The Old Worlder Herbiary

Version 1.0 by Morten Krog

 

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Angvars Help:

Description: Long stems, many leaves, no flowers

Availability: Average, Winter, Hills.

Price: 5/- and 1GC 6/-

Method of Application: Brew

Preparation: 3 Days

Dosage: 1 Week

Skills: Chemistry

Tests: Int

Effects: This plant helps the PC inhaling the steam from its brew with any respiratory problems. It clears the lungs of any gases or similar.

 

 

Black Hove:

Description: Brought to the Old World by elves from Ulthuan, in elven called Saelisath, meaning "dark one". It is a completely black flower, with dark green leaves and stalk.

Availability: Rare, Summer, Grassland (Only near Marienburg).

Price: 3GC and 6GC.

Method of Application: Brew

Preparation: 2 Months Brew

Dosage: 3 Weeks

Preparation: 2 Months

Skills: Chemistry & Prepare Poisons

Tests: Int

Effects: The Black Hove is a magickally created plant, all magic using creatures are immediately aware of any 'Hoves in their vicinity. Animals shun it for some unexplained reason. This plant was created by one of the high priests of the Pleasure Cult before it was outlawed in Ulthuan. He fled to the Old World, but was hunted down and summarily killed. Before his death he managed to plant his pet project in the marsh around Marienburg. It has since thrived and expanded.

If drunk by magick creatures it will release a sudden burst of pent up magick energy equal to the casters BMP (this is how much of it he "soaks" up). With this plant the MP's can go above the casters maximum. However there are darker sides to this plant, and that is that it can be addictive, as well as its side effects. One to three hours after drinking this brew the person will at first become confused, then he will experience a high, which lasts for about 3 hours, then the depressions begin. ALL percentage characteristics are reduced by 15%. In its beginning the plants effect didn't have the time lag between the release of energy and the high, but as times past, the plant changed slightly.

Type: Stimulant

Price/dose: see above

Dependency: 30

Addictiveness: 30

Overdose: 10

Duration: 1d3

No. of doses to side effects: 10 + 1d10

Side effects: Loose 5% off one percentage Characteristic

Dosage: Drink Brew

 

 

Capt'ns Heart:

Description: Small red flowers resembling a heart.

Availability: Average, Autumn, Grassland.

Price: 9/- and 1GC 5/-

Method of Application: Brew

Preparation: 1 Week

Dosage: 5 Days

Skills: Prepare Poison

Tests: None

Effects: People used to think these were good for your heart, but they have an altogether different effect if prepared properly. This plant is known by the druids for its effect as a soothing herb, they often give it to wounded animals so thet they will keep still enough to be healed. On humans it has much the same effects, any person drinking this brew will become drowsy. Their characteristics are reduced as follows: M-1,WS&BS -10,I-20,DEX-20,LD-20,INT-10,CL-10,WP-10. The person becomes groggy and unbalanced(not mentally :), also any outside observer will assume that the person is drunk.

 

 

Deliona:

Description: Bright yellow flowers, with dark green stem and leaves

Availability: Rare, Spring, Lowland

Price: 2 GC and 4GC.

Method of Application: Ingest

Preparation: 9 Days

Dosage: 5 Days

Skills: None

Tests: None

Effects: Deliona is a pain killer. It lasts for approximately 4 hours, depending on individual differences. The person eating this herb will lose all feeling of pain for the mentioned time, but also any other feelings too. Nothing is felt, it is as if deliona "disconnects" any emotional feelings that the person has.

 

 

Dils:

Description: Thin green stems, branching out from the root, flowerless.

Availability: Common, Summer, Grasslands

Price: 10/- and 3GC

Method Of Application: Ingest

Preparation: 1 week

Dosage: 2 days

Skills: None

Tests:None

Effects: Induces a light sleep for 1d4 hours (No save). If there is much noise nearby the person will wake up.

 

 

Erwurgwort:

Description: Brilliant blue flowers, many small flowers on a long stalk.

Availability: Very Rare, Autumn, Coniferous forest

Price: 10 GC and 25 GC

Method Of Application: Brew

Preparation: 5 weeks

Dosage: 3 weeks

Skills: Prepare Poison

Tests: INT

Effects: To avoid the worst of the damage, the recipient must make _two_ successful T tests (immunity to poison +10). If both tests were successful the victim suffers respiratory problems and uncontrolled shaking for the next five hours (-10 to all percentage characteristics). If one or both of the tests failed the victims brething becomes laboured, after about one hour the victims lungs are attacked by the poison and are paralysed, leading to asphyxiation.

 

 

Feuerkraut:

Description: Red flower, short stalks, with many leaves.

Availability: Common, Early Spring, Mixed Forest

Price: 15/- and 2GC

Method Of Application: Smear

Preparation: 1 week

Dosage: 1 day

Skills: None

Tests: INT

Effects: When applied as a poultice to burns the herb helps to cool the burns and the person recovers 1W from the healing effect (NOT cumulative).

 

 

Fennel:

Description: Green herb, with a big white root.

Availability: Average, Autumn, Marsh

Price: 9/- and 2GC

Method of Application: Brew

Preparation: 1 week

Dosage: 1 week

Skills: Prepare Poisons

Tests: INT

Effects: This herb is a stimulant and very effective against poisons. The person drinking the brew made from this herb is allowed another T test against any poisons that have entered his/hers body within the last 30 min.

 

 

Finkel:

Description: White flowers, long stems, not many leaves, long roots.

Availability: Scarce, Summer, Hills

Price: 8 GC and 20 GC

Method Of Application: Inhale

Preparation: 7 weeks

Dosage: (see below)

Skills: Prepare Poisons

Tests: None

Effects: This herb has a mild refreshing effect, but unfortunately it can also be addictive (See Middenheim-City of the White Wolf p. 91). CAN VERY EASILY BE MISTAKEN FOR GELBENWURZEL !!

Type: Tranquiliser

Price/dose: see above

Dependency: 25

Addictiveness: 30

Overdose: 15

Duration: 1d3

No. of doses to side effects: 10 + 1d10

Side effects: Hair loss, Depression

Dosage: Inhale vapours

 

 

Foxtail:

Description: Dark red flowers, short stems, small roots.

Availability: Scarce, Late Summer, Grassland

Price: 2GC and 4GC

Method Of Application: Ingest

Preparation: 3 weeks

Dosage: 1 week

Skills: Chemistry

Tests: None

Effects: Foxtail is a strong poison, and will cause paralysis unless a successful T test is made. The victim will be paralysed for 1d6+4 hours. The victim does recieve an INT test to find out if the food is drugged (Foxtail has a very special taste, and all herbalists will immediately recognize it - no test neccesary).

 

 

Gelbenwurzel:

Description: Yellow flowers, long stems, not many leaves, long roots.

Availability: Rare, Summer, Mountain Forest

Price: 3GC and 8GC

Method Of Application: Ingest (the root)

Preparation: 2 weeks

Dosage: 3 days

Skills: None

Tests: None

Effects: The peson who eats the root gains 10% to all percentage characteristics for 1d4 hours, When the effecy wears off the character looses 50% of all W, T and DEX for 2d6+5 hours.

 

 

Hallorns rest (Mushroom):

Description: Dirty white in colour, large hat, long root.

Availability: Scarce, Summer, Hills

Price: 12/- and 4GC

Method of Application: Ingest

Preparation: 4 weeks

Dosage: 2 days

Skills: Chemistry

Tests: None

Effects: A strong hallucinogen. Causes at first heavy sleep, then dreams. It is these dreams that cause the greatest effect, they are _very_ unpleasant.

 

 

Horsefoot (Small Bush):

Description: Thin brown branches, with dark green leaves and tiny blue blossoms.

Availability: Common, Spring, Mountains

Price: 2/- and 15/-

Method of Application: Ingest

Preparation: 1 Week

Dosage: 2 Days

Skills: None

Tests: None

Effects: Leaves: If the leaves are eaten, they swell, easing the feeling of hunger, and letting the PC worry about other, more important things Note: the leaves are not sufficient as food, they do not provide any sustenance, they merely ease the feeling of hunger. Root: If eaten it causes mild stomach cramps and nausea. Not particularly tasty either.

 

 

Mage-sleep:

Description: Orange flowers, small stem, few leaves.

Availability: Rare, Winter, Mountain

Price: 7GC and 14 GC

Method of Application: Ingest

Preparation: 4 weeks

Dosage: 1 week

Skills: Chemistry

Tests: None

Effects: This does not put mages to sleep, rather it lets them stay awake. When eaten(by spellcasters) it allows them to stay awake and still gain MP. HOWEVER only 3/4 of the total MP's are regained when spending the night awake.

 

 

Slovefoot (grass):

Description: Long grass stalks, with wooly white blossoms.

Availability: Average, Autumn, Marsh.

Price: 6/- and 1GC

Method of Application: Ingest

Preparation: 5 Days

Dosage: 3 Days

Skills: None

Tests: None

Effects: This plant contains a strong drug that induces (or forces) the person to sleep. The time, in hours, spent sleeping is approximately 6 x (no. of potions taken). The person wakes up clear and refreshed but unable to remember anything that happened the last 3 hours before taking the drug.

 

 

Spritzel:

Description:Small white flowers, thick stem and long thin leaves.

Availability: Common, Spring, Mixed Forest.

Price: 4/- and 9/-

Method of Application: Ingest

Preparation: 3 Days

Dosage: 7 Days

Skills: None

Tests: None

Effects: Spritzel keeps you awake during the night, and has much the same effect as drinking a five litres of coffee.

 

 

Storins Relief:

Description: Thick dark green leaves, no flowers.

Availability: Rare, Winter, Grassland.

Price: 1GC and 3GC

Method of Application: Smear

Preparation: 1 Day

Dosage: 4 Days

Skills: None

Tests: None

Effects: When the evergreen leaves are smeared over any frostbites they provide an oily cover that warms the skin, and ease the pain. Minor frostbites treated with Storins Relief, and rested will heal completely in 3 days, leaving no side effects.

 

 

Purple Butterhat (Mushroom):

Description: Purple hat, often with yellow spots, blackish root.

Availability: Average, Autumn, Coniferous forest

Price: 12/- and 3GC

Method of Application: Ingest

Preparation: None

Dosage: 3 days

Skills: Prepare Poisons

Tests: None

Effects:This herb has no effect on humans, but it has a great effect on horses (inc. mules, ponies etc). The animal in question simply becomes "inactive" for 10 min, after this the poison in the mushroom causes the animal to become hyper-active. Not a pleasant experience for any rider.

 

 

Veilbud:

Description: Root plant, white, has multiple layers of "veils" .

Availability: Rare, Spring, Mixed forest

Price: 2GC and 5GC

Method of Application: Ingest

Preparation: 2 weeks

Dosage: 5 days

Skills: None

Tests: INT

Effects: Veilbud causes violent stomach cramps for 1/2-1 hour. The victim is unable to do much beside collapsing on the floor in agony.

 

 

Yellowfoot (Moss):

Description: A green moss, with tiny yellow flowers.

Availability: Scarce, Summer, Grasslands

Price: 15/- and 5GC

Method of Application: Ingest

Preparation: 3 weeks

Dosage: 5 days

Skills: None

Tests: None

Effects: Has no other effect than to give the person eating this a dark blue tongue (embarassing).

Some herbs need to be combined with other herbs to have an effect at all, while others should be kept as far away as possible from other herbs.

When a person has been drugged by a herb that causes e.g. drowsiness, another herb can be administered, to counter effect the first. I would not advise this, but it can be used as a last resort. Two herbs mixed can cause varied side effects, They could become a super- stimulant (the character is high for the next 24 hours), or the opposite; fall into a coma. The GM should find the ideal (for the campaign) between these two extremes.

When attempting to counter the effect of one herb with another, roll on the table below to see what sort of effect is attained.

Table of effect

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01-20 Super-Stimulant

21-40 Mildly stimulating

41-60 Cancellation

61-80 Drowsiness

81-00 Comatose