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Herbs



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Herbs of Runne

This is an extensive list of all known herbs, roots, grasses, and the like growing in the world of Runne. Also included are various fruits and vegetables; they will be moved to their own page at some point.

When dosages and meal value are specified, they assume a medium-sized creature - Small creatures can live on or are otherwise affected by half as much as Medium, Tiny a fourth. The reverse is also true.

Amali Root
A stout, hearty shrub that has thick orange roots, which are prized for their edibility and taste. Often used as the centerpiece of Eastlander cusine.

One plant provides enough food for 1d4 meals, although the root alone is a somewhat boring meal.

Avertain
A spicy herb that's often used in the brewing of the more robust alcohols. Not especially medicinal, but most connoisseurs of the finished beverages swear it lifts the body as much as the spirits.
+1 Circumstance bonus to Concentration checks. One plant yields two doses, worth 10gp each.

Bonethistle Bush
The twigs of the bonethistle bush are brittle, and almost chalky in texture. They are often steeped into a sort of tea, or occasionally ground into a powdery substance for inclusion in potionmaking and alchemy. The bush itself resembles a twisted mass of mutated fingerbones, with occasional spiny protusions here and there. Although superstition holds that the bushes are made of people who become evil spirits, this is not the case - the appearance is utterly a coincidence.

One serving of bonethistle tea will cure 1d2 points of constitution damage, although it can only be imbibed usefully once every week. A single bush contains enough bonethistle for 2d8 servings.

Charo Berry
Growing naturally only on the island of Metheris (and not popular enough among sentient beings to be transplanted elsewhere,) the Charo berry is very hard, and has a tangy, extremely bitter taste. It seems to mix equally well with sweet or savoury foods; indeed, the spice is more or less omnipresent on its native island. It can be either dried and roasted and sprinkled as a spice, or boiled and served as part of a meal.

Charo berry in either form is a natural antidote to most naturally-occuring poisons, but its other attribute is far more insidious. Every day that a character eats a meal in which Charo is a component increases their likelihood of losing magical power; once they ear Charo for as many days as they have points of Constitution, their highest-level spells are made unavailable to them. The count then resets, and when they have remained on a diet of Charo for their constitution score in days again, their next highest spell level becomes unavailable as well.

Interestingly, people who have been rendered magically impotent are immune to all magical poisons (although other magic affects them normally.)

Once the Charo diet is ended, the character regains all spell ability within 2d6 - Constitution Bonus days.

Dunbayre
A saccharine, sweet-tasting vegetable, Dunbayre resembles a dusty turnip with perfectly spherical leaves. While it has no small degree of nutritional value, it is best known for its ability to help resist fever when consumed twice daily.

One Dunbayre provides 1d2 meals.

Engerleaf
A mossy-flavoured plant that covers the ground like carpet, it's quite useless on its own - however, combined with Gorod and distilled into an infusion, it makes an excellent antidote to Twitchstop? poison.

Fetternall
Distinctive for its winglike, lacy leaves, the Fetternall bush is often hard to find. Anyone lucky enough to find one, however, will be rewarded with a very effective cure for Cloisterwart? and intoxication.
One bush yields 3d4 doses.

Gorod
A small, grasslike herb that is often used for tea, Gorod has a pacifying effect (but very little practical value.)

Muckstump
Muckstump is a foul-smelling, rotscented growth that is found most commonly between large rocks. It appears similar to a very old, blackened treestump that is in the final stages of rotting away. In its slimy center, a quantity of rainwater trapped in the bowl-like basin of the stump can often be found, stained black and stinking of decay. This water is a potent poison - consuming three spoonfuls causes wracking abdominal pain (requiring a DC+10 Constitution check to ignore, repeated every round) that lasts 2d4 hours. More than two spoonfuls more is fatal.

Muckstump water is not poisonous if used to coat a weapon, although it raises chances of a wound becoming infected by a negligible amount.

Each Muckstump provides 10d4 spoonfuls.

Pomau
The melon-like fruit of a tree that often grows to twelve feet in height, Pomau is sweet-flavoured but covered in soft spines. A local favourite wherever it grows, Pomau does not tend to last long once picked.

One Pomau will serve 1d4+2 people.

Wickerbalm
This sharply-scented plant appear like a much larger, thicker-leafed mint plant. Said leaves, when broken, secrete a greenish goo that soothes and heals certain skin problems. If picked (and the dripping end of the cutting tied off to prevent leakage,) a leaf of Wickerbalm will stay fresh for 2d4 days. If properly dried (a process requiring a relevant skill check, and taking 6 hours and a campfire) it will last indefinitely, although once reconstituted with water its effects are halved.

''When applied, prevents the development or advancement of Mummy Rot on treated skin (although it will not actually cure it,) heals 2d4 points of subdual damage from heat, wind, or sand, and grants a +4 circumstance bonus to resisting all forms of leprosy. A dried preparation of Wickerbalm halves the bonus, the dice, and only grants a +2 circumstance bonus toward resisting Mummy Rot rather than halting progression.

One plant yields 1d4 applications worth 60GP fresh or 15GP dried (each.)''


Contributors to this page: Kerin .
Page last modified on Tuesday 06 of November, 2007 10:55:58 CST by Kerin.