Some Useful Herbs found East and North of the Palim Mountains

ADDER'S TONGUE
Available: Spring 10% Climatic Zone: Temperate
Locale: Rural Preparation: 3 days
Cost: 5 gp/ 15 gp Uses: 1
Herbalism NWP Check: -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.

AMRANS
Available: Spring 40% Climatic Zone: Temperate
Locale: Rivers, Rural Preparation: 3 days/ 1 week
Cost: 50 gp/ 50 gp Uses: 1
Herbalism NWP Check: -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)).

BASE MULLEIN
Available: Always 90% Climatic Zone: Temperate
Locale: Rural Preparation: none
Cost: 10 sp/ 10 sp Uses: 1
Herbalism NWP Check: +0
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 two 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.

BLACKROOT
Available: Summer 30% Climatic Zone: Temperate
Locale: All Preparation: none
Cost: 4 gp/ 4 gp Uses: 1
Herbalism NWP Check: -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).

GOAT'S RUE
Available: Summer 60% Climatic Zone: Temperate
Locale: Forest Preparation: 2 weeks
Cost: 6 gp/ 15 gp Uses: 1
Herbalism NWP Check: -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.

HEALWELL
Available: Summer 30% Climatic Zone: Temperate
Locale: All Preparation: none
Cost: 1 sp/ 1 sp Uses: 1
Herbalism NWP Check: +0
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.)

HORSEWEED
Available: Spring, Summer, Fall 10% Climatic Zone: Temperate
Locale: Grassland Preparation: None
Cost: 7 gp/ 7 gp Uses: 1
Herbalism NWP Check: -2
This 25 cm high plant has many broad, double sawed leaves growing in a rosette. It grows large, yellow composite flowers, which will quickly grow hairy seeds that will fly far on the wind. The plant often has flowers and seed simultaneously. If a generous amount of the leaves is fed to a horse or similar creature, it will be able to travel all day without tiring, even if moving at a gallop.

KELVENTARI
Available: Always 50% Climatic Zone: Temperate
Locale: Forest Preparation: none
Cost: 19 gp/ 19 gp Uses: 1
Herbalism NWP Check: -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.

PEONY
Available: Spring 5% Climatic Zone: Temperate
Locale: Rural Preparation: 1 hour
Cost: 1 gp/ 2 gp Uses: 1
Herbalism NWP Check: -2
This plant with its delicate pink flowers may be boiled into a powerful healing draught, capable of stoping all bleeding, internal and external immediately (healing 3d6 damage if applied within 10 minutes of the wound occuring). However a roll of 1 on the Herbalism NWP Check by the herbalist, will kill the recipient in 1d4 minutes, as they suffer a massive heart attack. The herb can be deliberately used as a poison by using five times the normal dosage.

SCENTED MAYWEED
Available: Summer 40% Climatic Zone: Temperate
Locale: Forest Preparation: 1 day
Cost: 8 gp/ 15 gp Uses: 1
Herbalism NWP Check: -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
Available: Spring, Summer 45% Climatic Zone: Temperate
Locale: Grassland Preparation: 4 weeks
Cost: 4 gp/ 7 gp Uses: 3
Herbalism NWP Check: -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.

SPIDERWORT
Available: Spring, Summer 50% Climatic Zone: Temperate
Locale: Special (see below) Preparation: 2 weeks
Cost: 4 gp/ 10 gp Uses: 3
Herbalism NWP Check: +0
This herb will cure spider poison if applied within 2 rounds. Any damage already incurred, including death remains. This plant may be found anywhere in temperate regions where there is chalky soil.

VINUK
Available: Summer 30% Climatic Zone: Temperate
Locale: Grassland Preparation: 1 hour
Cost: 8 sp/ 8 sp Uses: 1
Herbalism NWP Check: +0
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.

WILLOW-HERB
Available: Summer 60% Climatic Zone: Temperate
Locale: Forest Preparation: none
Cost: 5 gp/ 5 gp Uses: 4
Herbalism NWP Check: -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
Available: Spring 1% Climatic Zone: Temperate
Locale: Forest Preparation: none
Cost: 100 gp/ 100 gp Uses: 1
Herbalism NWP Check: +0
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.

WOODROSE
Available: Summer 60% Climatic Zone: Temperate
Locale: Rivers Preparation: none
Cost: 1 gp/ 1 gp Uses: 3
Herbalism NWP Check: +0
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).

YARROW
Available: Summer 30% Climatic Zone: Temperate
Locale: Rural Preparation: none
Cost: 10 gp/ 10 gp Uses: 3
Herbalism NWP Check: +0
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. According to legend Achilles used yarrow to treat wounded Greek troops during the Trojan War.