Medicinal Plants

Adventuring is a rewarding yet dangerous career. Even the strongest, stealthiest, most magical, and best equipped get harmed in the field, well after healing potion supplies have run dry.

Medicinal herbs, weeds, and flowers of all manner grow throughout the wild spaces, in the gloom of caves, in the stark shadows of dungeons.

While many magical plants are dangerous, even sentient, medicinal herbs have been cultivated over the ages to possess a spiritual core — eating the leafs or berries, even the entire plant, does not destroy it. Rather, the ghost of the plant lingers until it gathers the energy and resources to start regrowing. Cycles of consumption and regrowth ensures the wellbeing of adventurers — as well as the monsters that pursue them.

Potency differs, based on the monster’s size versus that of an average human, and is modified by the type of monster. Dryads and other plant fey require significantly less medicine than fire salamanders, while storm pixies need about half again as much as gnomes.

Studying local flora is absolutely critical before attempting to use wild plants on an adventure as many plants biomimic each other. In Autumn’s Lost Wood outside fo Peyroux, Last Word Tulips, a traditional flower with black stems and leaves, will cure non-magical poisons but renders the imbiber mute for a few days. On the Storm Wraith Plans, Ghost Whisper Tulips, a translucent flower with deep purple stems and leaves, a cousin of Last Word Tulips, actually poisons the imbiber but will end magical spells and curses that mute.

Rangers and those with similar training should be able to grasp the basic ideas of a plant’s abilities and costs via careful study. Most communities have at least one plant nursery that will sell or lend floral guides, though they are written in the dominate local languages and often coded to help resident monster types.

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