any area that is heavily covered with trees. There are both large forests,
which may cover vast areas, or small forests. In medieval times, forests covered a much larger
area of the world than they do today.
Grassland: These areas, while mostly untouched by agriculture contain very few large tress.
Instead they are mostly covered with grass, hence their name. The American prairies are a
good example of grasslands.
Hills: A hill is a relatively small raised area of land. They are often found at the foot of
mountains, but may exist in their own right, separate from the surrounding landscape.
Jungle: Similar to a forest, but normally thicker in nature, and found in more tropical
environments. The Amazon is a perfect example of a jungle environment.
Mountains: Very large, raised areas of land, often found at the borders of continental shelves.
A notable feature of mountains is that they are, due to their height, often much colder than the
surrounding land. Another feature is the rain shadow phenomena. It may rain very heavily on
one side of a mountain, but not at all on the other. The Himalayas, the Alps, and the Rockies
are all examples of mountain chains.
Rivers: A river is a flowing stream of (normally) fresh water which runs to the sea. Rivers
can be large (like the Mississippi, or Amazon) or very small, local creeks.
Rural: This describes farmland, land that has been turned over to agriculture, but is only
sparsely settled.
Special: Where this is listed as the locale, read the description of the herb for more details.
Swamp: Areas of very moist soil. The Florida Everglades are a good example of a swamp.
Underworld: By Underworld, I refer to large underground complexes, ie the Underdark of
Advanced Dungeons & Dragons, the Mac Mordain Cadal from the works of Raymond E
Feist, Ulgo from the works of David Eddings, or the Mines of Moria from Tolkien. It might
also be assumed that the herbs may grow in smaller complexes, but I do not recommend it.
Urban: Any area that is widely settled, such as towns, villages or cities.
Volcanoes: When a herb is said to grow in this locale, it may grow actually within the mouth
of the volcano, or merely on its sides (GMs discretion, unless the description makes it clear).
Wasteland: This is the hardest area to describe. A wasteland may have once been any type of
land, but has now been rendered totally inhospitable perhaps by some great disaster. Much of
France after World War I fulfilled this criteria, as did Tunguska after the 1908 explosion.
Hiroshima and Nagasaki, or Chernobyl also fulfilled this criteria. In essence, any area of your
gameworld where some great disaster rendered the land uninhabitable, may fit into this locale.
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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.
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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.
‘They are Burrs, I can tell you, they’ll stick where they are thrown.’
William Shakespeare ‘Troilus and Cressida’
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.
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.
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
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.
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.
It should be noted that the gradual loss of Constitution will cause the PC to take on a wasted
appearance.
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.
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.
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.
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.
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.
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.
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.
70
The author of this guide (Shaun Hately) wishes to make clear that he is absolutely
opposed to any misuse of drugs, and accepts no responsibility for any misuse of the
material contained within this guide. This is a guide for RPG purposes only. It does not
seek, in any way, shape or form to advocate or encourage the misuse of any substance,
natural or manufactured.
71
Autumn
All-Heale Aloe
Arfandas Arkasu
Arlan Arnuminas
Arpusar Athelas
Attanar Base Mullein
Bastit Birthnot
Caffar Calcena Mushroom
Cephalophage Chervil
Cow Parsnip Culkas
Dainaberry Darnell
Dittany Dog Rose
Fennel Flour-De-Luce
Footleaf Guardseye
Gylvir Hart’s Tongue
Hawkweed Henbane
Horseweed Ironhard
Jinab Jojojopo
Kelventari Laishaberries
Makebate Marjerome
Marsh Mallow Mountain Garlick
Mountain Setwall Palma Eldath
Prince’s Feather Rewk
Saddilia Saffron
Sanicle Sessali
Shepherd’s Purse Silverthorn
Spanish Nut Suaeysit
Tamarindes Tamariske
Tateesha Tephrosia
Thurl White Bryony
Whitecandle Wolfsbane
Wood Sorrel Yaran
Yavethalion Young Lad’s Love
Winter
Aldaka Aloe
Arfandas Ashline
Atigax Attanar
Base Mullein Bastit
Birthnot Bittermourn
Bull-Rush Calcena Mushroom
Cephalophage Chervil
Cow Parsnip Culkas
Darsurion Delrean
Edram Elecampane
Febfendu Floure-De-Luce
Gallowbrush Guardseye
Hart’s Tongue Hawkweed
Jinab Kathkusa
Kelventari Makebate
Marjerome Marsh Mallow
Megillos Melander
Mirenna Mountain Garlick
Mountain Setwall Navew
Oiolosse Olus Veritis
Olvar Palma Eldath
77
Saffron Sanicle
Shepherd’s Purse Silverthorn
Spanish Nut Tamarindes
Tamariske Tateesha
Ur Zur
Spring
Adder’s Tongue Adgana
Alether Amrans
Asarabacca Ash
Ashline Base Mullein
Bastit Bilberry
Birthnot Black Rose
Blackberry Bloodkeep
Borage Breldiar
Bull-Rush Burdock
Calamus Calcena Mushroom
Cephalophage Chamomile
Chervil Colewort
Coltsfoot Comfrey
Cow Parsnip Culkas
Draaf Dragontears
Dragonwort Dwarf Mallow
Ebur Eldaas
Elecampane Elvish Galingale
Falsifal Felmather
Floure-De-Luce Footleaf
Fumitore Garden Flax
Golden Crown Guardseye
Hart’s Tongue Hawkweed
Horseweed Jinab
Kelventari Larnurma
Laumspur Lungwort
Makebate Mandrake
Marigold Marjerome
Marsh Mallow Maruera
Milkworte Mountain Garlick
Mountain Setwall Napweed
Oede Palma Eldath
Pennyroyal Peony
Periwinkle Ribwort Plantain
Serapias Turbith Sessali
Shepherd’s Purse Silverthorn
Snakespike Spanish Nut
Spiderwort Spring Adonis
Sweet Trefoile Tamarindes
Tamariske Tateesha
Tephrosia Terbas
Teriko Weed Thorn Apple
Throw-Waxe Thyme
Valerian Winclamit
Wolfsbane Wormwood
78
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
79
Aloe Arkasu
Arlan Arnuminas
Atigax Attanar
Bastit Bittermourn
Black Rose Blackroot
Bursthelas Cephalophage
Cow-Wheat Dagmather
Floure-De-Luce Guardseye
Harfy Healwell
Horseweed Kilmakur
Klagul Leopard’s Bane
Marjerome Saddilia
Serapias Turbith Shepherd’s Purse
Ur Valerian
Vinuk Whitecandle
Yaran
Hills
Bastit Birthnot
Bittermourn Black Rose
Blackroot Cephalophage
Healwell Ironhard
Whitecandle Wolfsbane
Jungle
Bastit Blackroot
Black Rose Callin
Healwell Pargen
Whitecandle
Mountains
Aldaka Angelica
Arnica Ashline
Bastit Bittermourn
Black Rose Blackroot
Cephalophage Coltsfoot
Darsurion Dragonwort
Fire-Flower Hare’s Ears
Healwell Jojojopo
Juniper Lesser Centaury
Maruera Megillos
Mirenna Mountain Garlick
Mountain Setwall Palma Eldath
Silverthorn Spring Adonis
Whitecandle
Rivers
Amrans Arfandas
Arpusar Bastit
Bittermourn Black Rose
Blackroot Dainaberry
Dittany Edram
Febfendu Healwell
Melander Navew
Olus Veritis Woodrose
Rural
80
Adder’s Tongue Adgana
Alether Alkanet
Amrans Anise
Barberry Base Mullein
Basil Bastit
Bishop’s Weed Bittermourn
Black Rose Blackberry
Blackroot Burdock
Cephalophage Chamomile
Cinquefoil Comfrey
Dog Rose Elecampane
Fennel Footleaf
Gallowbrush Golden Crown
Healwell Henbane
Jinab Larnurma
Lungwort Marigold
Masterwort Milkworte
Mugwort Napweed
Oede Pennyroyal
Peony Periwinkle
Petiveria Prince’s Feather
Rewk Rue
Saracen’s Confound Sinquoi
Strawberry Tai-Gi
Tamariske Teriko Weed
Thorn Apple Thyme
Whitecandle Wormwood
Yarrow
Special
Cephalophage Spiderwort
Swamp
Archangelica Bastit
Bittermourn Black Rose
Blackroot Bull-Rush
Calamus Cephalophage
Dwarf Mallow Falsifal
Tateesha Whitecandle
Underworld
Bittermourn Calcena Mushroom
Zulsendra Zur
Urban
Dog Rose Marigold
Pennyroyal Ribwort Plantain
Volcanoes
Bittermourn Breldiar
Gefnul
Wasteland
Bittermourn Kathkusa
81
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
82
Delrean Dittany
Dog Rose Dragontears
Dwarf Mallow Ebur
Eldaas Elecampane
Falsifal Felmather
Fennel Fetherfew
Floure-De-Luce Footleaf
Fumitore Gallowbrush
Garden Flax Goat’s Rue
Golden Lungwort Gylvir
Hare’s Ears Harfy
Hart’s Tongue Hawkweed
Healwell Henbane
Horehound Horseweed
Ironhard Juniper
Kelventari Kilmakur
Klagul Larnurma
Laumspur Leopard’s Bane
Lesser Centaury Lungwort
Mandrake Marigold
Marjerome Marsh Mallow
Masterwort Milkworte
Mountain Garlick Mountain Setwall
Mugwort Napweed
Oede Olus Veritis
Orach Pallast
Pattran Pennyroyal
Peony Periwinkle
Prince’s Feather Rampalt
Rewk Ribwort Plantain
Rose Campion Rue
Saddilia Saffron
Sanicle Saracen’s Confound
Scented Mayweed Serapias Turbith
Shepherd’s Purse Silverthorn
Snakespike Spanish Nut
Spiderwort Strawberry
Sweet Trefoile Tamariske
Tempin Terbas
Thorn Apple Throw-Waxe
Thurl Thyme
Ur Valerian
Vinuk White Bryony
Whitecandle Willow-Herb
Winclamit Wolfsbane
Wolfsbane (wholesome) Woodrose
Wormwood Yaran
Yarrow Yavethalion
Young Lad’s Love
Cold
Aldaka Arfandas
Arlan Arnica
Arpusar Calcena Mushroom
Darsurion Dragonwort
83
Edram Febfendu
Fumitore Guardseye
Laishaberries Lesser Centaury
Megillos Melander
Mirenna Mountain Garlick
Olus Veritis Palma Eldath
Spring Adonis Suaeysit
Thyme Zur
Polar
Bittermourn Calcena Mushroom
Elvish Galingale Gefnul
Jojojopo Kathkusa
Oiolosse Palma Eldath
84
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
87
Wolfsbane Wolfsbane (wholesome)
Wood Sorrel Woodrose
Wormwood Yarrow
Young Lad’s Love
Fantasy
Adgana Aldaka
Alether Amrans
Anserke Archangelica
Arfandas Arkasu
Arlan Arnuminas
Arpusar Ashline
Athelas Atigax
Attanar Bastit
Belan Belramba
Birthnot Bittermourn
Black Rose Blackroot
Bloodkeep Breldiar
Bursthelas Caffar
Calcena Mushroom Callin
Cephalophage Culkas
Dagmather Dainaberry
Darsurion Degiik
Delrean Draaf
Dragontears Ebur
Edram Eldaas
Entriste Falsifal
Febfendu Felmather
Fire-Flower Gallowbrush
Gariig Gefnul
Golden Crown Guardseye
Gylvir Harfy
Healwell Horseweed
Jaffray Jinab
Jojojopo Kathkusa
Kelventari Kilmakur
Klagul Laishaberries
Larnurma Laumspur
Maruera Megillos
Melander Mirenna
Nightcall Oede
Oiolosse Olus Veritis
Olvar Pallast
Pargen Pattran
Rampalt Rewk
Sabito Sessali
Silverthorn Snakespike
Suaeysit Tai-Gi
Tateesha Tempin
Terbas Teriko Weed
Thurl Ur
Vinuk Whitecandle
Winclamit Yaran
Yarrow Yavethalion
Zulsendra Zur
88
In Europe, herbalism was a major science of the Middle Ages, and the Renaissance, and like
many such sciences was not well understood. Many people ascribed the efficacy of herbal
remedies to all sorts of magical influences. Certain herbs could only be cut by moonlight,
others were associated with all sorts of traditions. Many herbs had their uses dictated by their
appearance. As an example, Lungwort was held to be good for the lungs simply because the
herb looks vaguely lung like. Sometimes through sheer fluke, this ‘Doctrine of Signatures’
was accurate, which only served to increase the mystical connections in the yes of the general
populace.
The middle ages, where most fantasy campaigns are set, were a time of great diseases, like the
Black Death, and a time where many died young. A man or woman who could heal these
diseases was revered. Some were seen as holy men, others as servants of evil. As an example,
Nostradamus, the famous French seer, was a medical doctor, who first came to the attention
of prominent people because of his success in treating the plague. This same success also
brought him to the attention of the Inquisition, who investigated him as a witch. According to
some legends, he was saved from the stake because he treated and saved the Chief Inquisitor.
A more mundane example is that many of the unfortunate women burned or hanged for
witchcraft were nothing more than herbalists, albeit sometimes very mystical ones.
This leads to interesting role-playing opportunities for PCs. Perhaps the local lords daughter
lies dying of the plague, and they must save her or suffer the consequences of their
‘witchcraft’. It may be dangerous to be a herbalist in some communities. A PC herbalist is
also likely to have an interest in the other pseudo-sciences of Medieval times, like astrology,
or later, phrenology, which is likely to increase this prejudice.
Herbs were incredibly prized in Medieval times, normally for their food value, rather than
their medicinal uses. Many of the great journey’s of the middle ages and renaissance, many of
the great Voyages of Discovery were undertaken in order to find new routes to Asia, and its
vast resources of herbs and spices. Marco Polo’s journeys, the Voyages of Columbus, the
discovery by Europeans of both the Americas and Australia, were all inspired, at least in part
by herbs. When Columbus reached the Carribean, he observed the Arawak Indians smoking
tobacco. When Captain James Cook explored the east coast of Australia, he brought with him
a botanist, Joseph Banks, for the purpose of identifying plants and their uses. In a fantasy
campaign, these reasons are just as likely to be valid. Great journeys, great Voyages of
Exploration, the stuff of adventures, can all occur if the GM wishes.
For much of history, herbs were incredibly valuable. According to Christian tradition, the
three kings brought Gold, Frankincense, and Myrrh to honour the new king, Jesus.
Frankincense and Myrrh are both gum resins of trees. These ‘herbs’ were so valuable as to be
considered kingly gifts. Herbs were so valuable that wars were fought for their control. Aloe
was so prized by the Ancient Greeks, that Alexander the Great is reported to have been asked
by Aristotle, to conquer the island of Socotra, the only known source of the plant in order to
ensure a constant supply. India was occupied by the British East India Company, and later by
Britain itself, partly because of its vast supplies of herbs. Colonial America built much of its
industry around the propagation and transport of herbs from place to place. Tea was so prized,
that it served as the spark that ignited the United States War of Independence, when a tax was
placed upon its import - the Boston Tea Party. So herbs were, in several ways, responsible for
the rise and fall of great nations.
Great trade routes operated between Europe and Asia, for the purpose of transporting herbs
and spices, and these trade routes became the basis of much piracy, and also of much travel.
The need for fast transport of herbs and spices lead to ever faster ships, being built, like the
89
Great Tea Clippers. Great companies were formed, which helped contribute to the rise of the
merchant class, and the fall of the feudal system. Governments sought to control the import of
herbs and spices, by creating monopolies and by heavy taxes. Smuggling was rampant as
people tried to avoid these duties.
These are just a few examples of the use of herbs in our world, and their effects on history.
They may help GMs to come up with adventures or even campaign ideas. If you do use
herbalism as a source for adventures or campaign ideas, I would love to hear about them.
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 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.
94
This guide was partly inspired by the game ADVANCED DUNGEONS & DRAGONS™, ©
1977-1996 TSR Inc and DUNGEONS & DRAGONS™ © 1974-1996 TSR Inc. No
challenge is made to any copyright status held on these works.
This guide was partly inspired by the game MIDDLE-EARTH ROLE PLAYING™, ©
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.
I welcome criticisms about this guide and contributions to future editions. Any contributions
that I incorporate will be acknowledged in the guide.
The most up to date version of this guide should be available on my webpage at:
http://www.geocities.com/hollywood/8017/frp.htm