Herbalist

(Used with permission from Shaun Hately aka Dreadnort)

Herbalists bear some resemblance to the Mystics* of the Dragon Warriors* game, but where a Mystic* uses magic, the Herbalist uses plants available in nature. They are not Magi*, but they can accomplish great things. They are not warriors but they are very useful after the battle. Humans*, Elves*, Humans*, and Halflings* can all be Herbalists. As there are no level restrictions on Halfling* Herbalists, it is a very good choice for Halfling* characters.

Minimum Requirements

A character is only eligible to be a Herbalist if they have an Intelligence of at least 9.

CHARACTER CREATION SUMMARY - Herbalists

A. Strength, Reflexes, Intelligence, Psychic Talent and Looks: roll 3d6 for each (Intelligence must be at least 9.)
B. Health Points: Roll 1d6+6
C. Basic ATTACK 11, DEFENCE 7
D. Basic MAGICAL DEFENCE 4
E. Basic EVASION 3
F. Basic STEALTH 14, Basic PERCEPTION 5
G. Basic HERBALISM 12
H. Initially equipped with lantern, flint-&-tinder, backpack, dagger, staff, leather armour, 3d10 Florins*
I. The Herbalist has an additional 4d10 Florins* which can be spent on herbs at the cost described (unprepared or prepared). This money can only be spent on herbs, and any money not used is lost. This represents the Herbalist's starting supply.

Weapon Use

Herbalists are devoted to healing. For this reason they avoid fighting wherever possible. They are forbidden to use any edged weapon other than a dagger (and they may only use that at direst need). They are functionally limited to the cudgel, the dagger, the mace, and the staff.

Armour Use

Herbalist due to their peaceful nature are not comfortable in heavy armour. They suffer a -1 penalty to both ATTACK and DEFENCE when wearing Chainmail, a -3 penalty to ATTACK and DEFENCE for wearing Plate.

Herbalism

The primary skill of a Herbalist is, not surprisingly, Herbalism. The Herbalist is an expert of plants and their healing properties. A Herbalist has an additional factor beyond ATTACK, DEFENCE etc, which is called HERBALISM. Mystics* also have this factor, but they are less effective at using it. The starting Herbalist has a HERBALISM factor of 12 subject to the following modifiers for high Intelligence.

characteristic score
characteristic 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Intelligence -2 HERBALISM -1 HERBALISM
+1 HERBALISM +2 HERBALISM
The same modifiers apply to the Mystic's* Herbalism factor.

How Is Herbalism Used?

The description of each herb contains the following information:

NAME: This is what the herb is called.

Available: This is the time of year when the herb is available, and the percentage chance for a person who searches for the herb for one day finding it.

Climatic Zone: This describes the climatic zone or zones in which the herb can be found.

Locale: This describes the region or regions in which the herb can be found.

Preparation: This describes how long a herb needs to be prepared before it can be used.

Cost: The cost before the / is the cost of the herb in raw form. The cost after the / is the cost of buying the herb ready to use. Cost is given in copper Pennies* (P) or silver Florins* (F). There are ten pennies to the Florin*.

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. It is given as the PCs HERBALISM factor, with a bonus or penalty. For example if a herb has an Ability Check of HERBALISM -3, and the Herbalist has a HERBALISM factor of 12, the herb will be administered effectively on a roll of 9 or less on a d20. 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. Occasionally a percentage value may be given. If this is the case, that is the chance of successful administration regardless of the PCs HERBALISM factor.

Description: This section describes what the herb can do. In other words to use a herb, the following steps are needed. 1) First of all it is necessary to have the herb. The odds of finding a herb are given in the availability section. Provided you are in the right season, the right locale and the right climate, this is the percentage chance that the herb will be found during one day (12 hours) of searching. After this roll is made, if the herb is found roll 1d12 to determine how many hours it took. Sometimes you will be lucky and find it much quicker than others. It is also possible to purchase herbs. If you are in the right locale, and climate the chance of finding the herb available for sale is identical to the chance of finding it in the wild, provided you are in a large city or a castle. However it only takes 1d6 x 10 minutes to find. The following modifiers to the chance of finding the herb in other environments are as follows. These modifiers are cumulative.

Condition Modifier
PCs are in a city or a castle: no modifier
PCs are in a town: 3/4
PCs are in a village: 1/2
PCs are more than 100 miles away from herbs source locale. 1/2
PCs are one climatic zone removed from herbs climatic zone: 1/2
PCs are two climatic zones removed from herbs climatic zone 1/4
PCs are three climatic zones removed from herbs climatic zone 1/8
PCs are four climatic zones removed from herbs climatic zone 1/16

Say for example the Herbalist is attempting to purchase Albish Galingale in Axbridge*. The base chance of finding Albish Galingale is: 35% The PCs are in a village, so the modifier is: 1/2 giving a chance of 17.5% The PCs are in a temperate zone, which is two climatic zones removed from the Polar zone in which Albish Galingale is found (Temperate - Cold - Polar) so the modifier is: 1/4 giving a final chance of 4% (round down). The price increases by the reverse factor.


Condition Modifier
PCs are in a city or a castle: no modifier
PCs are in a town: 1 1/2
PCs are in a village: 2
PCs are more than 100 miles away from herbs source locale. 2
PCs are one climatic zone removed from herbs climatic zone: 2
PCs are two climatic zones removed from herbs climatic zone 4
PCs are three climatic zones removed from herbs climatic zone 8
PCs are four climatic zones removed from herbs climatic zone 16

The base cost of prepared Albish Galingale is: 1 Florin*
The PCs are in a village, so the modifier is: 2 giving a cost of 2 Florins*.
The PCs are in a temperate zone, which is two climatic zones removed from the Polar zone in which Albish Galingale is found (Temperate - Cold - Polar) so the modifier is: 4 giving a final cost of 8 Florins*.
The GM should modify this cost due to circumstances.

During times of plague, herbs that protect against it, are going to increase in price dramatically.

2) After obtaining the herb, the next step is to prepare it. Some herbs require no preparation, others require a great deal. Follow the instructions contained in each herbs description. After the necessary time has elapsed the herb can be used.

3) Administer the herb. The herb should be administered in the way described (if there is one). Provided it is administered correctly, it is then necessary to make the HERBALISM check. You must roll equal to or under the Ability Check listed on d20, which will be your HERBALISM factor, normally with some sort of modifier. A 1 is always successful, a 20 always fails. Sometimes additional effects can occur when a 1 or a 20 is rolled.

The Ethos Of The Healer

The herbalist is dedicated to healing. This effects her life in many ways. First of all, herbalists avoid killing wherever possible. This does not mean that they are passive. A herbalist may fight to protect herself, or to protect her friends, or for a cause she believes is just. But she will not kill as readily as other characters, and will do so with the greatest reluctance. A herbalist tends to travel so they learn to defend themselves. But that is precisely what their skills teach them. They are quite good at defence, but not as good at attack. In addition a Herbalist in battle may choose to fight defensively. By doing this they may raise their Defence by 3, in exchange for not attacking in any round. It has been mentioned that a herbalist may not use any edged weapon, except for a dagger. The theory is that they are less likely to kill with a blunt weapon than with an edged one. Of course, whether or not this theory is true, is another matter. A herbalist is extremely unlikely to associate with an Assassin*. One is dedicated to the saving of life, the other to its taking. The circumstances that would lead a herbalist to adventure with an Assassin* would be strange indeed. A herbalist is honour bound to attempt to aid any injured person. This does not extend to bandits who have just tried to kill the party, although some herbalists will still treat such a person. At the very least, a herbalist will seek a quick death for a person, rather than a slow lingering one.

The Ethos of the Herbalist is perhaps, best expressed in the Oath of Sycrata, Greatest Physician of Ancient Emphidor*. Most Herbalists have, at some stage, sworn this oath. “I do swear upon my Immortal Soul, dedicated to the memories of the Great Sycrata, and of the Holy Saviour*. That I will be loyal to my chosen profession and just and generous to its members, that I will lead my life and practice my Art in honour and justice always. That in whatever house I enter, it shall be always for the good of the sick to the best of my ability. I will hold myself aloft from all evil, wrong and corruption, and from tempting others to such foul purposes. That I will use my art solely for the good and weal of my patients, and will give no herb for a criminal purpose, nor tolerate those who do. That nothing I learn in the performance of my duty as a healer shall be revealed except for the benefit of my patient. If I should ever break this oath, I court damnation of my eternal soul, but while I keep it, I shall prosper.”

Skills Of The Master Herbalist

A Herbalist who has achieved 8th rank begins to acquire special skills or talents. They select one of these skills or talents at 8th rank, then another at 9th rank and so on.
  • Master Of Defence
  • Rapid Healer
  • Master Physician
  • Apothecary

Master of Defence Simply put, the Herbalist with this talent is extremely difficult to hit. It is, in many ways, the opposite of the Barbarians Bloodrage. The Herbalist is able to transfer his entire ATTACK score to his DEFENCE. He thus ends up with an ATTACK of 0 and an extremely high DEFENCE. He discards his weapons, and blocks blows with his bare hands, and forearms. For example: Frasier the 8th rank Herbalist is being attacked by a group of brigands. He doesn’t wish to hurt them so he goes into his attack stance. He throws down his staff, and takes up position. Frasier normally has an ATTACK of 14 and a DEFENCE of 10. Once he takes up his stance, his ATTACK is 0, but his DEFENCE is 24. He is incredibly difficult to hit. The disadvantage of the manoeuvre is that once it is chosen, no attack is possible, without large penalties. If Frasier decided to switch back to an attacking position, he must recover his weapon, and then he will still fight with an ATTACK penalty of 4, until he makes a successful Strength check. In addition, he has so confused his body, that he must make a Reflexes check each round. Until he succeeds he has a DEFENCE penalty of 3 as well! So after stepping back into the attack, he will initially have a ATTACK of 10 and a DEFENCE of 7 - meaning that he is fighting no better than he did at 1st rank.

Rapid Healer The Rapid Healer talent is very simple. Instead of having to wait four days before she recovers from wounds, the Herbalist will begin to recover after two days, and will gain one and a half times (rounding down) her rank each day until fully recovered.

Master Physician The Master Physician has a chance equal to his HERBALISM factor of identifying any disease that he encounters, and being able to identify the correct herbal treatment for it, if one exists.

Apothecarist The Herbalist acquires the ability to manufacture the following Herbal Potions. Potion of Strength*, Potion of Healing*, or Theriac*. These are not magical, but herbal and have the same effect as the Magical potions of the same name, but may be manufactured without a laboratory, and at half the cost of a magical potion. It still takes the same amount of time and effort however, and for a Sorcerer* to create a potion. In addition, the Apothecarist has a chance equal to half his HERBALISM factor (rounded down) of identifying the components of any herbal concoction, including poisons simply by sipping them. They can take such a small sip, that they will normally not be affected by the concoction.

Stats For The Average Herbalist

Rank Scores




1st ATTACK 11 MAGICAL DEFENCE 4 STEALTH 14

DEFENCE 7 HERBALISM 12 PERCEPTION 5

Health Points: 1d6+6

EVASION 3







2nd ATTACK 11 MAGICAL DEFENCE 5 STEALTH 14

DEFENCE 7 HERBALISM 13 PERCEPTION 5

Health Points: 1d6+7

EVASION 3







3rd ATTACK 12 MAGICAL DEFENCE 6 STEALTH 14

DEFENCE 8 HERBALISM 13 PERCEPTION 5

Health Points: 1d6+7

EVASION 3







4th ATTACK 12 MAGICAL DEFENCE 7 STEALTH 15

DEFENCE 8 HERBALISM 14 PERCEPTION 8

Health Points: 1d6+8

EVASION 3







5th ATTACK 13 MAGICAL DEFENCE 8 STEALTH 15

DEFENCE 9 HERBALISM 14 PERCEPTION 8

Health Points: 1d6+8

EVASION 4







6th ATTACK 13 MAGICAL DEFENCE 9 STEALTH 15

DEFENCE 9 HERBALISM 15 PERCEPTION 8

Health Points: 1d6+9

EVASION 4







7th ATTACK 14 MAGICAL DEFENCE 10 STEALTH 15

DEFENCE 10 HERBALISM 15 PERCEPTION 8

Health Points: 1d6+9

EVASION 4







8th ATTACK 14 MAGICAL DEFENCE 11 STEALTH 16

DEFENCE 10 HERBALISM 16 PERCEPTION 10

Health Points: 1d6+10

EVASION 4







9th ATTACK 15 MAGICAL DEFENCE 12 STEALTH 16

DEFENCE 11 HERBALISM 16 PERCEPTION 10

Health Points: 1d6+10

EVASION 5







10th ATTACK 15 MAGICAL DEFENCE 13 STEALTH 16

DEFENCE 11 HERBALISM 17 PERCEPTION 10

Health Points: 1d6+11

EVASION 5







11th ATTACK 16 MAGICAL DEFENCE 14 STEALTH 16

DEFENCE 12 HERBALISM 17 PERCEPTION 10

Health Points: 1d6+11

EVASION 5







12th ATTACK 16 MAGICAL DEFENCE 15 STEALTH 17

DEFENCE 12 HERBALISM 18 PERCEPTION 13

Health Points: 1d6+12

EVASION 5

Mystics And Herbalism

Mystics* can also use Herbalism skills but with nowhere the efficiency or talent of a Herbalist. The Mystic* begins with a HERBALISM factor of 8 (subject to the normal modifiers) and this increases by 1 every four ranks (at 4th, 8th, 12th etc). They also only have 1/2 the chance of finding any herb in the wild, and will take twice as long (when a herb is found roll 2d12 instead of 1d12 to determine the amount of time it took. Mystics* are simply dabblers in Herbalism, but even dabblers can be useful.

Determining Background for Herbalist Characters

This section is an expansion of ‘Chapter 7: In the Beginning’ from Book 6. The table below is an expansion of Background Table 1 contained on page 145-146 of that book, and is specific to Herbalist characters.

Parent’s Class HERBALIST
Nobility 01-05
Gentry 06-11
Craft[1] 12-14
Profession[2] 15-28
Trade[3] 29-40
Menial 41-43
Riffraff 44-50
Merchant 51-53
Entertainer 54
Freeman[4] 55-57
Serf 58-60
Cottar 61-63
Slave 64
Charcoal Burner 65
Tamorian Cataphract*[5] 66-70
Marijah Assassin*
-
Clan of Harbingers* -
Krarth Magi* 71
Order of Sycrata*[6] 72-99
Other (GM’s Choice)[7] 100
[1] Refer to background Subtable 1a (Book 6, p147)
[2] 30% of these will automatically be Herbalists. If they are not refer to background Subtable 1b (Book 6, p147)
[3] Refer to background Subtable 1a (Book 6, p148)
[4] Refer to background Subtable 1a (Book 6, pp148-149)
[5] Since Sir Aradax Seltar, a great Cataphract Knight*, joined the Order of Sycrata, after his time in the Crusades*, it has become acceptable (although still unusual) for the sons and daughters of Cataphract Knights* to join the Order.
[6] The Order Of Sycrata dates back at least one and a half thousands years, to the late Golden Age* of Ancient Emphidor*. Sycrata was a physician and a philosopher, who taught the arts of Herbalism to many people. His teachings have survived kept alive by his order. The Order is non secular, it’s member are free to follow any religion they choose. Over the last 1000 years, the Order in the northern Lands of Legend* has splintered until it exists only as small numbers of people passing lore from one to another. The Order has a large following in the Ta’ashim* lands and indeed many Knights* returning from Crusade* tell of their wounds being treated by such people, whose skill appears to exceed that of the Northern Lands*. One of these is Sir Aradax Seltar, a Cataphract Knight*, head of one of the oldest Selentine* Clans, and a Senator-Elect to the Imperial Senate in Tamor*, has taken it upon himself to expand the Northern Order, so that it might one day rival its southern cousin. He is attempting to gain Imperial permission to found a University in Tamor* for the purposes of teaching medicine.
[7] Refer to Book 6 p145 (note 5).

Nationality and Native Tongue

It is possible for a Herbalist to come from anywhere in Legend*, although those who are descended from members of the Order of Sycrata, are likely to come from the New Selentine Empire* or the Ta’ashim* lands. Characters should roll on the tables on page 155 of Book 6 to determine whether or not they speak a second language. A notable exception are members of the Order of Sycrata, who automatically know Ancient Emphidian*, and its script, as this is part of their training. All of their Herbals are written in Ancient Emphidian*, except for a recent Angate* translation by Sir Aradax Seltar (the document you are reading, actually). Beyond this the character has the same chance as any other to know additional languages and scripts.

Notes On Climatic Zones

Each herb has the climatic zone or zones in which it can be found as part of its description. Legend can be assumed to be divided into five climatic zones :- Tropical, Subtropical, Temperate, Cold and Polar. A few notes are below in order to help the GM determine which zone a given section of Legend falls into.

Tropical:

the tropical regions are those located close to the equator. They typically have an average annual and monthly temperature of around of over 20°C (68°F). They also have a tendency to have wet summers and drier winters, as you get towards their boundaries. On Earth the Tropical region may be considered to be approximately 12° north and south of the equator. Most of Mungoda is tropical.

Subtropical:

the subtropics typically have anywhere from 4 - 11 months with temperatures of over 20°C (68°F) with the balance of the year having temperatures of between 10 - 20 °C (50 - 68 °F). It extends roughly between latitudes 12 - 25°. Emphidor and Molasaria may both be assumed to fall into this area.

Temperate:

the temperate regions are anywhere which has 4 - 12 months with temperatures between 10 - 20 °C (50 - 68 °F) and the rest of the year is colder. For convenience they can be considered to lie between latitudes of 25 - 45°. Albion, Chaubrette, Algandy, Kurland, and the New Selentine Empire are all located in the temperate zone.

Cold:

A cold region has 1 - 4 months with a temperature of between 10 - 20 °C (50 - 68 °F) with the rest of the year being colder. It can be considered to fall between 45 - 65° latitude. Mercania, Thuland, Glissom and Ereworn are all cold areas.

Polar:

The polar regions have a year round average temperature of less than 10 °C (50 °F). They lie above latitudes of 65°. The Gnawing Waste, north eastern Krarth, the Kingdom of Wyrd, and most of the Isle of Yggdras are in this region. In addition, the tundra of northern Glissom, and may be considered Polar. For more details on climatic zones in Legend, see maps on pages 164-167 of The Lands Of Legend. The above is a guide for game purposes only and is not absolutely accurate, geographically speaking. It must also be remembered that other factors, such as elevation above sea level, the location of rain shadows, ocean currents etc, also effect climate. Also, I have limited the number of climatic zones to the ones above, and there are many others. Some of the herbs may be found in a ‘tropical desert’. Under those circumstances it should be inferred that the herb is found in hot deserts, not that these deserts have ‘wet summers’.


Notes On Locales

One of the more important pieces of information contained in the description of each herb is the locale where it is found. A brief description of what I mean by each locale is outlined below in order to help you determine into which locale each area of your Legend fits. The maps contained on pages 164-167, and pages 260-263 of The Lands of Legend are also useful for this purpose.

Coastal:

These are the regions that lie near the sea, oceans, or possibly near large inland salt-water lakes. As a rule of thumb, I assume that the coastal regions can extend up to five miles inland, although this may vary from place to place.

Desert:

Most deserts are very hot, but there are also cool deserts. A desert is normally defined as any area that receives, on average, less than 10 inches of rain a year, but for game purposes may be assumed to be any area that is very dry, without recourse to such official formulae. Northern Mungodas’ Desert of Songs, and the Kaikahuran Desert are the most prominent deserts in Legend, but there are others.

Forest:

A forest is any area that is heavily covered with trees. There are both large forests, which may cover vast areas, or small forests. In medieval times, forests covered a much larger area of the world than they do today.

Grassland:

These areas, while mostly untouched by agriculture contain very few large tress. Instead they are mostly covered with grass, hence their name.

Hills:

A hill is a relatively small raised area of land. They are often found at the foot of mountains, but may exist in their own right, separate from the surrounding landscape.

Jungle:

Similar to a forest, but normally thicker in nature, and found in more tropical environments. The Amazon is a perfect example of a jungle environment.

Mountains:

Very large, raised areas of land, often found at the borders of continental shelves. A notable feature of mountains is that they are, due to their height, often much colder than the surrounding land. Another feature is the rain shadow phenomena. It may rain very heavily on one side of a mountain, but not at all on the other.

Rivers:

A river is a flowing stream of (normally) fresh water which runs to the sea. Rivers can be large or very small, local creeks.

Rural:

This describes farmland, land that has been turned over to agriculture, but is only sparsely settled.

Special:

Where this is listed as the locale, read the description of the herb for more details.

Swamp:

Areas of very moist soil. The Cosh Goyopë of Mungoda is a good example.

Underworld:

By Underworld, I refer to large underground complexes. It might also be assumed that the herbs may grow in smaller complexes, but I do not recommend it.

Urban:

Any area that is widely settled, such as towns, villages or cities.

Volcanoes:

When a herb is said to grow in this locale, it may grow actually within the mouth of the volcano, or merely on its sides (GMs discretion, unless the description makes it clear).

Wasteland:

This is the hardest area to describe. A wasteland may have once been any type of land, but has now been rendered totally inhospitable perhaps by some great disaster. Much of Krarth will fit this description.

Herb Encyclopedia

Listed below are the herbs that grow in the Lands of Legend*. Detailed entries are available by clicking on the hyperlinks.

Herb Index:

A-G
H-P
Q-Z
Adder's Tongue Hare's Ears Ribwort Plantain
Agrimony Hart's Tongue Rose Campion
Albish Galingale Hawkweed Rue
Alkanet Henbane Saffron
Aloe Horehound Sanicle
Angelica Juniper Scented Mayweed
Anise Kesal Serapias Turbith
Arnica Land Caltrops Shepherd's Purse
Asarabacca Lenidia Spiderwort
Ash Leopard's Bane Spring Adonis
Balm Lesser Centaury Strawberry
Barberry Lungwort Sweet Trefoile
Base Mullein Makebate Ta’Ashims Confound
Basil Malvidia Tahac
Bilberry Mandrake Tamarindes
Bishop's Weed Marigold Tamariske
Blackberry Marjerome Tephrosia
Borage Marsh Mallow Throw-Waxe
Bull-Rush Masterwort Thyme
Burdock Milkworte Valerian
Calamus Mountain Garlick White Bryony
Cat's Tail Mugwort Willow Herb
Chamomile Napweed Wolfsbane
Chervil Navew Woodrose
Cinquefoil Nospring Wood Sorrel
Colewort Nut Of Algandy Wormwood
Coltsfoot Olus Veritis Yarrow
Comfrey Orach Young Lad's Love
Cow Parsnip Palma Gatanada
Cow-Wheat Pennyroyal
Darnell Peony
Daswood Periwinkle
Deadly-Nightshade Petiveria
Dittany Prince's Feather
Dog Rose Pipe Weed
Draaf

Dragonwort

Dwarf Mallow

Elecampane

Fennel

Fetherfew

Floure-De-Luce

Gadjiani

Garden Flax

Goat's Rue

Golden Lungwort