                     THE GUIDE TO HERBS FOR RPGs
                             4th Edition
                           By Shaun Hately
                    --==(AMBULANT IN FABULAM)==--
                         
                         COPYRIGHT STATEMENT

This guide is (c) 1996 Shaun Hately 1996, except where copyright is
already owned by someone else. Portions of this guide are (c) Druann
Pagliasotti 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 provided the following conditions are met.
1) no charge is made for 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 
copyright statement is attached, and the list of contributors is left 
intact.

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, and
`Dragon Warriors' written by Dave Morris and Oliver Johnson, and
published by Corgi. 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 wishes to indicate his support of copyright
laws, and the efforts of game companies to protect their rights. This is 
the opinion of the author (Shaun Hately) only, and is not necessarily
the opinion of other contributors to this guide.

                              INTRODUCTION

               "Anything green that grew out of the mould
             Was an excellent herb to our fathers of old."
                                                        -Rudyard Kipling

Welcome to the fourth edition of "The Guide to Herbs for RPGs", the
second 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" 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 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 of this year (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. I have
received e-mail (both praise and criticism) from many of the people who
are using my herbal, and this has encouraged me to put together a new
revised edition. In particular, special mention must go to Druann
Pagliasotti whose assistance in compiling this new edition has been
considerable. Druann has contributed new herbs, as well as sending me a
list of suggested clarifications, and amendments to over forty herbs
that I had designed.  This edition includes herbs that other people have 
added to my rules, and new herbs that I have developed. It also includes 
more detailed physical descriptions of some of the herbs from previous
editions where I have been able to find them. 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.
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" to "The Guide to Herbs for RPGs". This
occurred because of advice that the original title was not compatible
with the guides status as unofficial. 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 seasons 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 received requests for the last edition of this guide 
from the United States, the United Kingdom, Ireland, Canada, Spain, 
France, Belgium, Germany, Australia, New Zealand, South Africa, 
Argentina, Chile and Zaire and possibly from other countries as well. 
2) If I decided to write this guide in `correct' English, I would be 
faced with the problem of what is `correct'. Is it American English, 
that of the largest English speaking country on Earth or British 
English, the source of the language. 
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.

I should note here that this herbal is not `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, and Hurts. 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 just
can't find any. 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.

                         HOW TO USE THIS GUIDE

This guide was written in order to allow a more detailed method of using 
the Herbalism Non Weapon Proficiency than that provided in the PHB. It
may be used only by characters with the Herbalism proficiency. The
description of each herb contains the following information:

NAME:           This is what the herb is called. In brackets after each 
                name is the name of the person who developed the herb 
                for the guide, and the source of the herb if applicable. 
Available:      This is the time of year when the herb is available, and 
                the percentage chance for a person who searches for the 
                herb for one day finding it. 
Locale:         This describes the region in which the herb can be found. 
Preparation:    This describes how long a herb needs to be prepared 
                before it can be used. 
Cost:           The cost before the / is the cost of the herb in raw 
                form. The cost after the / is the cost of buying the 
                herb ready to use. 
Uses:           The number of uses indicates how much of the herb can be 
                found at any one time. 
Ability Check:  The ability check is the value that must be rolled under 
                on a d20 for the use of the herb to be successful. If 
                the ability check is listed as `?' it means that the 
                herb may or may not have the powers attributed to it. If 
                the ability check is listed as `-' then no ability check 
                is needed for success. The GM should decide what effects 
                these herbs have if any. 
Description:    This section describes what the herb can do.

The GM who uses or allows this guide in their games should examine it
carefully before use, and remove or modify any herbs that they wish.
This is particularly true for those herbs that have quite major powers.

It will be noted that very few poisons are listed in this guide. This is 
for two reasons. 
1. I believe that a Herbalist should not use their art for nefarious 
purposes. 
2. I believe that allowing players access to too many poisons can 
severely effect game 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.

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 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 "The AD&D Guide to Drugs" written by Desmond Reid 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.

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.

                      Shaun Hately, 1st July, 1996

NOTE ON THE USE OF THE AD&D "LOCATE ANIMALS OR PLANTS" SPELL:
Players with access to the 1st level Priest Spell "Locate Animals or
Plants" will try to use it to locate specific herbs. If this occurs I
would suggest that the Dungeon Master uses the percentage score given
under "Available" in each herbs description as the chance that the herb
will be detected each round, subject to the local environment and
season. However I would remind the GM that according to the PHB, the
results of this spell are always determined by the GM. If the GM does
not want the herb to be found, it should not be found.

                       NOTES ON THE USE OF HERBS
                 by Druann Pagliasotti and Shaun Hately

Unless otherwise indicated in text, any cut herbs and preparations of
herbs only have a shelf life of 3d6 weeks. Dried herbs have a shelf life 
of 1d4 years if kept in a sealed container away from moisture (but not
all of these herbs can be used in a dried form).  Potions, on the other
hand, have an indefinite lifespan - which is why they're more expensive
yet still desirable.

A rule of thumb for purchasing is that the chance of purchasing an herb
in a large city WITHIN its native region is equal to the chance of
finding it in the wild (and the price will remain the same); the chance
of purchasing an herb in a large city OUTSIDE of its native region is
equal to half the chance of finding it in the wild (and the price will
be half again as much); and the chance of purchasing an herb in a large
city OPPOSITE of its native region (eg., artic vs. desert) is one
quarter of the chance of finding it in the wild (and the price will be
doubled or tripled).

The GM of an individual campaign must rule on the use of this guide.
They must decide whether or not they wish it to be used at all, and they 
must modify it to fit their campaign. Some of the herbs contained in
this guide are extremely powerful, and if they are overused they will
unbalance the game. The prices given for herbs are only guidelines and
must be treated with common sense. In plague years, for example the cost 
of herbs that protect against plague will increase incredibly. And if
the characters stumble into a herbalist while supporting a friend who is 
on the verge of death from snakebite, the herbalist may decide to charge 
well above the going rate. Some apothecarists are nothing but charlatans 
and will sell anything while saying it is a wondrous herb.

Once again, I must point out that this guide is intended for use in
games only. Do not use it as a guide to herbal medication. Many plants
are highly poisonous and experimenting can be extremely dangerous.

                             THE HERB LIST

ADDER'S TONGUE (Shaun Hately)
Available:      Spring 10%
Locale:         Temperate 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.

AGRIMONY (Shaun Hately)
Available:      Summer 30%
Locale:         Temperate Forest
Preparation:    1 week
Cost:           2 gp/ 8 gp
Uses:           3
Ability Check:  Intelligence
Agrimony reaches a height of 1 to 2 feet. It has leaves up to seven
inches long, which are serrated, green on top and white underneath. It
has yellow flowers with five petals which are arranged in a spike on top 
of the stem. Its dried leaves must be boiled in a pint of red wine for
five minutes, and then left to stand for an hour. It should then be used 
on sprains and bruises in a compress. A successful application will cure 
sprains and bruises in half the normal time.

ALDAKA (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 5%
Locale:         Mountains
Preparation:    1 week
Cost:           100 gp/ 1000 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, sight will be
restored to the recipient provided the eye remains.

ALKANET (Shaun Hately)
Available:      Summer 30%
Locale:         Temperate Rural
Preparation:    none
Cost:           2 gp/ 2 gp
Uses:           1
Ability Check:  Intelligence -4
This plant has a thick red root, narrow hairy leaves, and small red or
blue flowers. The root can be eaten directly upon being drawn out of the 
ground but will only keep for a week or so. The herb allows a +1 bonus
to any saving throw vs ingested poisons for 1d8 hours after eating.

ALL-HEALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Autumn 75%
Locale:         Temperate Forest
Preparation:    2 weeks
Cost:           2 gp/ 10 gp
Uses:           7
Ability Check:  Intelligence +1
When All-heale is mixed in a pint of olive oil and applied to a wound, 
(one application per day), the recipient will heal even if still working 
as normal. With rest, the recipient will heal at three times the normal 
rate.

ALOE (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn, Winter 55%
Locale:         Temperate Grassland
Preparation:    none
Cost:           5 cp/ 5 cp
Uses:           2
Ability Check:  Intelligence
The leaf of Aloe applied to a wound, will double the natural healing 
rate of burns and minor cuts.

AMRANS (Druann Pagliasotti) 
Available:      Spring 40% 
Locale:         Rivers, Rural 
Preparation:    3 days/ 1 week 
Cost:           50 gp/ 50 gp 
Uses:           1      
Ability Check:  Intlligence -2
The lilac flowers can be prepared into a potion that rapidly cures
wounds (3d6 if properly prepared (for 1 week), 1d4 if poorly prepared
(for 3 days))

ANGELICA (Shaun Hately)
Available:      Summer 30%
Locale:         Mountains
Preparation:    1 hour
Cost:           5 sp/ 1 gp
Uses:           2
Ability Check:  Intelligence -3
Angelica's root should be boiled in water for an hour and then drunk in
order to relieve coughs.  The plant can grow to a height of eight feet.
It has a hollow stem and has large, broad pointed leaves at the base of
the stem. It has a cluster of white or pink flowers at the top of the
stem. The herbs does not in any way act as a cure for any disease
causing a cough, it merely reduces the amount of coughing.

ANSERKE (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 30%
Locale:         Coastal Regions
Preparation:    none
Cost:           75 gp/ 75 gp
Uses:           1
Ability Check:  Intelligence -4
The root must be applied to a bleeding wound. Within three rounds it
will have stopped the bleeding. The recipient must not move for one turn 
or risk the wound reopening.

ARCHANGELICA (Druann Pagliasotti)
Available:      Summer 30%
Locale:         Swamp
Preparation:    none
Cost:           5 sp/ 5 sp
Uses:           1
Ability Check:  Intelligence -2
This white flowering plant has black seeds and roots with a sharp taste. 
The root, when brewed, makes a hot, peppery decoction that helps
alleviate common colds, flu and congestions (doubles recovery time, adds 
+2 to Constitution rolls to prevent colds in bad weather).

ARFANDAS (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn, Winter 50%
Locale:         Rivers
Preparation:    1 day
Cost:           2 sp/ 3 sp
Uses:           4
Ability Check:  Intelligence -6
If the stem of Arfandas is bound up in the dressing of a fracture, it
will double the rate of healing for that fracture.

ARKASU (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 55%
Locale:         Temperate Grassland
Preparation:    none
Cost:           12 gp/ 12 gp
Uses:           3
Ability Check:  Intelligence -3
When the sap of the Arkasu plant is applied to wounds, it doubles the
rate of healing. The effect is not cumulative.

ARLAN (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 60%
Locale:         Grassland
Preparation:    none
Cost:           20 sp/ 20 sp
Uses:           1
Ability Check:  Intelligence -5
The leaf of Arlan when applied to a wound will heal 1 hp of damage if it 
is used within 5 rounds. Arlan will also speed a persons recovery from
respiratory illness by five times.

ARNICA (Shaun Hately)
Available:      Summer 25%
Locale:         Mountains
Preparation:    none
Cost:           1 gp/ 1 gp
Uses:           1
Ability Check:  Intelligence -6
This plant grows to a height of 1 to 2 feet. It has a hairy stem on
which its leaves are arranged in pairs. It has orange flowers. These
flowers should be plucked and dried, and then boiled in a litre of beer. 
This should be applied to a compress which is wrapped around a bruise. A 
successful application will cause the bruise to fade within one day. The 
pollen of the flowers if inhaled will cause uncontrollable sneezing. A
phial of arnica carried in a persons pocket is also reputed to help a
person quit smoking.

ARNUMINAS (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 70%
Locale:         Temperate Grassland
Preparation:    none
Cost:           6 gp/ 6 gp
Uses:           5
Ability Check:  Intelligence -1
The leaf of this plant should be applied to the site of ligament,
cartilage, or muscle damage. If used successfully, it will double the
speed of healing of such damage.

ARPUSAR (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 40%
Locale:         Rivers
Preparation:    1 week
Cost:           7 gp/ 30 gp
Uses:           2
Ability Check:  Intelligence -7
The stalks of this plant must be brewed for one week in fresh water at
the end of which time it may be drunk. If it is successful, it will heal 
any damage to a persons muscles that are capable of healing naturally
within one day.

ASARABACCA (Shaun Hately)
Available:      Spring 10%
Locale:         Temperate Forest
Preparation:    1 day
Cost:           3 gp/ 7 gp
Uses:           2
Ability Check:  Intelligence -6
Asarabacca is a creeping vine with many small leaves each on their own
small stalk. It also has small purple flowers. These flowers must be
brewed up on a fire and left to stand. When administered successfully to 
someone, they must save vs poison or be rendered docile, and incapable
of violence for 3d8 hours. The brew has a distinctive purple colour, and 
bitter taste, so to be given secretly in food, the food must be able to
hide these attributes.

ASH (Shaun Hately)
Available:      Spring 50%
Locale:         Temperate Forest
Preparation:    1 day
Cost:           5 gp/ 8 gp
Uses:           3
Ability Check:  Intelligence -4
The bark of the ash tree must be stripped from its branches and boiled
in clear water for one day. It should then be drunk as a cure for
fevers, especially those caused by diseases such as malaria. It does not 
cure the cause of the fever but merely brings it under control within
2d6 hours. The ash tree is sacred to worshipers of Thor, who use its
wood to make spears. The wood of the ash tree could possibly be used as
an essential item in the manufacture of magical spears. Ash leaves
should be boiled in water and drunk as a cure for the poison of viper
bites (cures poison in 2d6 turns, any damage already incurred remains).
The ash tree has ash grey bark, and black buds. Its flowers have no
petals.

ATHELAS (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 45%
Locale:         Temperate Forest
Preparation:    none
Cost:           200 gp/ 200 gp
Uses:           4
Ability Check:  ?
Also known as "Kingsfoil". It appears as a vine with dark green leaves
divided into four parts. According to legend, the leaves of Athelas when 
crushed by the hands of a King over the afflicted person are capable of
curing anything.

                      "When the black breath blows
                        and death's shadow grows
                          and all lights pass,
                      come athelas! come athelas!
                           Life to the dying
                       In the King's hand lying!"
                                           from "The Return of The King"

ATIGAX (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 40%
Locale:         Temperate Grassland
Preparation:    1 day
Cost:           40 gp/ 70 gp
Uses:           5
Ability Check:  Intelligence
The roots of this plant must be brewed over a low fire for one day, and
the resulting distillation drunk. If used successfully, sight will be
protected from glare or blinding light for a period of nine hours. This
herb can thus be used to limit the ill effects suffered by subterranean
creatures (such as drow) in full sunlight.

ATTANAR (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn, Winter 45%
Locale:         Rivers
Preparation:    none
Cost:           8 gp/ 8 gp
Uses:           2
Ability Check:  Intelligence -6
Attanar is a moss, which when applied to the forehead of a stricken
person, will cure fevers. It takes effect 2d6 hours after it is
successfully administered.

BALM (Shaun Hately)
Available:      Summer 20%
Locale:         Sub-tropical Forest
Preparation:    1 hour
Cost:           3 gp/ 5 gp
Uses:           4
Ability Check:  Intelligence -4
Balm is a plant about 2 to 3 feet tall with squarish stems. It has oval,
serrated leaves. It has small flowers which can be any shade from white
to blue, which form small clusters at the base of the leaves. The herb
should be boiled and given to women suffering menstrual pains (hey,  
someone has gone to the trouble of writing "A Guide to AD&D Sex" so this 
might be useful!) It also reputedly has properties of bestowing
longevity, and so could be used as an ingredient in "Potions of
Longevity" and the like.

BARBERRY (Shaun Hately)
Available:      Summer 20%
Locale:         Temperate Rural
Preparation:    3 hours
Cost:           4 gp/ 9 gp
Uses:           2
Ability Check   Intelligence -11
The Barberry plant has sharp thorns on its twigs. It can obtain a height 
in excess of eight feet. It has roughly oval shaped leaves, which are
smooth with toothed edges. It has pale yellow flowers which produce oval 
red berries, with a small black dot at their tip. Barberries should be
ground up in cold water and be left to stand in cold water, and then
boiled quickly. This mixture should be drunk as a cure for liver
disorders such as jaundice. If successfully administered the cure should 
take effect within two weeks. However three failed applications mean
that there is never any hope of cure by this method.

BASE MULLEIN (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 90%
Locale:         Temperate Rural
Preparation:    none
Cost:           10 sp/ 10 sp
Uses:           1
Ability Check:  Intelligence 
Base Mullein is very easily found due to the fact that its flower stalks 
often obtain a height of 8 feet or more. Its clear yellow flowers cover
about 3 feet of the top of the stalk, and form a long funnel about an
inch or tow in diameter. If the leaves of this herb are applied to a
burn within one hour, it will reduce the damage taken from the burn, by
half.

BASIL (Shaun Hately)
Available:      Summer 30%
Locale:         Temperate Rural
Preparation:    none
Cost:           3 sp/ 3 sp
Uses:           1
Ability Check:  Intelligence -3
Basil must be used almost immediately on being picked. The leaves should 
be applied to the bite of a venomous creature, and it will then have the 
effect of drawing out the poison. It will give a bonus of +4 to the
saving throw vs poison, or if the save has already been made and failed, 
it will allow a second saving throw at normal values. Any damage already 
sustained will remain. The herb has one upright stalk, and small white
flowers.

BASTIT (Druann Pagliasotti)
Available:      Always 20%
Locale:         Temperate
Preparation:    none
Cost:           3 sp/ 3 sp
Uses:           1
Ability Check:  Intelligence +2
A small succulent that, when crushed, tends to repel parasitic insects,
including mosquitoes and the like. It has a pungent but not unpleasant
odour. (Lasts 1d6 hours but can be washed or sweated off. Easily
noticed by tracking animals.)

BELAN (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 35%
Locale:         Coastal Regions
Preparation:    none
Cost:           40 gp/ 40 gp
Uses:           3
Ability Check:  Intelligence -6
The nut must be eaten to stop bleeding (including internal bleeding).
Within two hours it will have stopped the bleeding. The recipient must
not move for one additional hour or risk the bleeding restarting.

BELRAMBA (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 30%
Locale:         Temperate Forest
Preparation:    3 days
Cost:           60 gp/ 180 gp
Uses:           1
Ability Check:  Intelligence -3
Belramba is a lichen. It must be brewed in water, and then drunk three
days later. If used successfully, all nerve damage capable of healing
naturally will be healed, at three times the normal rate.

BILBERRY (Shaun Hately)
Available:      Spring 1%
Locale:         Temperate Forest
Preparation:    15 days
Cost:           500 gp/ 3000 gp
Uses:           1
Ability Check:  Intelligence -13
Bilberries are small black berries. They must be mixed with pure alcohol 
and left to stand for fifteen days, at the end of which time they must
be drunk. A successful application will give a human the same
infravision ability as half elves, but a failed application may lead to
the death (save penalty -4) of the person who drinks it, as if they had
drunk a class J poison (Death/ 20 hit points, onset 1d4 minutes).

BIRTHNOT (Druann Pagliasotti)
Available:      Always 30%
Locale:         Temperate Hills
Preparation:    3 days
Cost:           2 cp/ 2 cp
Uses:           1
Ability Check:  Intelligence
Birthnot is a dark-leaved, flowerless vine. The dried leaves can be used 
to create a contraceptive tea effective on most humans, demihumans and
humanoids, male or female. Must be ingested between 1 hour - 30 minutes 
before properties invoked. (70% effective; causes mild impotence in
males 15% of the time.)

BISHOP'S WEED (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 45%
Locale:         Temperate Rural
Preparation:    3 weeks
Cost:           4 gp/ 10 gp
Uses:           3
Ability Check:  Intelligence -6
Bishop's weed is a small plant with pale blue flowers, and small pale
green leaves. This herb will protect people from Plague (+5 bonus to
saves vs disease). It is drunk in wine, and is effective for one week.
In plague years, its price increases rapidly.

BITTERMOURN (Druann Pagliasotti)
Available:      Winter 5%
Locale:         Artic
Preparation:    2 hours
Cost:           1000 gp and up
Uses:           1
Ability Check:  Intelligence -14
A rare, colourless lichen that grows on rocks beneath year-round ice.
When crushed and strained, it creates a clear gel at freezing
temperatures that melts into liquid when warmer.  Imbibing a pint slows
the aging process and grants a lifespan of twice normal length.

BLACKBERRY (Shaun Hately)
Available:      Spring 65%
Locale:         Temperate Rural
Preparation:    none
Cost:           1 gp/ 1 gp
Uses:           1
Ability Check:  Intelligence -2
The leaves of these small black berries should be crushed and applied to 
small wounds, where they can stop minor bleeding very quickly (within
one round).

BLACKROOT (Druann Pagliasotti)
Available:      Summer 30%
Locale:         Temperate
Preparation:    none
Cost:           4 gp/ 4 gp
Uses:           1
Ability Check:  Intelligence -2 
A tall plant with small, bell-shaped violet flowers and complex roots
that are black on the outside and white on the inside. Blackroot's roots 
can be applied to fresh wounds in order to promote quick healing
(applied immediately, gives 1d4 back to character at once).

BLACK ROSE (Druann Pagliasotti)
Available:      Spring, Summer 5%
Locale:         Temperate
Preparation:    none
Cost:           100 gp/ 100 gp
Uses:           1
Ability Check:  Intelligence -2
This rare rose is easily identified by its black, velvety flower and
long white thorns. The thorns are hollow and absorb liquids at a rate of 
a pint every 5 minutes. The liquid is stored in the plant's fibrous
roots. The black rose's roots are often used to draw poison from wounds
or, placed under the tongue, to absorb alcohol and prevent intoxication. 
Sometimes victims are tied down and pierced with the thorns to cause
prolonged and painful exsanguination.

BLOODKEEP (Druann Pagliasotti)
Available:      Spring 20%
Locale:         Coastal Regions
Preparation:    none
Cost:           4 sp/ 4 sp
Uses:           1
Ability Check:  Intelligence
Tall stalks with jagged leaves and purple-red flowers, bloodkeep's fresh 
leaves can be bound to a wound to stop bleeding at once and quicken
coagulation (apply within 2 rounds of injury to stop bleeding; character 
regains 20% - rounded down - of lost hit points at once). 

BORAGE (Shaun Hately) 
Available:      Spring 30% 
Locale:         Temperate Forest 
Preparation:    5 days 
Cost:           1 gp/ 10 gp 
Uses:           1 
Ability Check:  Intelligence -3 
This plant has hollow, hairy cylindrical stalks which grow to a height
of 1 to 2 feet. It has drooping flowers, red or blue in colour, which
are shaped as a five pointed star at the top of the stem. The dried herb 
should be boiled in water and the infusion drunk. It is used to cure
minor fevers such as those caused by chills, and influenza. It will
relieve the fever in 1d3 hours.

BRELDIAR (Shaun Hately from ICEs "MERP" RPG)
Available:      Spring 35%
Locale:         Volcanoes
Preparation:    none
Cost:           50 gp/ 50 gp
Uses:           1
Ability Check:  Intelligence -2
This flower, when eaten, alters the way a person judges distance for a
period of one hour. While under the influence of the flower, a person
can add a bonus of two to ranged combat attacks, while subtracting two
from melee attacks.

BULL-RUSH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 55%
Locale:         Swamp
Preparation:    3 days
Cost:           2 sp/ 3 sp
Uses:           2
Ability Check:  Intelligence +3
Bull-rushes are tall straight stemmed plants with many small flowers at
the top of the stalk. These flowers must be ground into an ointment
which is applied to a persons eyes or tongue. This herb will put someone 
to sleep for 3d12 hours. A roll of 1 on the ability check will put the
person into a coma.

BURDOCK (Shaun Hately)
Available:      Spring 35%
Locale:         Temperate Rural
Preparation:    1 day
Cost:           10 gp/ 30 gp
Uses:           1
Ability Check:  Intelligence -6
This plant grows to about 3 feet tall. It has huge leaves with a whitish
underside, and purple flours. Its root must be boiled in water and then
the root eaten and the water drunk as a cure for syphilis. The person
will be cured within a week.

BURSTHELAS (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 5%
Locale:         Grassland
Preparation:    1 week
Cost:           110 gp/ 1000 gp
Uses:           2
Ability Check:  Intelligence
Bursthelas must be brewed for one week in fine red wine before it can be 
used. It must then be drunk within one month or spoil. A successful
draft will heal any fractured bones within the body within one to three
days.

CAFFAR (Druann Pagliasotti)
Available:      Summer, Autumn 5%
Locale:         Desert
Preparation:    1 hour
Cost:           10 gp/ 10 gp
Uses:           1
Ability Check:  Intelligence
Caffar is made of the small caffar nut that is ground into a powder and
brewed into a dark, sweet-smelling beverage, traditionally with a goat's 
milk base. Like kaffe or black tea, caffar can be used to delay sleep,
but it has the side effect of making the ingester more psychically
sensitive; psionicists' skills are greatly enhanced and even the
unpsyighted are more sensitive to nuances in the environment and in
others' manners, sometimes even to the point of detecting "auras" around 
certain objects. (Raises Wisdom [Intuition] by 1 for every 2 cups
imbibed, to maximum of 19. Drinking 3-4 cups in one day causes jumpiness 
that increases as more is imbibed.  Those who drink 5 or more cups in
one day become slightly physically addicted to the substance and suffer
headaches and mild stomach pains when their usage is cut back.)

CALLIN (Druann Pagliasotti)
Available:      Autumn 30%
Locale:         Jungle
Preparation:    1 week
Cost:           5 gp/ 25 gp
Uses:           1
Ability Check:  Intelligence -2
A dark nut that grows on the Callin tree in tropical jungles. When the
husk is dried, ground and ingested, it thins the blood and strengthens
internal organs, helping to prevent heart attacks. (If taken regularly,
prevents heart attacks except under extreme duress. Addictive; causes
nausea, dizziness and an increased chance of cardiac arrest if quit
under unsupervised conditions after repeated use.)

CAT'S TAIL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 75%
Locale:         Temperate Forest
Preparation:    1 week
Cost:           1 gp/ 3 gp
Uses:           1
Ability Check:  Intelligence -6
Cat's tail is a small plant with long thin spear shaped leaves rising
from its base, and a single long, thin, soft flower at the top of the
stalk. This herb when made into a salve, will heal all damage to a
person's heel.

CEPHALOPHAGE (Druann Pagliasotti, from Gene Wolfe's "Torturer" series.)
Available:      Always 5%
Locale:         Temperate
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)

CHERVIL (Shaun Hately)
Available:      Always 10%
Locale:         Temperate 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%
Locale:         Temperate 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%
Locale:         Temperate 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%
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%
Locale:         Temperate 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%
Locale:         Temperate 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 cure
insanity altogether.

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

CULKAS (Shaun Hately from ICEs "MERP" RPG)
Available:      Always 40%
Locale:         Desert
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%
Locale:         Temperate 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.

DARNELL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Autumn 40%
Locale:         Temperate 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%
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%
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%
Locale:         Coastal Regions
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%
Locale:         Temperate 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%
Locale:         Temperate River
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.

DRAAF (Shaun Hately from ICEs "MERP" RPG)
Available:      Spring 60%
Locale:         Coastal Regions
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%
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% 
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.

EBUR (Shaun Hately from ICEs "MERP" RPG)
Available:      Spring 45%
Locale:         Coastal Regions
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%
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%
Locale:         Temperate 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.)

ELVISH GALINGALE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 35%
Locale:         Artic 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% 
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%
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%
Locale:         Coastal Regions, 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%
Locale:         Coastal Regions
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.

FETHERFEW (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 65%
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.

FLOURE-DE-LUCE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 60%
Locale:         Temperate 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).

FUMITORE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 80%
Locale:         Coastal Regions
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)

GARDEN FLAX (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 55%
Locale:         Temperate 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.

GARIIG (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 60%
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%
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%
Locale:         Temperate 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 LUNGWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 80%
Locale:         Forest
Preparation:    1 week
Cost:           1 gp/ 2 gp
Uses:           6
Ability Check:  Intelligence -3
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.

GYLVIR (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 10%
Locale:         Coastal Regions
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%
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%
Locale:         Temperate 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.

HAWKWEED (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 75%
Locale:         Temperate Forest
Preparation:    2 weeks
Cost:           4 gp/ 6 gp
Uses:           2
Ability Check:  Intelligence 
This herb increases a character eyesight for 1d4 turns. They can see
twice as far, and when in missile combat, all ranges are treated as if
one less. Hawkweed has oval leaves, covered with small hairs on the
underside, and green on the top. These leaves surround the plant at the
base of the stem, and small yellow flowers tinged with red at the tips.

HEALWELL (Druann Pagliasotti)
Available:      Summer 30%
Locale:         Temperate All
Preparation:    none
Cost:           1 sp/ 1 sp
Uses:           1
Ability Check:  Intelligence
A common enough herb to make it into most gardens, healwell is a small
flowering plant with bright yellow flowers. Its pale green leaves
secrete an oil that can be rubbed on small injuries. (Cures 1 hp/oz of
oil, 1 round/oz to apply; not useful on wounds over 2 hp.)

HENBANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer, Autumn 90%
Locale:         Temperate Rural
Preparation:    1 week
Cost:           1 gp/ 3 gp
Uses:           3
Ability Check:  Intelligence
This herb will reduce the effects of poison weapons, but only if taken
before the weapon strikes. In the case of non fatal poisons the effect
is completely nullified, but in the case of fatal poisons, the only
benefit is a +3 to Saving Throws. Henbane has large, thick, soft woolly
leaves, and thick stalks about 2 to 3 feet tall. It has hollow pale
yellow flowers at the top of the stalk. Either the seed or the flowers
must be dried and then eaten. The effect last 1d8 hours.

HOREHOUND (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 90%
Locale:         Coastal Regions
Preparation:    4 weeks
Cost:           1 gp/ 5 gp
Uses:           3
Ability Check:  Intelligence -2
This plant has angular greyish stems and grows to a height of three
feet. It has oval shaped tooth edged, ash green leaves. It has small
creamy white flowers which group at the base of the leaves. This herb
will cause the recipient to vomit up any poison in their system. It is
effective only against ingested poisons. The  person will be
incapacitated by nausea for 1-3 days. In the case of an `instant death'
poison, the person can be saved if the herb is successfully administered 
within one round, but they will be incapacitated for the full three day
period.

JAFFRAY (Druann Pagliasotti)
Available:      Summer 10%
Locale:         Desert
Preparation:    2 days
Cost:           10 gp/ 15 gp
Uses:           2 
Ability Check:  Intelligence -2
A clove-like herb that is normally ground up and sprinkled into other
dishes or drinks as flavouring, Jaffray also acts as a mild aphrodisiac, 
increasing sexual interest and general sensitivity to the surroundings.
Face flushes, pupils dilate, breathing quickens, and skin becomes
preternaturally sensitive. The herb has a mildly cinnamon-like flavour
and its potency is not affected by being cooked. The herb is also
sometimes used to counteract suspected poisoning, since it increases
resistance to poison yet is so common as to be inoffensive if added to a 
meal. (Wisdom -2, Constitution +2, causes mild, pleasant sense of
intoxication. Effects last 1d4 hours. Regular usage will build the
user's tolerance to the drug, requiring greater amounts to achieve the
same effects. Immunity is possible.)

JOJOJOPO (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 60%
Locale:         Mountains
Preparation:    none
Cost:           9 sp/ 9 sp
Uses:           1
Ability Check:  Intelligence -5
The leaf of this herb, when applied to frostbite will cure 2d6 points of
frostbite damage.

KATHKUSA (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 30%
Locale:         Wasteland
Preparation:    none
Cost:           50 gp/ 50 gp
Uses:           1
Ability Check:  Intelligence
This plant is found only in the most inhospitable regions. When a leaf
of the plant is eaten, it will (if used successfully) raise a persons
strength +2 (or 20 percentage points in the case of exceptional
strength) for 1d10 rounds. However if the Intelligence check is failed
by more than three, the person will collapse into unconsciousness for
one hour.

KELVENTARI (Shaun Hately from ICEs "MERP" RPG)
Available:      Always 50%
Locale:         Temperate Forest
Preparation:    none
Cost:           19 gp/ 19 gp
Uses:           1
Ability Check:  Intelligence -6
If the crushed Kelventari berries are applied to a burn within one turn
on its infliction it will heal 1d3 quarters of all damage caused by the
burn, no matter how much damage was taken.

KILMAKUR (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 45%
Locale:         Temperate Grassland
Preparation:    1 week
Cost:           65 gp/ 300 gp
Uses:           1
Ability Check:  Intelligence -3
The roots of this plant must be brewed over a low fire for one week, and 
the resulting distillation drunk. If used successfully, the recipient
will gain a bonus of +2 to all saving throws versus fire based attacks
for 1d10 hours.

KLAGUL (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 60%
Locale:         Temperate Grassland
Preparation:    1 day
Cost:           30 gp/ 50 gp
Uses:           3
Ability Check:  Intelligence -2
The buds of this plant must be boiled for a day and then eaten. After
boiling they will keep for six weeks. When eaten, they will if
successful give the recipient infravision for six hours.

LAND CALTROPS (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 60%
Locale:         Tropical Forest
Preparation:    2 weeks
Cost:           2 gp/ 5 gp
Uses:           1 
Ability Check:  Intelligence -1
If applied to a snake bite within one turn, it will draw out the poison. 
Some very venomous snakes give bites that are incurable by this method,
and so the herb has no effect against `instant death' poisons. It may
(at the GMs discretion) provide protection against other, non-fatal
animal poisons.)

LEOPARD'S BANE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 25%
Locale:         Temperate Grassland
Preparation:    none
Cost:           5 gp/ 5 gp
Uses:           3
Ability Check:  Intelligence
This is a poison that kills animals (but not monsters) that eat it, but
has no effect on humanoids, demi-humans or humans.

LESSER CENTAURY (Shaun Hately)
Available:      Summer 25%
Locale:         Mountains
Preparation:    none
Cost:           5 gp/ 5 gp
Uses:           1
Ability Check:  Intelligence -3
This plant has rosy-pink flowers, which are splayed out like a five
pointed star. These flowers if eaten within one day of being picked will 
cause the recipient to vomit up any ingested poison within their body.
The person will remain very weak for 1d3 days, can only move with great
difficulty and is totally able to perform any useful actions.

MAKEBATE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 35%
Locale:         Desert
Preparation:    2 weeks
Cost:           1 gp/2 gp
Uses:           2
Ability Check:  Intelligence -3
This herb will counteract the poison of scorpions if taken within 2
turns of the bite. Any damage, including death, already taken will
remain.

MANDRAKE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring 40%
Locale:         Temperate Forest
Preparation:    4 weeks
Cost:           3 gp/ 5 gp
Uses:           3
Ability Check:  Intelligence +1
The root of this herb sends the recipient to sleep. The sleep will last 
five hours, during which time the person cannot be woken except by a
neutralise poison spell or potion. The root is said to bear a
resemblance to the naked male form, hence its name. The plant has
several dark green leaves which are about 1 foot long. The purple
flowers of the plant are bell shaped. The root of the plant must be
boiled on the night of a full moon and left to sit for an entire month
before use.

MARJEROME (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 35%
Locale:         Temperate Grassland
Preparation:    6 weeks
Cost:           2 gp/ 6 gp
Uses:           1
Ability Check:  Intelligence -2
This herb removes the colour from the skin of a person who has had
yellow jaundice. The herb has angular stems which grow to a height of 1
to 2 feet, which are reddish in colour and are covered in small hairs.
It has ovate shaped leaves which surround the stem and grow smaller and
smaller towards the top of the plant. It is topped by pale pink flowers.

MARSH MALLOW (Shaun Hately)
Available:      Always 20%
Locale:         Coastal Regions
Preparation:    1 day
Cost:           5 gp/ 8 gp
Uses:           3
Ability Check:  Intelligence -7
This plant has a green fleshy stem and broad egg shaped leaves, both of
which are covered with downy hairs. It has five petalled, pale pink
flowers which sit at the base of the leaves. The root must be boiled and 
the resultant distillation applied to burns. If used successfully the
herb will double the rate of healing for the burn.

MASTERWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 95%
Locale:         Temperate Rural
Preparation:    3 weeks
Cost:           2 gp/ 7 gp
Uses:           7
Ability Check:  Intelligence -15
Masterwort grows to be about three feet tall and bears umbels of white
flowers. It has winged dark green leaves like those of a maple tree. The 
leaves must be boiled and left to stand for at least twenty days before
use. This herb is used as a protection from plague, giving a +2 bonus to 
any saves vs disease.

MEGILLOS (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 75%
Locale:         Mountains
Preparation:    none
Cost:           1 gp/ 3 gp
Uses:           1 
Ability Check:  Intelligence
The leaves of this herb increases a character eyesight for 1 turn. They
can see twice as far, and when in missile combat, all ranges are treated 
as if one less.

MELANDER (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 65%
Locale:         Rivers
Preparation:    1 day
Cost:           12 sp/ 20 sp
Uses:           4
Ability Check:  Intelligence
Melander is a moss that must be brewed in clear water. The resultant
distillation must then be drunk. It will then add +1 to all saving
throws vs disease for a period of 1d10 days.

MILKWORTE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 95%
Locale:         Temperate Rural
Preparation:    2 weeks
Cost:           4 gp/ 8 gp
Uses:           1
Ability Check:  Intelligence -16
This herb protects from (for 1d4 days) and treats cholera (cures cholera
in 1d4 days). 

MIRENNA (Shaun Hately from ICEs "MERP" RPG) 
Available:      Winter 60% 
Locale:         Mountains 
Preparation:    none
Cost:           10 gp/ 10 gp 
Uses:           1  
Ability Check:  Intelligence -2 
The berries of Mirenna will heal 1d2 hp when eaten.

MOUNTAIN GARLICK (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 30%
Locale:         Mountains
Preparation:    1 day
Cost:           8 gp/ 9 gp
Uses:           2
Ability Check:  ?
This herb is said to repel evil spirits.

MOUNTAIN SETWALL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 40%
Locale:         Mountains
Preparation:    3 weeks
Cost:           1 gp/ 3 gp
Uses:           2
Ability Check:  Intelligence -7
This herb cause hair to grow on a characters eyelids. (SEE: FUMITORE)

MUGWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 55%
Locale:         Temperate Rural
Preparation:    2 weeks
Cost:           2 gp/ 4 gp
Uses:           2
Ability Check:  Intelligence -7
The effects of this herb last for two hours. During this time the
character can function at negative hit points, or beyond the point of
exhaustion. Mugwort can grow to be taller than a man. It has a stiff and 
angular stem, reddish brown in colour. It has deeply incised smooth
leaves which are dark green on top and silvery white underneath. It has
small, yellow-green or yellow-red flowers arranged in long spikes at the 
top of the stem. THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY
UNWISE.

NAVEW (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Winter 60%
Locale:         Rivers
Preparation:    5 weeks
Cost:           4 gp/ 12 gp
Uses:           3 
Ability Check:  50%
The seeds of Navew dropped in a drinks or on to food before it is eaten
acts as counteragent to ingested poisons. It prevents the death of a
person poisoned in that meal, though they may still be very ill.

NIGHTCALL (Druann Pagliasotti)
Available:      Summer 10%
Locale:         Desert
Preparation:    2 days
Cost:           50 gp/ 50 gp
Uses:           1
Ability Check:  Intelligence -2
A blue-grey herb smelling faintly of nutmeg that heightens the user's
senses. Overdosage or prolonged usage causes photosensitivity,
distraction and nervousness; on the other hand, prolonged usage can also 
make the effects permanent. Nightcall gradually dyes the long-term
user's hair, teeth, nails, horns, or scales midnight blue.  (The minimum 
dose of 1 tsp gives the eater +100' sight range, +10% hearing, and +1 to 
Wisdom/Intuition and Dexterity scores.  The effects increase
proportionately to the dosage, to no more than +400/40/+4.  Dosages over 
1 tsp, or 1 tsp taken several days in a row, will cause addiction.)

OIOLOSSE (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 1%
Locale:         Elven Forest
Preparation:    none
Cost:           1200 gp/ 1200 gp
Uses:           1
Ability Check:  Intelligence -10
This herb will restore an Elf to life if given within seven days of
death.

OLVAR (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 30%
Locale:         Coastal Regions
Preparation:    none
Cost:           300 gp/ 300 gp
Uses:           1
Ability Check:  Intelligence -8
The flower of the Olvar bush must be given to a person on the point of
death (at -10 hp, and not losing any more). It will then keep them alive 
for 2d10 days.

ORACH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 45%
Locale:         Temperate Forest
Preparation:    6 weeks
Cost:           2 gp/ 10 gp
Uses:           1
Ability Check:  Intelligence -2
Orach grows to about 3 or 4 feet in height. It has a whitish stalk, pale 
green leaves and greenish-white flowers. The seeds must be gathered,
bruised and left to stand in pure alcohol for six weeks. The mixture
must then be drunk, one spoonful a day for a week. The herb will cure
yellow jaundice. It leaves a yellow colour in the skin.

PALLAST (compound) (Druann Pagliasotti)
Available:      Summer 30%
Locale:         Swamp
Preparation:    2 hours
Cost:           5 sp/ 1 gp
Uses:           1
Ability Check:  Intelligence -2
"Pallast" is a compound made of the pale, papery bark from willows and
the roots of marshmallows. When ground together and imbibed, pallast
cures minor aches and pains, especially headaches and pain from
abscessed teeth, sore muscles, and so forth. Pallast itself is a very
bitter pale powder, and is usually served in a heavily sweetened tea.
(Relieves minor pains but does not restore lost hit points.)

PALMA ELDATH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 60%
Locale:         Mountains & Artic
Preparation:    none
Cost:           3 gp/ 3 gp
Uses:           3
Ability Check:  Intelligence -3
This herb keeps a person warm for one night or one day, and prevents
them suffering from exposure. This can mean the difference between life
and death.

PARGEN (Shaun Hately from Alexander ICEs "MERP" RPG)
Available:      Summer 1%
Locale:         Jungle
Preparation:    none
Cost:           2000 gp/ 2000 gp
Uses:           1
Ability Check:  Intelligence -15
A single berry from the Pargen Tree will restore a person to life (-1
point of Constitution) if given within 4 days.

PATTRAN (Druann Pagliasotti)
Available:      Summer 20%
Locale:         Temperate Forest
Preparation:    3 days
Cost:           10 gp/ 10 gp
Uses:           1
Ability Check:  Intelligence -2
The root of a small, shrub-like plant with dark green, shiny leaves and
thorns, Pattran is used to relax the muscles and encourage sleep. In
mild dosages, Pattran causes a general feeling of relaxation, eases
sore, strained or sprained muscles, and similar aches. In larger doses,
Pattran causes sleepiness.  Pattran tastes like a combination of mint
and rich soil. (For sleep dosages, user may voluntarily choose to sleep
well or, if resisting, save versus poison at +3. Effects last 2d4 hours; 
if asleep, the user will sleep and awaken normally.)

PERIWINKLE (Shaun Hately)
Available:      Spring 45%
Locale:         Temperate Rural
Preparation:    1 hour
Cost:           1 gp/ 10 gp
Uses:           1
Ability Check:  Intelligence -8
The plant is a creeping vine with dark, green shiny leaves and pale blue
flowers. The flours must be crushed into a powder and administered
orally. If used successfully the herb will stop all bleeding, both
internal and external in one turn. The recipient must not move for one
hour or risk reopening the wounds.

PRINCE'S FEATHER (Shaun Hately)
Available:      Summer, Autumn 45%
Locale:         Temperate Rural
Preparation:    1 hour
Cost:           1 gp/ 2 gp
Uses:           1
Ability Check:  Intelligence -6
This herb has red-green leaves and long pink flowers. The flowers must
be beaten into powder and eaten by the recipient. If successful, the
herb will halve the rate of internal bleeding within 1 turn.

RAMPALT (Druann Pagliasotti)
Available:      Summer 20%
Locale:         Temperate Forest
Preparation:    1 day
Cost:           5 cp/ 5 cp
Uses:           1
Ability Check:  Intelligence
This dark-colored root grows on a plant distinguished by its waxy dark
green leaves. When the root is boiled down, it turns into a thick,
strong-smelling greyish liquid that cures congestion when boiled in
water and inhaled. (Relieves stuffy head, opens sinuses, for as long as
the steam is breathed + 2d6x10 rounds.)

REWK (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 60%
Locale:         Temperate Rural
Preparation:    1 day
Cost:           9 sp/ 1 gp
Uses:           4
Ability Check:  Intelligence -7
The nodules of the stem of Rewk must be brewed in clear water for one
whole day before drinking. It will then cure 1d3 points of damage.

ROSE CAMPION (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 80%
Locale:         Temperate Forest
Preparation:    3 weeks
Cost:           1 gp/ 3 gp
Uses:           6
Ability Check:  Intelligence -7
This herb will protect against scorpion stings for three days. It will
protect against only one sting. It will protect against `instant death'
venom.

SAFFRON (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Autumn, Winter 60%
Locale:         Temperate Forest
Preparation:    1 week
Cost:           20 gp/ 100 gp
Uses:           2
Ability Check:  Intelligence
The plant has a tuberous root, and large purplish flowers with
yellow-red centres. The pistils of the flower must be pounded into a
paste which is left to dry for a week. The resulting powder is taken as
snuff. This herb raises all attribute scores by one for one hour. NOTE:
THIS HERB IS HIGHLY ADDICTIVE. REPEATED USE IS VERY UNWISE.

SANICLE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer, Autumn, Winter 90%
Locale:         Temperate Forest
Preparation:    2 weeks
Cost:           5 gp/ 30 gp
Uses:           4
Ability Check:  Intelligence +2
Sanicle leaves should be crushed and left in white wine, the strained
through a cloth and drunk. It has the effect of binding wounds so that
they are not reopened by action. It is a small plant with glossy green
leaves, with long leaf stalks which are divided into three or five
lobes. It has small white or pink flowers which sit at the top of a
slender stalk.

SARACEN'S CONFOUND (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 80%
Locale:         Temperate Rural
Preparation:    11 weeks
Cost:           1 gp/ 20 gp
Uses:           4 
Ability Check:  Intelligence +3
This herb cures fevers within 1d4-1 turns.

SCENTED MAYWEED (Shaun Hately)
Available:      Summer 40%
Locale:         Temperate Forest
Preparation:    1 day
Cost:           8 gp/ 15 gp
Uses:           1
Ability Check:  Intelligence -3
Scented mayweed grows to a height of about 2 feet. It has erect and
branching stems. It has small leaves, white flowers with a yellow
centre. The flowers must be crushed, emitting a pungent odour and should 
then be applied to the eyes in order to heal damage to them caused by
acid. If used within a day of the injury, they can prevent blindness.

SERAPIAS TURBITH (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 45%
Locale:         Temperate Grassland
Preparation:    4 weeks
Cost:           4 gp/ 7 gp
Uses:           3
Ability Check:  Intelligence -5
This herb will place the recipient into a deep sleep for one day. The
recipient CANNOT be woken. At the end of the day, all wounds will be
healed. It does not, of course, resurrect a dead person, or regenerate
lost limbs.

SHEPHERD'S PURSE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 85%
Locale:         Temperate Grassland
Preparation:    1 week
Cost:           5 gp/ 12 gp
Uses:           4
Ability Check:  Intelligence +2
This herb rarely grows to a height of more than one and a half feet. It
has small greyish green leaves, growing smaller towards the summit of
the plant. It has small four petalled dirty-white flowers at its peak.
If applied to wounds it will stop their bleeding for one hour, and
temporarily removes the need to bandage.

SNAKESPIKE (Druann Pagliasotti) 
Available:      Spring 15% 
Locale:         Coastal Regions 
Preparation:    1 hour/ 3 hours 
Cost:           5 gp/ 7 gp 
Uses:           2 
Ability Check:  Intelligence
A thin stalk covered with yellow-green flowers. The leaves can be
steeped in water to make a tea that, when imbibed 3 times a day, reduces 
inflammation and restores strength; when made into an ointment,
snakespike soothes and promotes rapid healing. (Tea gives 1d3 hp/day
instead of 1; ointment restores 1d2 hp immediately per application but
can only be administered to the same character once a day.)

SPANISH NUT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 80%
Locale:         Forest
Preparation:    25 weeks
Cost:           10 gp/ 100 gp
Uses:           1
Ability Check:  Intelligence -2
This herb is a powerful aphrodisiac. If successfully administered I
would suggest that the GM or player roleplays the recipient accordingly. 
However if a method of using dice to simulate its effect is wanted, I
suggest that anyone who attempts to seduce the recipient should have a
bonus of 1d4 to their Charisma (Appearance) for a period of 2d10 turns.

SPIDERWORT (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 50%
Locale:         Chalky Soil
Preparation:    2 weeks
Cost:           4 gp/ 10 gp
Uses:           3
Ability Check:  Intelligence
This herb will cure spider poison if applied within 2 rounds. Any damage 
already incurred, including death remains.

SUAEYSIT (Druann Pagliasotti)
Available:      Autumn 20%
Locale:         Artic
Preparation:    none / 1 week
Cost:           10 gp/ 50 gp
Uses:           1
Ability Check:  Intelligence -4
A dark black mushroom with greyish markings along the undersides, this
fungus grows in shadowed forests in cool to cold climes. Suaeysit
mushrooms can be eaten directly or dried and ground into tinctures or
otherwise prepared. The mushrooms give the imbiber a rush of energy,
clearing the mind and raising the spirits. However, they are highly
addictive, and care must be taken when preparing and prescribing
dosages. Often used to counteract shock in emergency situations.
(Temporarily adds +1 to all statistics - no top limit to natural
statistics, but it does not add to magically enhanced statistics - and
saving throws, and relieves effects of fatigue.  This effect lasts for
1d4 hours, after which the user operates at -1 to all statistics and
saving throws, and feels even more fatigued. The negative effects of
"coming down" can, of course, be counteracted by taking more the drug,
with resultant addictive effects.)

SWEET TREFOILE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 60%
Locale:         Temperate Forest
Preparation:    2 weeks
Cost:           1 gp/ 3 gp
Uses:           6
Ability Check:  Intelligence -4
This herb will halve falling damage if applied within one turn of the
fall.

TAMARINDES (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 85%
Locale:         Tropical Forest 
Preparation:    4 weeks
Cost:           1 gp/ 2 gp
Uses:           7 
Ability Check:  Intelligence
This herb will quench the thirst. However it does not replace the water
in their system. A person can still die of thirst, they just won't feel
thirsty. Because of this fact, its use can be dangerous.

TAMARISKE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Always 20%
Locale:         Temperate Rural
Preparation:    2 weeks
Cost:           5 gp/ 7 gp
Uses:           3
Ability Check:  Intelligence
This herb will cleanse wounds, removing all infection. It does not cure
lost hit points.

TEMPIN (Druann Pagliasotti)
Available:      Summer 20%
Locale:         Temperate Forest
Preparation:    none
Cost:           5 gp/ 5 gp
Uses:           1
Ability Check:  Intelligence -2
A bushy climbing vine with tubular yellow flowers, the leaves and
flowers of tempin can be boiled and made into a poultice that will draw
out poisons from bites and stings and allow the wound to heal cleanly
and without complications. (When poultice is applied promptly, gives an
additional +2 save vs. poison, once on any particular poison attack.  
Also gives back 1 extra hp/day for the first 2 days after poultice is
applied.)

TERBAS (Shaun Hately from ICEs "MERP" RPG)
Available:      Spring 75%
Locale:         Temperate Forest
Preparation:    none
Cost:           2 gp/ 2 gp
Uses:           1
Ability Check:  Intelligence -5
The leaf of this plant must be applied to the site of nerve damage. If
successful, the rate of healing for such damage will be doubled on each
day of use.

THROW-WAXE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Spring, Summer 45%
Locale:         Temperate Forest
Preparation:    7 weeks
Cost:           2 gp/ 3 gp
Uses:           8
Ability Check:  Intelligence -4
This herb will heal any scars in a year if applied every week.

THURL (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 90%
Locale:         Temperate Forest
Preparation:    1 day
Cost:           1 sp/ 2 sp
Uses:           4
Ability Check:  Intelligence
The clove of Thurl must be brewed for one whole day. When the mixture is 
drunk it will restore 1 hp of damage.

UR (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 70%
Locale:         Temperate Grassland
Preparation:    none
Cost:           3 gp/ 3 gp
Uses:           4
Ability Check:  Intelligence
Ur can be used as a substitute for one days food. It cannot be used for
more than three days or a character will begin to suffer -2 to all
statistics. When any statistic is less than 3 the character become
comatose, when any statistic reaches 0 they die. A character will regain 
1 statistic point per day with food and medical care, but will remain
incapacitated until all statistics reach normal levels.

VINUK (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 30%
Locale:         Temperate Grassland
Preparation:    1 hour
Cost:           8 sp/ 8 sp
Uses:           1
Ability Check:  Intelligence
If this herb is given to an unconscious person, it will immediately
awaken the person. It will only wake up a person who is unconscious due
to alcohol or fainting etc, not that caused by physical damage. And just 
because the person is conscious does not mean that they are coherent.

WHITE BRYONY (Shaun Hately)
Available:      Autumn 30%
Locale:         Temperate Forest
Preparation:    1 hour
Cost:           1 gp/ 2 gp
Uses:           1
Ability Check:  Intelligence -5
This climbing vine has greenish white star shaped flowers, each bearing
five petals, and has green berries which turn red when ripe. It has a
root, something like a huge turnip, and this root should be ground up
and boiled in water and drunk as a cure for pneumonia.

WHITECANDLE (Druann Pagliasotti)
Available:      Autumn 30%
Locale:         Temperate to Sub-Tropical
Preparation:    1 hour
Cost:           5 gp/ 5 gp
Uses:           1
Ability Check:  Intelligence -2
A tall, flowered plant with silvery-green leaves. When the flowers are
mixed with water or wine and applied directly to a wound, they act as a
painkiller. (Restores 1d4 immediately, but these points are lost as the
effect wears off in 2 hours  Further applications before the previous
one has worn off are ineffective.)

WILLOW-HERB (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 60%
Locale:         Temperate Forest
Preparation:    none
Cost:           5 gp/ 5 gp
Uses:           4
Ability Check:  Intelligence -2
The plant grows to about three feet in height. It has long hairy leaves
and large purplish-pink flowers. The smoke of this herb will keep away
snakes. One dose burns for about five minutes.

WINCLAMIT (Shaun Hately from ICEs "MERP" RPG)
Available:      Spring 1%
Locale:         Temperate Forest
Preparation:    none
Cost:           100 gp/ 100 gp
Uses:           1
Ability Check:  Intelligence
Each Winclamit tree bears but one fruit per year. When this fruit is
eaten it will restore 1d100 hp to the recipient. The fruit can be stored 
for up to 2 months in a dry sealed container.

WOLFSBANE (WHOLESOME) (Shaun Hately)
Available:      Summer 25%
Locale:         Temperate Rural
Preparation:    1 day
Cost:           5 gp/ 10 gp
Uses:           2
Ability Check:  Intelligence -7
This is a small plant, about 1 foot tall with pale, divided green leaves 
and hooded yellow flowers. The stem if rather hairy. The root must be
boiled in water and then applied to a bite from a venomous creature
within 5 rounds of the bite. If used successfully, the damage caused by
the venom will be reduced by half.

WOODROSE (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer 60%
Locale:         Rivers
Preparation:    none
Cost:           1 gp/ 1 gp
Uses:           3
Ability Check:  Intelligence
If drunk in wine, this herb cause people to become very merry. Anyone
who wishes to resist its effect can do so, if they save vs poison (+2
bonus).


WOOD SORREL (Shaun Hately from Alexander Scott's "Maelstrom" RPG)
Available:      Summer, Autumn 80%
Locale:         Tropical & Desert
Preparation:    2 weeks
Cost:           2 gp/ 4 gp
Uses:           2
Ability Check:  Intelligence
This is a small plant with leaves in three parts, like a shamrock. The
flowers are bell shaped and are white with a dash of blue. The leaves
must be crushed and dried for two weeks before use. This herb keeps
people cool. It is obviously invaluable in desert regions. It doubles
the persons ability to endure heat effects, but does not counteract
dehydration, etc.

YARAN (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 80%
Locale:         Temperate Grassland
Preparation:    none
Cost:           8 sp/ 8 sp
Uses:           2
Ability Check:  Intelligence
The pollen of this flower must be inhaled. A successful roll means that
a persons sense of smell and of taste are doubled for one hour. The herb 
must still be growing or have been cut in the last 10 minutes.

YARROW (Shaun Hately)
Available:      Summer 30%
Locale:         Temperate Rural
Preparation:    none
Cost:           10 gp/ 10 gp
Uses:           3
Ability Check:  Intelligence
The small white flowers of this herb, which cluster at the top of its
one to two feet tall straight stem, should be crushed and applied to
wounds. If successfully used it will stop minor bleeding, and reduce
major bleeding to the minor level. A second application can then be used 
to stop the minor bleeding.

YAVETHALION (Shaun Hately from ICEs "MERP" RPG)
Available:      Autumn 40%
Locale:         Coastal Regions
Preparation:    none
Cost:           45 gp/ 45 gp
Uses:           1
Ability Check:  Intelligence
When the fruit is eaten, it will restore 1d3 hp to the recipient.
Yavethalion keeps for only two weeks.

ZULSENDRA (Shaun Hately from ICEs "MERP" RPG)
Available:      Summer 30%
Locale:         Underground
Preparation:    none
Cost:           70 gp/ 70 gp
Uses:           2
Ability Check:  Intelligence
When this mushroom is eaten, it doubles a persons rate of movement, and
rate of attack for three rounds. At the end of that time the person must 
save versus poison or collapse in exhaustion for 1d6 turns.

ZUR (Shaun Hately from ICEs "MERP" RPG)
Available:      Winter 60% 
Locale:         Underground
Preparation:    6 hours
Cost:           12 gp/  50 gp
Uses:           2 
Ability Check:  Intelligence
This fungus must be brewed for six hours. A successful roll means that a 
persons senses of smell and of hearing are doubled for one hour.

                  TABLE: GENERAL INFORMATION ON HERBS 
NAME             TIME          LOCALE       COST         PURPOSE 
Adder's Tongue   Spring        Rural        5gp/15gp     anti-infection                                        
Agrimony         Summer        Forest       2gp/8gp      bruises,sprains                                     
Aldaka           Winter        Mountain     100gp/1000gp blindness                                    
Alkanet          Summer        Rural        2gp/2gp      antidote 
All-Heale        Autumn        Forest       2gp/10gp     healing 
Aloe             Autumn/Winter Grassland    5cp/5cp      healing,burns                            
Amrans           Spring        River/Rural  50gp/50gp    healing                         
Angelica         Summer        Mountain     5sp/1gp      coughing 
Anserke          Summer        Coast        75gp/75gp    bleeding 
Archangelica     Summer        Swamp        5sp/5sp      colds,flu 
Arfandas         Autumn/Winter River        2sp/3sp      fractures              
Arkasu           Autumn        Grassland    12gp/12gp    healing 
Arlan            Autumn        Grassland    20sp/20sp    healing 
Arnica           Summer        Mountains    1gp/1gp      bruising 
Arnuminas        Autumn        Grassland    6gp/6gp      tissue damage                         
Arpusar          Autumn        River        7gp/30gp     muscle damage                                          
Asarabacca       Spring        Forest       3gp/7gp      renders docile                                          
Ash              Spring        Forest       5gp/8gp      fevers,snakebite                                             
Athelas          Autumn        Forest       200gp/200gp  ???                                    
Atigax           Winter        Grassland    40gp/70gp    protects sight                                              
Attanar          Autumn/Winter Grassland    8gp/8gp      fevers              
Balm             Summer        Forest       3gp/5gp      menstrual pains                                             
Barberry         Summer        Rural        4gp/9gp      liver disorders                                               
Base Mullein     Always        Rural        10sp/10sp    burns 
Basil            Summer        Rural        3sp/3sp      antidote 
Bastit           Always        All          3sp/3sp      repels insects
Belan            Summer        Coast        40gp/40gp    bleeding 
Belramba         Summer        Forest       60gp/180gp   nerve damage                             
Bilberry         Spring        Forest       500gp/3000gp infravisiom  
Birthnot         Always        Hills        2cp/2cp      contraceptive                                               
Bishop's Weed    Summer        Rural        4gp/10gp     plague
Bittermourn      Winter        Artic        1000gp up    longevity                                    
Blackberry       Spring        Rural        1gp/1gp      bleeding 
Blackroot        Summer        All          4gp/4gp      healing 
Black Rose       Spring/Summer All          100gp/100gp  liquid absorption 
Bloodkeep        Spring        Coast        4sp/4sp      bleeding 
Borage           Spring        Forest       1gp/10gp     fever 
Breldiar         Spring        Volcanoes    50gp/50gp    alters perception 
Bull-Rush        Always        Swamp        2sp/3sp      sleep 
Burdock          Spring        Rural        10gp/30gp    syphilis 
Bursthelas       Summer        Grassland    110gp/1000gp fractures
Caffar           Summer/Autumn Desert       10gp/10gp    psi enhancement 
Callin           Autumn        Jungle       5gp/25gp     heart attacks                        
Cat's Tail       Summer        Forest       1gp/3gp      heals heels
Cephalophage     Always        All          100gp/100gp  see description                                    
Chervil          Always        Forest       10gp/10gp    dissolve clots                                               
Cinquefoil       Summer        Rural        10gp/15gp    aphrodisiac 
Colewort         Spring/Summer Forest       6sp/6sp      sobriety              
Coltsfoot        Spring/Summer Mountains    2gp/4gp      anti-infection    
Comfrey          Spring        Rural        4gp/10gp     fractures 
Cow Parsnip      Always        Forest       3gp/10gp     madness 
Cow-Wheat        Summer        Grassland    2gp/3gp      intoxication                                               
Culkas           Always        Desert       35gp/35gp    sunburn 
Dagmather        Summer        Grassland    6gp/28gp     tissue damage                                               
Darnell          Autumn        Forest       3gp/7gp      dims sight 
Darsurion        Winter        Mountains    3sp/3sp      healing 
Deadly-NightshadeSummer        Forest       4gp/8gp      sleep
Degiik           Summer        Coast        100gp/100gp  maintains life
Delrean          Winter        Forest       3sp/3sp      repels insects                                 
Dittany          Summer/Autumn River        1gp/5gp      anti-infection         
Draaf            Spring        Coast        5sp/5sp      healing 
Dragontears      Spring        Desert       100gp/100gp  healing
Dragonwort       Spring        Mountain     100gp/300gp  smallpox,plague                                    gp         
Ebur             Spring        Coast        22gp/22gp    healing 
Edram            Winter        River        30gp/30gp    fractures 
Eldaas           Spring/Summer Coast        2gp/4gp      nausea              
Elvish Galingale Spring/Summer Forest       1gp/2gp      raise bloodflow                   
Entriste         Summer        Desert       25gp/25gp    antidote 
Falsifal         Spring        Swamp        3gp/3gp      burns,bleeding                                               
Febfendu         Winter        River/Coast  90gp/900gp   deafness                         
Felmather        Spring        Coast        10gp/10gp    awaken
Fetherfew        Summer        Forest       2gp/4gp      vertigo 
Floure-De-Luce   Always        Grassland    3gp/10gp     bruises 
Fumitore         Spring/Summer Coast        3gp/6gp      hair prevention              
Garden Flax      Spring/Summer Forest       3gp/6gp      pain relief              
Gariig           Summer        Desert       55gp/70gp    healing 
Gefnul           Summer        Volcanoes    200gp/500gp  healing
Goat's Rue       Summer        Forest       6gp/15gp     antidote 
Golden Lungwort  Summer        Forest       1gp/2gp      heals ears
Gylvir           Autumn        Coast        100gp/100gp  breathing                                    
Hare's Ears      Summer        Mountain     2gp/5gp      skin disease 
Harfy            Summer        Grassland    150gp/150gp  bleeding                                    
Hawkweed         Always        Forest       4gp/6gp      improves sight                                              
Healwell         Summer        All          1sp/1sp      healing 
Henbane          Summer/Autumn Rural        1gp/3gp      antidote              
Horehound        Summer        Coast        1gp/5gp      antidote 
Jaffray          Summer        Desert       10gp/15gp    antidote 
Jojojopo         Autumn        Mountain     9sp/9sp      frostbite 
Kathkusa         Winter        Wasteland    50gp/50gp    raise strength                                               
Kelventari       Always        Forest       19gp/19gp    burns 
Kilmakur         Summer        Grassland    65gp/300pg   fire proetction                                    
Klagul           Summer        Grassland    30gp/50gp    infravision 
Land Caltrops    Summer        Forest       2gp/5gp      snakebite
Leopard's Bane   Summer        Grassland    5gp/5gp      poison to animals                                          
Lesser Centaury  Summer        Mountains    5gp/5gp      antidote
Makebate         Always        Desert       1gp/2gp      scorpion stings  
Mandrake         Spring        Forest       3gp/5gp      sleep 
Marjerome        Always        Grassland    2gp/6gp      jaundice 
Marsh Mallow     Always        Coast        5gp/8gp      burns 
Masterwort       Summer        Rural        2gp/7gp      plague
Megillos         Winter        Mountains    1gp/3gp      improves sight                                              
Melander         Winter        River        12sp/20sp    resist disease                                               
Milkworte        Spring/Summer Rural        4gp/8gp      cholera              
Mirenna          Winter        Mountains    10gp/10gp    healing 
Mountain Garlick Always        Mountains    8gp/9gp      repels spirits?                                       
Mountain Setwall Always        Mountains    1gp/3gp      hair growth
Mugwort          Summer        Rural        2gp/4gp      prevents collapse                                  
Navew            Winter        River        4gp/12gp     antidote
Nightcall        Summer        Desert       50gp/50gp    enhances senses                                               
Oiolosse         Winter        Forest       1200gp/1200gpsee description                                    
Olvar            Winter        Coast        300gp/300gp  prevents death                                    
Orach            Summer        Forest       2gp/10gp     jaundice
Pallast          Summer        Swamp        5sp/1gp      pain relief 
Palma Eldath     Always        Mountains    3gp/3gp      warmth 
Pargen           Summer        Jungle       2000gp/2000gpresurrection
Pattran          Summer        Forest       10gp/10gp    sleep 
Periwinkle       Spring        Rural        1gp/10gp     bleeding 
Prince's Feather Summer/Autumn Rural        1gp/2gp      bleeding
Rampalt          Summer        Forest       5cp/5cp      congestion 
Rewk             Autumn        Rural        9sp/1gp      healing 
Rose Campion     Summer        Forest       1gp/3gp      scorpion stings               
Saffron          Autumn/Winter Forest       20gp/100gp   attributes             
Sanicle          All but SpringForest       5gp/30gp     bleeding
Saracen Confound Summer        Rural        1gp/20gp     fevers 
Scented Mayweed  Summer        Forest       8gp/15gp     blindness 
Serapias Turbith Spring/Summer Grassland    4gp/7gp      healing 
Shepherd's Purse Always        Grassland    5gp/12gp     bleeding 
Snakespike       Spring        Coast        5gp/7gp      inflammation
Spanish Nut      Always        Forest       10gp/100gp   aphrodisiac                                    
Spiderwort       Spring/Summer Chalky soil  4gp/10gp     spider bites              
Suaeysit         Autumn        Artic        10gp/50gp    energy 
Sweet Trefoile   Spring/Summer Forest       1gp/3gp      falling damage     
Tamarindes       Always        Forest       1gp/2gp      quenches thirst                                               thirst
Tamariske        Always        Rural        5gp/7gp      anti-infection                                           
Tempin           Summer        Forest       5gp/5gp      antidote 
Terbas           Spring        Forest       2gp/2gp      nerve damage                                               
Throw-Waxe       Spring/Summer Forest       2gp/3gp      scarring              
Thurl            Autumn        Forest       1sp/2sp      healing 
Ur               Winter        Grassland    3gp/3gp      food substitute                                           
Vinuk            Summer        Grassland    8sp/8sp      awaken 
White Bryony     Autumn        Forest       1gp/2gp      pneumonia 
Whitecandle      Autumn        All          5gp/5gp      pain relief 
Willow-Herb      Summer        Forest       5gp/5gp      snake repellent
Winclamit        Spring        Forest       100gp/100gp  healing                                    
Wolfsbane        Spring        Forest       100gp/100gp  antidote                                    
Woodrose         Summer        River        1gp/1gp      makes merry 
Wood Sorrel      Summer/Autumn Desert       2gp/4gp      cools              
Yaran            Autumn        Grassland    8sp/8sp      enhances senses                   
Yarrow           Summer        Rural        10gp/10gp    bleeding
Yavethalion      Autumn        Coast        45gp/45gp    healing 
Zulsendra        Summer        Underground  70gp/70gp    increases movement                         nd                    
Zur              Winter        Underground  12gp/50gp    enhances senses                         

                           HERBS BY SEASON

Summer                       
Agrimony                     Alkanet
Angelica                     Anserke
Archangelica                 Arnica
Balm                         Barberry
Base Mullein                 Basil
Bastit                       Belan
Belramba                     Birthnot
Bishop's Weed                Blackroot
Black Rose                   Bull-Rush
Bursthelas                   Caffar
Cat's Tail                   Cephalophage
Chervil                      Cinquefoil
Colewort                     Coltsfoot
Cow Parsnip                  Cow-Wheat
Culkas                       Dagmather
Deadly-Nightshade            Degiik
Dittany                      Eldaas
Elvish Galingale             Entriste
Fetherfew                    Floure-De-Luce
Fumitore                     Garden Flax
Gariig                       Gefnul
Goat's Rue                   Golden Lungwort
Hare's Ears                  Harfy
Hawkweed                     Healwell
Henbane                      Horehound
Jaffray                      Kelventari
Kilmakur                     Klagul
Land Caltrops                Leopard's Bane
Lesser Centaury              Makebate
Marjerome                    Marsh Mallow
Masterwort                   Milkworte
Mountain Garlick             Mountain Setwall
Mugwort                      Nightcall
Orach                        Pallast
Palma Eldath                 Pargen
Pattran                      Prince's Feather
Rampalt                      Rose Campion
Sanicle                      Saracen's Confound
Scented Mayweed              Serapias Turbith
Shepherd's Purse             Spanish Nut
Spiderwort                   Sweet Trefoile
Tamarindes                   Tamariske
Tempin                       Throw-Waxe
Vinuk                        Willow-Herb
Woodrose                     Wood Sorrel
Yarrow                       Zulsendra

Autumn                       
All-Heale                    Aloe
Arfandas                     Arkasu
Arlan                        Arnuminas
Arpusar                      Athelas
Attanar                      Base Mullein
Bastit                       Birthnot
Caffar                       Cephalophage
Chervil                      Cow Parsnip
Culkas                       Darnell
Dittany                      Flour-De-Luce
Gylvir                       Hawkweed
Henbane                      Jojojopo
Kelventari                   Makebate
Marjerome                    Marsh Mallow
Mountain Garlick             Mountain Setwall
Palma Eldath                 Prince's Feather
Rewk                         Saffron
Sanicle                      Shepherd's Purse
Spanish Nut                  Suaeysit
Tamarindes                   Tamariske
Thurl                        White Bryony
Whitecandle                  Wood Sorrel
Yaran                        Yavethalion

Winter                       
Aldaka                       Aloe
Arfandas                     Atigax
Attanar                      Base Mullein
Bastit                       Birthnot
Bittermourn                  Bull-Rush
Cephalophage                 Chervil
Cow Parsnip                  Culkas
Darsurion                    Delrean
Edram                        Febfendu
Floure-De-Luce               Hawkweed
Kathkusa                     Kelventari
Makebate                     Marjerome
Marsh Mallow                 Megillos
Melander                     Mirenna
Mountain Garlick             Mountain Setwall
Navew                        Oiolosse
Olvar                        Palma Eldath
Saffron                      Sanicle
Shepherd's Purse             Spanish Nut
Tamarindes                   Tamariske
Ur                           Zur

Spring                       
Adder's Tongue               Amrans
Asarabacca                   Ash
Base Mullein                 Bastit
Bilberry                     Birthnot
Blackberry                   Black Rose
Bloodkeep                    Borage
Breldiar                     Bull-Rush
Burdock                      Cephalophage
Chervil                      Colewort
Coltsfoot                    Comfrey
Cow Parsnip                  Culkas
Draaf                        Dragontears
Dragonwort                   Ebur
Eldaas                       Elvish Galingale
Falsifal                     Felmather
Floure-De-Luce               Fumitore
Garden Flax                  Hawkweed
Kelventari                   Makebate
Mandrake                     Marjerome
Marsh Mallow                 Milkworte
Mountain Garlick             Mountain Setwall
Palma Eldath                 Periwinkle
Serapias Turbith             Shepherd's Purse
Snakespike                   Spanish Nut
Spiderwort                   Sweet Trefoile
Tamarindes                   Tamariske
Terbas                       Throw-Waxe
Winclamit                    Wolfsbane

                           HERBS BY LOCALE

Artic                        
Bittermourn                  Suaeysit

Coastal Regions              
Anserke                      Bastit
Belan                        Black Root
Black Rose                   Bloodkeep
Cephalophage                 Degiik
Draaf                        Ebur
Eldaas                       Febfendu
Felmather                    Fumitore
Gylvir                       Healwell
Horehound                    Marsh Mallow
Olvar                        Snakespike
Whitecandle                  Yavethalion

Desert                       
Bastit                       Blackroot
Black Rose                   Caffar
Cephalophage                 Culkas
Dragontears                  Entriste
Gariig                       Healwell
Makebate                     Nightcall
Whitecandle                  Wood Sorrel

Forest                       
Agrimony                     All-Heale
Asarabacca                   Ash
Athelas                      Balm
Bastit                       Belramba
Bilberry                     Blackroot
Black Rose                   Borage
Cat's Tail                   Chervil
Colewort                     Cow Parsnip
Darnell                      Deadly-Nightshade
Delrean                      Elvish Galingale
Fetherfew                    Garden Flax
Goat's Rue                   Golden Lungwort
Hawkweed                     Healwell
Kelventari                   Land Caltrops
Mandrake                     Oiolosse
Orach                        Rampalt
Rose Campion                 Saffron
Sanicle                      Scented Mayweed
Spanish Nut                  Sweet Trefoile
Tamarindes                   Tempin
Terbas                       Throw-Waxe
Thurl                        White Bryony
Willow-Herb                  Winclamit
Wolfsbane                    

Grassland                    
Aloe                         Arkasu
Arlan                        Arnuminas
Atigax                       Attanar
Bastit                       Blackroot
Black Rose                   Bursthelas
Cephalophage                 Cow-Wheat
Dagmather                    Floure-De-Luce
Harfy                        Healwell
Kilmakur                     Klagul
Leopard's Bane               Marjerome
Serapias Turbith             Shepherd's Purse
Ur                           Vinuk
Whitecandle                  Yaran

Hills                        
Bastit                       Birthnot
Blackroot                    Black Rose
Cephalophage                 Healwell
Whitecandle                  

Jungle                       
Bastit                       Blackroot
Black Rose                   Callin
Cephalophage                 Healwell
Pargen                       Whitecandle

Mountains                    
Aldaka                       Angelica
Arnica                       Bastit
Blackroot                    Black Rose
Cephalophage                 Coltsfoot
Darsurion                    Dragonwort
Hare's Ears                  Healwell
Jojojopo                     Lesser Centaury
Megillos                     Mirenna
Mountain Garlick             Mountain Setwall
Palma Eldath                 Whitecandle

Rivers                       
Amrans                       Arfandas
Arpusar                      Bastit
Blackroot                    Black Rose
Dittany                      Edram
Febfendu                     Healwell
Melander                     Navew
Woodrose                     

Rural                        
Adder's Tongue               Alkanet
Amrans                       Barberry
Base Mullein                 Basil
Bastit                       Bishop's Weed
Blackberry                   Blackroot
Black Rose                   Burdock
Cephalophage                 Cinquefoil
Comfrey                      Healwell
Henbane                      Masterwort
Milkworte                    Mugwort
Periwinkle                   Prince's Feather
Rewk                         Saracen's Confound
Tamariske                    Whitecandle
Yarrow                       

Swamp                        
Archangelica                 Bastit
Blackroot                    Black Rose
Bull-Rush                    Cephalophage
Falsifal                     Whitecandle

Underground                  
Zulsendra                    Zur

Volcanoes                    
Breldiar                     Gefnul

                  CONDITIONS AND HERBS FOR TREATMENT

CONDITION        HERBS
Aphrodisiac      Cinquefoil, Jaffray, Spanish Nut
Arouse           Felmather, Vinuk
Attribute, raise Saffron
Bleeding         Anserke, Belan, Blackberry, Bloodkeep, Falsifal, Harfy, 
                 Periwinkle, Prince's Feather, Sanicle, Shepherd's 
                 Purse, Yarrow
Blindness        Aldaka, Scented Mayweed
Blood Clots      Chervil
Broken Bones     SEE FRACTURES
Bruising         Agrimony, Arnica, Floure-De-Luce
Burns            Aloe, Base Mullein, Culkas, Falsifal, Kelventari, Marsh 
                 Mallow
Cartilage damage Arnuminas, Dagmather

Collapse         Mugwort
Cholera          Milkworte
Congestion       Archangelica, Rampalt, White Bryony
Contraceptive    Birthnot
Cools            Wood Sorrel
Coughing         Angelica
Deafness         Febfendu
Death,prevention Olvar
Disease          Melander
Distance         Breldiar
Energy           Suaeysit
Eyesight         Hawkweed, Megillos
Falling          Sweet Trefoile
Fevers           Ash, Attanar, Borage, Saracen's Confound
Fire, protection Kilmakur
Fractures        Arfandas, Bursthelas, Comfrey, Edram
Frostbite        Jojojopo
Hair, growth     Mountain Setwall
Hair, prevention Fumitore           
Healing          All-Heale, Aloe, Amrans, Arkasu, Arlan, Blackroot, 
                 Cat's Tail, Darsurion, Draaf, Dragontears, Ebur, 
                 Gariig, Gefnul, Golden Lungwort, Healwell, Mirenna,
                 Rewk, Serapias Turbith, Thurl, Winclamit, Yavethalion
Heart Attacks    Callin
Hunger           Ur
Infected Wounds  Adder's Tongue, Coltsfoot, Dittany, Tamariske
Inflammation     Snakespike
Infravision      Bilberry, Klagul
Insanity         Cow Parsnip
Insect Repellant Bastit, Delrean
Jaundice         Barberry, Marjerome, Orach
Life             Degiik
Ligament Damage  Arnuminas
Movement         Zulsendra
Menstrual Pain   Balm
Muscle Damage    Arnuminas, Arpusar
Nausea           Eldaas
Nerve Damage     Belramba, Terbas
Pain Relief      Garden Flax, Pallast, Whitecandle
Plague           Bishop's Weed, Dragonwort, Masterwort
Pneumonia        White Bryony
Poisoning        Goat's Rue
Poisoning, bite  Basil, Black Rose, Entriste, Land Caltrops, Makebate, 
                 Rose Campion, Spiderwort, Tempin, Wolfsbane
Poisoning,ingest Alkanet, Horehound, Jaffray, Lesser Centaury, Navew
Poisoning,weap   Henbane
Psionics         Caffar
Respiratory      Arlan
Scarring         Throw-Waxe
Sedation         Asarabacca, Bull-Rush, Deadly-Nightshade, Mandrake, 
                 Pattran
Senses           Nightcall, Yaran, Zur
Sight,protection Atigax, Darnell
Skin Conditions  Hare's Ears
Smallpox         Dragonwort
Snake,repellent  Willow-Herb
Sobriety         Colewort
Sprains          Agrimony
Strength         Kathkusa
Syphilis         Burdock
Thirst           Tamarindes
Underwater       Gylvir
Vertigo          Fetherfew
Warmth           Elvish Galingale, Palma Eldath

                 REAL WORLD HERBS AND FANTASTIC HERBS

The following table identifies which herbs exist in this world, and 
which only exist in fantasy worlds. I have made every effort to be 
accurate, but it is possible that the table may contain some errors. The 
herbs that do exist in our world do not necessarily have the powers 
ascribed to them in this guide.

Real World                   
Adder's Tongue               Agrimony
Alkanet                      All-Heale
Aloe                         Angelica
Arnica                       Asarabacca
Ash                          Balm
Barberry                     Base Mullein
Basil                        Bilberry
Bishop's Weed                Blackberry
Borage                       Bull-Rush
Burdock                      Cat's Tail
Chervil                      Cinquefoil
Colewort                     Coltsfoot
Comfrey                      Cow Parsnip
Cow-Wheat                    Darnell
Deadly-Nightshade            Dittany
Dragonwort                   Elvish Galingale (English Galingale)
Fetherfew                    Floure-De-Luce
Fumitore                     Garden Flax
Goat's Rue                   Golden Lungwort
Hare's Ears                  Hawkweed
Henbane                      Horehound
Land Caltrops                Leopard's Bane
Lesser Centaury              Makebate
Mandrake                     Marjerome
Marsh mallow                 Masterwort
Milkworte                    Mountain Garlick
Mountain Setwall             Mugwort
Navew                        Orach
Palma Eldath (Palma Christi) Periwinkle
Prince's Feather             Rose Campion
Saffron                      Sanicle
Saracen's Confound           Scented Mayweed
Serapias Turbith             Shepherd's Purse
Spanish Nut                  Spiderwort
Sweet Trefoile               Tamarindes
Tamariske                    Throw-Waxe
White Bryony                 Willow-Herb
Wolfsbane                    Woodrose
Wood Sorrel                  Yarrow

Fantasy                      
Aldaka                       Amrans
Anserke                      Archangelica
Arfandas                     Arkasu
Arlan                        Arnuminas
Arpusar                      Athelas
Atigax                       Attanar
Bastit                       Belan
Belramba                     Birthnot
Bittermourn                  Blackroot
Black Rose                   Bloodkeep
Breldiar                     Bursthelas
Caffar                       Callin
Cephalophage                 Culkas
Dagmather                    Darsurion
Degiik                       Delrean
Draaf                        Dragontears
Ebur                         Edram
Eldaas                       Entriste
Falsifal                     Febfendu
Felmather                    Gariig
Gefnul                       Gylvir
Harfy                        Healwell
Jaffray                      Jojojopo
Kathkusa                     Kelventari
Kilmakur                     Klagul
Megillos                     Melander
Mirenna                      Nightcall
Oiolosse                     Olvar
Pallast                      Pargen
Pattran                      Rampalt
Rewk                         Snakespike
Suaeysit                     Tempin
Terbas                       Thurl
Ur                           Vinuk
Whitecandle                  Winclamit
Yaran                        Yarrow
Yavethalion                  Zulsendra
Zur                          

                              REFERENCES

Bishop, Allen. "Fancy a Quick Snifter, Old Chap?". Games Master 
        International. No 3, October  1990, p52-53.

Boxer, Arabella & Back, Philippa. The Herb Book. London, Octopus Books 
        Ltd, 1980.

Boxer, Arabella et al. The Encyclopedia of Herbs, Spices and 
        Flavourings. London, Octopus Books Ltd, 1984.

Cook, David "Zeb". Advanced Dungeon & Dragons: Dungeon Master's Guide. 
        2nd Edition.  Lake Geneva WI, TSR Inc. 1989.

Cook, David "Zeb". Advanced Dungeon & Dragons: Player's Handbook. 2nd 
        Edition. Lake Geneva WI, TSR Inc. 1989.

Day, David. Tolkien: The Illustrated Encyclopedia. London, Reed 
        International Books Ltd, 1993.

de Bairacli Levy, Juliette. The Illustrated Herbal Handbook. London, 
        Faber and Faber Ltd, 1974.

English, Scott. "Poisons and Venoms of the Forgotten Realms". Australian 
        Realms. Issue 18, July/August 1994, p34-36.

Gygax, E Gary. Advanced Dungeons & Dragons: Dungeon Masters Guide. 1st 
        Edition, Lake Geneva WI, TSR Games, 1979.

Johnson, Oliver. Dragon Warriors: Book Three: The Elven Crystals. Great 
        Britain, Corgi Books, 1985.

Johnson, Oliver. Dragon Warriors: Book Five: The Power of Darkness. 
        Great Britain, Corgi Books, 1986.

Ket, Gregory Ah. Herbal Treatment for Common Ailments. Victoria, 
        Australia, 1983.

Manniche, Lise. An Ancient Egyptian Herbal. 2nd Impression, London, 
        British Museum Press,  1993.

Middle-Earth Role Playing (MERP). 2nd US Edition, Charlotteville VA, 
        Iron Crown Enterprises Inc, 1986.

Morris, Dave. Dragon Warriors: Book One: Dragon Warriors. Great Britain, 
        Corgi Books, 1985.

Morris, Dave. Dragon Warriors: Book Two: The Way of Wizardry. Great 
        Britain, Corgi Books, 1985.

Morris, Dave. Dragon Warriors: Book Four: Out of the Shadows. Great 
        Britain, Corgi Books, 1986.

Morris, Dave. Dragon Warriors: Book Six: The Lands of Legend. Great 
        Britain, Corgi Books, 1986.

Palaiseul, Jean. Grandmother's Secrets: Her Green Guide To Health From 
        Plants. English Language Edition. Middlesex, Penguin Books Ltd, 1973.

Potterton, David (ed). Culpepper's Colour Herbal. London, W. Foulsham & 
        Co. Ltd, 1983.

Pulver, David. Advanced Dungeons & Dragons 2nd Edition: The Complete 
        Druid's Handbook. Lake Geneva WI, TSR Inc, 1994.

Scott, Alexander. Maelstrom. Middlesex, Penguin Books Ltd. 1984.

Smith, Keith Vincent. The Illustrated Earth Garden Herbal: A Herbal 
        Companion. Revised Edition. Port Melbourne Victoria, Thomas C 
        Lothian Pty Ltd, 1994.

Thomson, William A.R. (ed). Healing Plants: A Modern Herbal. London, 
        MacMillan London Ltd, 1978.

Tolkien, JRR. The Return of the King. Revised Second Edition, London, 
        George Allen & Unwin (Publishers) Ltd, 1966.

Tolkien, JRR. The Silmarillion. 1st Edition, London, George Allen & 
        Unwin (Publishers) Ltd, 1977.

                           ACKNOWLEDGMENTS

Special thanks are owed to Druann Pagliasotti who contributed a number
of herbs to the new edition of this guide, as well as making extensive
notes on the herbs contained in previous editions and notes on the
storage and availability of herbs.

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 the table: General Information on
Herbs.

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 for her comments and
suggestions.

I would like to thank all of the people I have gamed with over the last
fourteen years, in particular the members of the Ambulant In Fabulam
RPGamers Society, the original inspiration behind this guide.

This guide is based in large part on Appendix 1 of Alexander Scott's
MAELSTROM roleplaying game, published by Penguin in 1984, and worth
getting just for this section. No challenge is made to any copyright
status held on this work.

This guide was partly inspired by the game MIDDLE-EARTH ROLE PLAYING™, c 
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.

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 and David Gillet for playtesting the third 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.

I would like to thank the denizens of the e-mail lists ADND-L, REALMS
and GMAST- L, and members of the IRPS for their comments, criticisms and 
advice concerning this herbal and their discussions on many aspects of
role playing.

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",  Desmond Reid, author of "The AD&D Guide to Drugs"
and the author(s) of the "Netbook: Poisons of the Realm", but I don't
know who they are.

I welcome criticisms about this guide and contributions to future
editions. Any contributions that I incorporate will be acknowledged in
the guide.

I can be e-mailed at:
drednort@bud.swin.edu.au

or by normal mail: 
Mr Shaun Hately 
45 Moreton St 
Frankston North
Victoria 3200 
AUSTRALIA


