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ENCYCLOPEDIA OF NOVI: HERBS

(INCLUDING BREADS, DRUGS, POISONS, AND BIOLOGICAL WEAPONS)


PART I: CATEGORICAL LISTING
Adapted from Rolemaster (RM) and Rolemaster Companion I (RC1)
Lowell R. Matthews, June 11, 1995*
Effects and Dosage Level.
All the beneficial herbs
described below have an effect based upon a fairly large
standardized dose weighing 1/2 ounce (14.2 grams) for most herbs,
drugs, and poisons, or 4 oz (113 g) for breads. Lesser amounts
having proportionately reduced effects or none at all (GM
discretion); greater amounts have proportionately increased
effects but can cause overdoses. The effects of poisons do not
change with dosage level, but their attack level varies
proportionately. Generally, only one dose of any herb can take
effect in a given melee round.
Search Codes. The three-character code given for each herb
contains a description of the herb's native climate and terrain,
and a difficulty modifier applied to searching in the wild.
Neither search codes nor prices were provided in the original
Rolemaster Companion I article on "Poisons and Rotten Things."
a
c
e
f

Climate Codes
arid
h
cold
m
everlasting cold
s
frigid (everlasting cold)
t

A
B
C
D
F
G
H
I
J

Terrain or Locale Codes


alpine
O
ocean/saltwater shores
breaks/wadis
M
mountain
coniferous forest
R
rolling hills
deciduous/mixed forest
S
shortgrass
freshwater coasts/banks
T
tallgrass
glacier/snowfield
U
underground
heath/scrub/moor
V
volcanic soil
islands
W
waste
jungle/rain forest
Z
desert

1
2
3

Routine (+30)
Easy (+20)
Light (+10)

Search
4
5
6

hot and humid


mild temperate
semi-arid
coll temperate

Difficulty Modifiers
Medium (0)
7
Hard (-10)
8
Very Hard (-20) 9

Extremely Hard (-30)


Sheer Folly (-50)
Absurd (-70)

____________________
*
Original material copyright (c) 1995 by Lowell R. Matthews.
Rolemaster and its component parts are the property of Iron
Crown Enterprises and are used in the context of a roleplaying game.

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Form and Preparation. Herbs, breads, and drugs fall into


three use categories: ingest (I), apply (A), and brew (B).
Those which may be ingested, including all the breads, are
immediately usable and may be eaten, chewed, drunk, or inhaled as
appropriate. Those herbs and drugs which must be applied require
1-10 rounds of preparation time unless noted otherwise, then may
be applied directly onto the injured area; those which must be
brewed (usually into teas) are effective 20 melee rounds after
the water boils.
Refined poisons have three different use categories: paste
(P), liquid (L), and powder (Pd). Pastes may be put in food or
drink or be applied to tools or weapons; they remain effective up
to one week or until an object or person is struck. Liquids have
the same uses as poison pastes, but are only effective for one
hour. Powders may only be put in food or drink, but often
maintain their effectiveness indefinitely.
Addiction Factor (AF). Many herbs, particularly the mindaltering drugs, are potentially addictive. Each time an herb is
employed after its initial use in any given week the GM should
roll to see if the user becomes addicted, doubling the addiction
factor number with each subsequent use (after the second) in the
given week; if the roll is under the adjusted addiction factor
number, addiction results. Subsequent effects can include (a) a
gradual loss of effectiveness of the herb (tolerance), (b) loss
of effectiveness of the user (e.g. -50 to all actions) when not
using the herb, (c) loss of user's ability to resist using the
herb when under stress, or (d) unpleasant, possibly violent,
withdrawal symptoms without usage. (Also consult the section on
chemical disease in Rolemaster.)
Attack Levels and Resistance Rolls. Poisons and diseases
have attack levels based on their potency which are used to
determine whether they affect the intended victim; antidotes and
cures also have attack levels which determine their efficacy
against poisons or diseases.
When a poison or disease attacks a target creature, an
attack roll (AR) is made on the General column of the Base Spell
Attack Table in Spell Law. This AR is generally not subject to
modifiers, but the GM may allow modifiers in special
circumstances (for example, the GM might allow poisoners to add
their Deadly Skills level bonus to their poison's AR, or a set
bonus for a particularly effective delivery mechanism).
The
target's RR is modified by the AR result, the target's poison or
disease RR bonus (Constitution and racial bonuses), Drug
Tolerance skill bonus if applicable, and certain spells or magic
items. If the target fails to resist, the poison or disease
takes effect; like natural poisons (venoms), some refined poisons
and diseases have varying effects depending upon the severity of
the failure, but most do not. Note: All Rolemaster Companion I
poisons and diseases have full effects on RR failures of 21 or

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more and minimum effects on RR failures of 1-20 and successes of


0-20.
When an antidote or cure attacks its target poison or
disease, the target makes an unmodified RR. (However, the GM
might allow poisoners to add their Deadly Skills level bonus to
their poison's RR and physicians to subtract their Medical Skills
level bonus, or allow certain other set bonuses or penalties.)
If the target fails to resist, the antidote or cure takes effect,
halting further damage to the victim.
Unfortunately, most
antidotes and cures cannot reverse damage already done.

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Bone Repair Agents


Healing Rate
ARFANDAS (RM 608, c-F-6, A, 2 SP, AF 1): A mildly enchanted
cattail native to cool, temperate wetlands and streams.
When applied to the area of a fracture, the stem doubles
the rate of healing.
Shatter Repairs
BAALAK (RM 609, h-O-8, B, 160 GP, AF 12): A rare enchanted
bamboo native to humid, tropical ocean shores. It has
light green, hairy leaves about 1' long, and its flowers
resemble those of corn; it frequently grows 8' or more
high. A tea brewed from young baalak stalks magically
repairs shattered bones.
Warning:
If ingested
improperly, baalak is a level 3 reduction poison.
BURSTHELAS (RM 610, t-S-8, B, 110 GP, AF 22): An enchanted
grass native to cool, temperate shortgrass prairies,
usually found near willow groves. It has very dark green
leaves with a golden vein. A tea brewed from its leaf
stalks magically repairs shattered bones.
Simple Fracture Repairs
EDRAM (RM 611, c-F-8, I, 31 GP, AF 10): An enchanted,
bluish green moss native to cool, sheltered areas near
water. It is edible (but very bitter) and mends broken
bones.
GURSAMEL (RM 612, t-S-7, A, 30 GP, AF 5): An enchanted
grass native to cool, temperate shortgrass prairies, which
has light green leaves and pale yellow stalks.
When
applied to the area of a fracture, the stalks mend broken
bones.
Burn and Exposure Remedies
Burn Remedies
ALAMBAS (RM 613, s-O-4, A, 66 SP, AF 4): A tall grass
native to semiarid saltwater shores which contains a
powerful burn remedy. One dose of crushed alambas applied
to a burn will heal 4 square feet of burns of any degree.
ALOE or ALOE VERA (RM 614, t-H-4, A, 5 BP, AF 0):
A
succulent related to the yucca and agave, native to cool,
semiarid to arid scrublands and deserts. It has a cluster
of fleshy, light green leaves with rows of toothlike
thorns along each edge, which can reach 18" long. When a
leaf is broken and its sap is applied (1 round), aloe
doubles the healing rate for burns and minor cuts and
heals 5 hits from burn damage.
CULKAS (RM 615, a-Z-4, A, 35 GP, AF 0): An enchanted desert
succulent closely related to aloe. It has a cluster of
fleshy, 12" gray-green leaves with a reddish vein in the
center and rows of toothlike thorns along each edge. One
dose of broken culkas leaves applied to a burn will heal
10 square feet of burns of any degree.
HIMROS (RC1 16, A, 55 GP, AF 0): An ointment made from an
herb mixture, himros heals first- and second-degree burns
and relieves the effects of contact with plants such as

nettle, pangwood, and thistle in one round. Its active


ingredient is the sap of himros aloe (m-F-6), a water-

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loving distant relative of aloe vera, native to temperate


stream banks and wetlands. It has a cluster of fleshy,
dark green leaves with three yellow stripes and rows of
toothlike thorns along each edge, which can reach 24"
long.
KELVENTARI (RM 617, t-T-3, A, 19 GP, AF 0): A bush related
to sumac, native to cool, temperate tallgrass prairies or
steppes. When rubbed on a first- or second-degree burn,
its reddish-black berries heal the burn and 1-10 heats
resulting from burn damage in one round.
VESSIN (RC1 40, m-O-5, A, 30 GP, AF 0): A small clam native
to temperate shallow seas, valued as a delicacy. It is
primarily valued for its secretions, which when applied to
a burn can cure first- and second-degree burns in seconds
and third-degree burns in one day.
Frostbite Remedies
JOJOJOPO (RM 616, f-M-4, A, 9 SP, AF 0): A low-growing
succulent related to kathkusa, native to frigid mountains,
usually found just above and below the timber line. When
its fleshy leaves are crushed and applied, jojojopo cures
frostbite and heals 2-20 hits of cold damage.
VELDURAK (RM 618, h-O-5, A, 8 SP, AF 2): A kelp native to
warm ocean shallows. It grows up to 50' long and it has a
single broad greenish-brown leaf. When applied, it cures
frostbite and heals 1-50 hits resulting from cold. It is
also prized as a delicacy in many coastal countries.
Circulatory Repair Agents
ANSERKE (RM 619, h-O-6, A, 75 GP, AF 7):
A short bush
distantly related to carneyar, native to humid, tropical
ocean shores. It grows up to 3' tall; it has dark green,
glossy, round leaves about 1" long and pale yellow flowers
with ten petals about 0.5" wide which produce a small yellow
berry. Its roots contain a powerful astringent which stops
any bleeding 3 rounds after the root is prepared by
laceration and applied to the wound.
CARNEYAR (RC1 07, h-O-7, B, 400 GP, AF 15): A medium-sized
bush distantly related to anserke, native to humid, tropical
ocean shores. It grows up to 5' tall; it has dark green,
oval leaves about 1.5" long and pale pink flowers with ten
petals about 1" wide which produce a small pink berry. A
tea brewed from its flowers contains a powerful drug which
immediately heals all concussion hits and stops all
bleeding.
FEK (RM 620, h-O-6, B, 50 GP, AF 5): A medium-sized tree
native to humid, tropical ocean shores. It grows up to 60'
tall as a single straight trunk. It has dull green, narrow
leaves about 3" long, and small white flowers with five
petals. A viscous tea brewed from its 0.5" nuts will stop
any bleeding 1-10 rounds after application. Warning: If
ingested, this tea is a level 10 reduction poison which

attacks the gastrointestinal system.


HARFY (RM 621, s-S-6, A, 175 GP, AF 9): A dark gray-green
barrel cactus of semiarid regions. It usually grows about
15" tall and wide; it has 2" thorns, bright red 3" flowers

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with yellow centers, and delicious dark red fruit. When


applied (1-3 rounds), the resin from its succulent stem
immediately stops all forms of bleeding.
HUGBURTUN (RM 622, s-Z-6, A, 180 GP, AF 6): A cactus of
semiarid to arid deserts, related to the prickly pear. It
has large pink flowers which produce a reddish-purple fruit.
When prepared by laceration and applied to a wound, this
fruit immediately stops all forms of bleeding. Warning: If
ingested, the fruit is a level 5 circulatory poison.
MIRETAR'S CROWN (RC1 24, c-S-6, A, 125 GP, AF 10):
A
wildflower of the composite family native to cold shortgrass
prairies. A salve made from its beautiful blue and gold
flowers will immediately stop all forms of bleeding when
applied to a wound (1 round).
RUMARETH (RC1 28, B, 125 GP, AF 25): An herb mixture usually
made into tea or used as seasoning in soup.
Rumareth
contains a powerful drug which stops bleeding, but also
makes the user drowsy (25 to actions and very likely to fall
asleep) for 1-4 hours. Its active ingredient is rumareth
grass (m-T-6), originally native to temperate tallgrass
plains and steppes, now cultivated.
TULAXAR (RC1 36, c-T-6, B, 110 GP, AF 10): A wildflower of the
composite family, originally native to cold tallgrass plains
or steppes, now cultivated. It resembles the chrysanthemum.
A tea brewed from its leaves contains a powerful drug which
stops bleeding.
Concussion Relief Agents
ABAAS (RC1 01, h-O-3, I, 1 GP, AF 1): A small shrub, related
to akbutege and draaf, native to humid, tropical saltwater
shorelines. It has fleshy, dark green, palmate leaves; pale
blue, five-petaled flowers; and small dark blue berries.
The edible leaves contain a stimulant which heals 2-12
concussion hits.
AKBUTEGE (RM 623, s-O-2, I, 3 SP, AF 1): A small shrub,
related to abaas and draaf, native to semiarid or arid
saltwater shorelines. It has fleshy, light green, palmate
leaves; pale pink, five-petaled flowers; and small pink
berries. The edible leaves contain a stimulant which heals
1-10 concussion hits.
ARLAN (RM 624, t-T-2, A, 13 SP, AF 1): A tall, dark green
grass, related to darsurion, native to cool, temperate
tallgrass prairies. The leaves of wild arlan contain a
stimulant which heals 1-6 concussion hits when crushed and
applied to a wound. The potency of the domestic variety has
been improved by selective breeding; it heals 4-9 concussion
hits.
CAREFREE MUSTARD (RC1 06, m-C-5, A, 10 GP, AF 0): A mustard
originally native to temperate coniferous forests, now

widely cultivated, although with some difficulty because it


requires pine resins to thrive. A poultice made from its
fragrant leaves and applied to the skin heals all concussion
hit damage proportionally over a one-hour period.
CARNEYAR (RC1 07, h-O-7, B, 400 GP, AF 15): A medium-sized
bush distantly related to anserke, native to humid, tropical

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ocean shores. It grows up to 5' tall; it has dark green,


oval leaves about 1.5" long and pale pink flowers with ten
petals about 1" wide which produce a small pink berry. A
tea brewed from its flowers contains a powerful drug which
immediately heals all concussion hits and stops all
bleeding.
CUSAMAR (RM 625, c-H-7, I, 30 GP, AF 3): A small shrub,
related to heather, native to cold moors and scrublands.
Its edible, bright pink flowers contain a strong stimulant
which heals 15-60 (10 + 5d10) concussion hits.
DARSURION (RM 626, c-M-3, A, 35 GP, AF 1): A short, dark green
grass, related to arlan, native to cold mountains. It is
most easily identified by its blood-red leaf veins. Its
leaves contain a stimulant which heals 1-6 concussion hits
when crushed and applied to a wound.
DRAAF (RM 627, a-O-2, I, 7 SP, AF 1): A small shrub native to
arid or semiarid saltwater shorelines, related to abaas and
akbutege. It has fleshy, blue-green, palmate leaves; pale
purple, five-petaled flowers; and small purple berries. The
edible leaves contain a stimulant which heals 1-10
concussion hits for each of two consecutive rounds.
DUGMUTHUR (RM 628, t-M-3, I, 9 GP, AF 2): A thorny vine
related to the blackberry and mirenna, native to cool,
temperate mountains. Its delicious royal purple berries
contain a powerful stimulant which instantly heals 10
concussion hits.
FIIS (RC1 11, s-O-2, A, 8 SP, AF 0): A dwarf pine native to
semiarid ocean shores and other areas with saline soil. Its
resin contains a stimulant which heals 1-6 concussion hits
when rubbed on the affected area.
GARIIG (RM 629, a-Z-3, I, 55 GP, AF 3): A desert barrel cactus
with a dark green body, red thorns which grow in quartets,
large flowers with brilliant scarlet petals and yellow
stamens, and yellow fruit. Large individuals may grow 1'
high and wide, but most are only one third that size. The
interior pulp is edible, although extremely sour, and
contains a powerful stimulant which heals 30 concussion
hits. Gariig fruit tastes like grapefruit and contains a
mild hallucinogen (also AF 3).
GEFNUL (RM 630, e-V-5, I, 90 GP, AF 10): A blue-white lichen
native to volcanic areas of everlasting cold, found most
frequently growing on glacier-scarred granite. It contains
a powerful and potentially addictive stimulant.
When
properly gathered and cleaned, gefnul is marginally edible;
a half-ounce dose heals 100 concussion hits.
GRARIG (RC1 14, h-V-4, I, 50 GP, AF 8): A canopy tree of

tropical rain forests with heavily volcanic soil.


Its
edible, though extremely sour, young leaves contain a
powerful stimulant which heals 30 concussion hits. Grarig
wood is also valuable; it is reddish brown and has a +5
enchantment value (magic column) and an alchemical inertia
factor of 4.
MIRENNA (RM 631, c-M-3, I, 10 GP, AF 1): A thorny vine related
to the blackberry and dugmuthur, native to cold mountains.

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Its delicious brilliant crimson berries contain a powerful


stimulant which instantly heals 10 concussion hits.
REGLEN (RM 632, t-M-3, B, 75 GP, AF 7): A bright green moss
native to cool, temperate mountains, found most frequently
near forest springs. When properly washed and boiled,
reglen tea heals 50 concussion hits.
REWK (RM 633, t-D-3, B, 9 SP, AF 1): A tuber vine related to
the sweet potato, originally native to cool, temperate
deciduous forests, particularly those with abundant maples.
The vine has dark green heart-shaped leaves, small orangeyellow flowers, and small orange fruit. The large root
tubers, which strongly resemble those of the sweet potato,
contains a stimulant in their skin. When boiled, the tea or
broth from a medium to large tuber heals 2-20 concussion
hits, and the tuber itself is highly nutritious. Rewk has
therefore become one of the most widely cultivated herbs.
TELPERION (RC1 34, s-D-7, I, 100 GP, AF 1): An enchanted
deciduous tree, distantly related to laurelin, originally
native to semiarid mixed forests, now cultivated.
It
usually grows taller than 100' with a single straight trunk.
It has 3" arrowhead-shaped leaves, dark green above and
silver below; 0.5" silver-white night-blooming flowers which
resemble those of the apple; and small silver nuts, valued
for their flavor which resembles that of the pecan. Its
edible young leaves contain a strong stimulant which heals
10-100 concussion hits. Telperion is also highly prized for
its wood, which has a +15 enchantment value (mithril column)
and a very low alchemical inertia factor of 1.
THURL (RM 634, t-D-1, B, 2 SP, AF 1): A clove native to cool,
temperate deciduous forests, now widely cultivated and used
in cooking. Thurl tea heals 1-4 concussion hits and remains
effective for 1-2 weeks.
WINCLAMIT (RM 635, c-C-7, I, 100 GP, AF 12): A rare, somewhat
enchanted gooseberry native to cold coniferous forests. Its
pale yellow 0.5"-1" fruit contains a powerful, potentially
addictive stimulant which heals 3-300 concussion hits.
YAVETHALION (RM 636, m-O-5, I, 45 GP, AF 4):
A mildly
enchanted grape, originally native to mild, temperate ocean
shores but now widely cultivated. Its fruit, sometimes
called the sweetest in the world, contains a stimulant which
heals 5-50 concussion hits when eaten raw. When cooked or
made into wine, yavethalion retains its sweetness but loses
most of the stimulant. In these forms, it heals only 1
concussion hit, but its addiction factor goes down to 0.1.

Cosmetics
KLYNYK (RC1 19, m-O-2, A, 25 BP, AF 0): A large oyster native
to temperate shallow seas, prized as a delicacy.
When
spread on the skin, klynyk broth removes hair for several
days.
THARM (RC1 35, m-O-1, A, 0.5 CP, AF 0): A kelp native to
temperate ocean shallows. It grows up to 20' long and it
has a single broad brown leaf. When applied, it protects
the skin from sunburn and aids tanning. It is also prized
as a delicacy in many coastal countries.

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Disease Cures and Resistance Enhancers


ARLAN (RM 638, c-M-2, I, 1 GP, AF 3): A small dandelion native
to cold mountains. It has green leaves with yellowish edges
and veins, bright yellow flowers, and a root system which
frequently grows 1'-2' deep.
If properly cleaned, the
edible roots contain a decongestant which adds +20 to
resistance versus the common cold and related respiratory
illnesses for one week and also increases the recovery rate
from these illnesses by a factor of five.
ATTANAR (RM 640, t-F-4, A, 8 GP, AF 1): A dark green moss
native to cool, temperate, sheltered areas near water. When
crushed and applied to the patient's chest, attanar cures
fever. Warning:
If ingested, attanar is a level 1
reduction poison which attacks the gastrointestinal system.
LATHA (RM 643, t-F-4, B, 9 SP, AF 4): A rooted freshwater
plant native to cool, temperate areas, usually found growing
in calm water 1-3 feet deep. A tea brewed from its fleshy
stems immediately heals 1-2 concussion hits and cures the
common cold and related respiratory illnesses. It also adds
+10 to disease resistance for one week.
MAIANA (RC1 22, B, 0.5 CP, AF 0): An herb mixture usually made
into tea or used as seasoning in soup.
Maiana is a
decongestant drug used to treat most respiratory illnesses.
Its active ingredient is the needles of the maia fir (t-C1), a tall conifer originally native to cool, temperate
coniferous forests, now widely cultivated.
MARGATH (RC1 23, A, 1 GP, AF 0): A salve made from an herb
mixture, margath is a potent anesthetic (1 round).
Its
active ingredient is the berries of margath (h-J-2), a
creeper native to tropical rain forests.
RED WILLOW (RC1 27, t-F-2, B, 5 SP, AF 0): A close relative of
the weeping willow, native to cool, temperate stream banks
and wetlands, so named because its leaves turn bright red in
the autumn (those of most other willows turn yellow). A tea
brewed from its leaves reduces fever.
TELDALION (RC1 33, m-C-3, A, 2 GP, AF 0, level 10): A mediumsized pine tree native to temperate coniferous forests. A
poultice prepared from teldalion bark (the soft inner part)
reduces inflammation and cures most infections.
TRUDURS (RM 644, c-F-4, B, 12 SP, AF 8): A very dark green
moss native to cool, sheltered areas near water.
When
properly cleaned and brewed, trudurs tea adds +10 to disease

resistance for 1-10 days.


Diseases (Biological Weapons)
ANGURTH (RC1 03, level 2): A bacterial infection carried by
many species of fleas, found in all but the coldest
climates. Angurth attacks the circulatory and digestive
systems, causing slow, painful death; at minimum, it causes
severe fever and nausea (2-20 days).
CYCLIC FEVER (RC1 08, level 15): A rare bacterial infection
carried by several species of ticks and lice, found in
warmer climates. It causes 3-12 cycles of high fever
lasting 4 days each, with a 50% chance of blindness and 25%

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chance of death each cycle; at minimum, it causes 2-3 cycles


of low fever.
FRULOWG (RC1 13, level 5): A bacterial infection spread by
airborne spores, found in all climates. It causes the loss
of the victim's sense of smell for several days or weeks; at
minimum, it has no ill effects.
GURTH-NU-FUIN (RC1 16, level 3): A viral infection spread by
casual contact, found in all climates. It attacks muscle
tissue, causing slow, painful debilitation and eventual
death from heart failure or secondary infections; at
minimum, it causes severe nausea (1-100 hours).
KASKAMAK (RC1 23, level 12):
An extremely rare ailment
characterized by surface feeling loss; at minimum, it has no
ill effects. Its cause and transmission method are unknown,
but its effects are similar to those of leprosy, a bacterial
infection.
MARSH FLUX (RC1 26, level 20): An amoebic waterborne infection
found in nearly all climates, but usually in warmer climates
or those areas with sewage-contaminated water. It causes
severe dehydration from diarrhea and vomiting, resulting in
coma (2-7 days) or death due to shock (20% chance); at
minimum, it causes diarrhea and vomiting (1-3 days).
PAKIIK (RC1 33, level 25):
An extremely rare, virulent
bacterial infection spread by contact with contaminated
bodily fluids.
It produces random body growths, i.e.
tumors.
QUAKING FEVER (RC1 38, level 20): A rare bacterial infection
carried by several species of freshwater leeches from warmer
climates. It causes fever, convulsions, and coughing (6-10
days) which can lead to loss of temporary Constitution (30%
chance, 1-20 points) or death (15% chance); at minimum, it
causes swelling, fever, and trembling.
RED FEVER (RC1 39, level 25): A virulent bacterial infection
spread by contaminated food or water, usually found in
warmer climates. It causes severe vomiting (10-14 days),
and often (40% chance) leads to death from pneumonia,
peritonitis, meningitis, or heart failure; at minimum, it
causes fever, nosebleed, and headache (7-10 days).
VAXVARNA (RC1 51, level 20): A rare viral infection spread by
airborne spores and casual contact, found in all climates.

It attacks the circulatory system, causing dangerous


internal bleeding; at minimum, it causes severe weakness (1100 days).
YELLOW RHEUM (RC1 57, level 30):
A virulent bacterial
infection carried by many species of mosquitoes, found in
all but the coldest climates. It attacks the digestive
system, leading to severe vomiting, with death due to shock
possible (20% chance); at minimum, it causes vomiting,
jaundice, and fever.
Food Substitutes
CRAM (RM 712, I, 14 SP per 4-oz slice or 13 GP per 10-slice
loaf, AF 1): An enchanted multi-grain bread commonly known
as Dwarven Waybread; it tastes of mushrooms and pepper and
keeps fresh for 7 weeks. Each slice of cram provides five

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days' nutrition.
Its active ingredient is the zuvar
mushroom (c-U-2), originally native to cold, damp, mineralrich caverns but now widely cultivated.
Most Dwarves
(Omikhani) develop a resistance to cram's slightly addictive
nature at an early age.
LEMBAS (I, AF 0): The famous enchanted Elven Waybread, made in
secret by many of the great Elven ladies and given away to
the deserving, never sold. Each preparer has a slightly
different recipe. If kept clean and dry, lembas keeps fresh
indefinitely. Each slice contains 30 small square doses;
each dose heals 1-10 hits, provides a full day's nutrition,
and adds +10 to the user's Constitution bonus for that day.
It is also reputed to have a number of other beneficial
effects.
NELISSE (RM 807, s-V-5, B, 9 SP, AF 15): A bush native to
semiarid regions with heavily volcanic soil, distantly
related to coca. A tea brewed from nelisse leaves causes
euphoria (50 to all actions) for one hour and yields one
day's nutrition. Warning: A substantial overdose (more
than 4 doses at once) of nelisse tea acts as a level 5 nerve
poison.
UKUR (RM 645, f-H-4, I, 34 SP, AF 1): A dwarf pine related to
the pion, native to frigid scrublands and moors and
frequently found near the timber line. Its delicious nuts
contain a full day's nutrition.
ULGINOR (RM 716, I, 4 SP per 4-oz slice or 35 SP per 10-slice
loaf, AF 0): An enchanted multi-grain bread commonly known
as Cheese Waybread; it tastes of cheese and spinach and
keeps fresh for 1-2 months. Each slice of ulginor provides
one day's nutrition. Its active ingredient is ulginor
spinach (c-O-1), originally native to cold ocean shores but
now widely cultivated.
General Healing Agents
ARKASU (RM 637, m-T-4, A, 12 GP, AF 2): A mildly enchanted
milkweed originally native to mild, temperate tallgrass
prairies, now widely cultivated. When applied to a wound,
its milky yellow sap heals 2-12 concussion hits and doubles
the wound's healing rate. Also, all parts of the plant are

edible.
ATHELAS (RM 639, t-C-5, B, 300 GP, AF 20): A small highly
enchanted shrub originally native to cool, temperate
coniferous forests, now widely cultivated. A tea brewed
from its dark green leaves is potentially capable of curing
any disease or injury while the patient is still alive,
although it cannot keep or give life. The magic of athelas
is highly dependent upon the status of the healer, however,
only reaching full potency in the hands of an "ordained"
king or similar individual. Athelas leaves and fruit are
also edible and highly nutritious, and are frequently used
in the Elven Waybread lembas.
BARANIE (RC1 04, m-D-2, B, 3 BP, AF 1): A wildflower of the
composite family which resembles the daisy, originally
native to temperate forests, now widely cultivated. A tea
brewed from its young leaves reduces nausea.

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CARANAN (RC1 05, B, 3 GP, AF 0): An herb mixture usually baked


into bread or used as seasoning in soup. Caranan heals 2-8
concussion hits and relieves pain and swelling, frequently
reducing injury penalties (GM discretion). Although caranan
is not addictive, the maximum number of effective doses is
10 per day. Its active ingredient is carano (m-F-4), an
oregano relative originally native to temperate stream
banks, wetlands, and other well-watered areas, now widely
cultivated.
SINDOLUIN (RC1 30, m-T-2, B, 2 SP, AF 0): A wildflower of the
composite family native to temperate tallgrass plains and
steppes which resembles the daisy. When properly refined,
sindoluin flowers contain an anticoagulant drug used to
treat heart disease, stroke, and related illnesses, and is
also a level 5 antidote for blood-clotting poisons (GM
discretion). Sindoluin is prepared by boiling the golden
flowers in water, then straining the extract. Warning: If
used improperly, sindoluin can cause a patient to bleed to
death.
Insect Repellents
DELREAN (RM 641, c-C-2, A, 3 SP, AF 1): A small fir native to
cold coniferous forests. It has short silvery green needles
which grow in clusters of three and short, fat golden brown
cones. Its bark contains a powerful insect repellent, used
by rubbing strips of bark onto exposed skin. Unfortunately,
the smell is noticeably foul, detectable by Humans at 50'.
Life Preservation Agents
Lifegiving Agents
LAURELIN (RM 648, m-O-9, I, 999 GP, AF 21):
A rare
enchanted deciduous tree, distantly related to telperion,
originally native to mild, temperate ocean shores, now
cultivated. It usually grows taller than 50' with a
single straight trunk. It has 4" arrowhead-shaped leaves,
emerald green above and golden below; 0.5" golden flowers
which resemble those of the cherry, and small golden nuts.
When young and undamaged, the edible leaves are Lifegiving

for Elves (Eldani) if given within 28 days of death.


Laurelin is also highly prized for its wood, which has a
+20 enchantment value (mithril column) and a low
alchemical inertia factor of 2.
NUR-OIOLOSSE (RM 649, f-F-8, I, 200 GP, AF 13):
An
enchanted clove native to frigid wetlands, closely related
to oiolosse. Its edible cloves are Lifegiving for one day
for all races; however, they kill the patient one day
later unless the antidote, a sorul nut, is available.
SORUL (RM 649a, c-F-2, I, 1 SP, AF 0): A medium pine
related to the pion, originally native to cold, wellwatered forests, now widely cultivated. Its delicious
nuts stabilize the enchantment of nur-oiolosse, a
Lifegiving herb, and are prized as a delicacy in many
cold to mild countries. The tree itself is attractive,
often planted as an ornamental, and its soft wood is
dark yellow.

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OIOLOSSE (RM 650, f-F-8, I, 600 GP, AF 22): An enchanted


clove originally native to frigid wetlands, closely
related to nur-oiolosse, now cultivated.
Its edible
cloves are Lifegiving for Elves (Eldani) if given within 7
days of death.
TYR-FIRA (RM 653, f-A-9, A, 1,200 GP, AF 33): A small,
rare, powerfully enchanted member of the lily family,
native to arctic and alpine tundra. It has dark gold 5"
bladed leaves and brilliant blue and red flowers which
resemble those of the iris. When crushed and applied to
the patient's forehead and chest, tyr-fira leaves are
Lifegiving if given within 56 days of death. Attempts at
cultivation and cross-breeding with lilies from warmer
climates have been largely unsuccessful.
VULCURAX (RM 654, h-J-9, A, 1,000 GP, AF 0):
A rare
enchanted creeper native to the canopies of tropical rain
forests. Its leaves closely resemble those of poison ivy,
but its tiny flowers and large berries are bright purple.
The berries are Lifegiving if applied (spread on the
forehead or chest) within 30 days of death.
Lifekeeping Agents
CARCATU (RM 646, h-O-7, A, 89 GP, AF 25): A short, golden
green, enchanted grass native to humid, tropical ocean
shores.
When crushed and applied to the patient's
forehead, it is Lifekeeping for one day.
DEGIIK (RM 647, h-O-5, I, 100 GP, AF 10): A short to
medium-sized enchanted bush native to humid, tropical
ocean shores. It grows up to 4' tall; it has bright
green, oval leaves about 2" long, pale pink flowers with
five petals about 1" wide, and small red berries. Its
young leaves are edible and Lifekeeping for one day.
OLVAR (RM 651, f-O-6, I, 200 GP, AF 20): A small enchanted
perennial native to frigid ocean shores. It has round,
hairy, light green leaves about 0.5" long.
Its tiny

blood-red flowers and dull red fruit grow in tight


clusters on 4" long spikes. The flowers are edible and
Lifekeeping for 2-20 days. Warning: If ingested, the
fruit is a level 2 nerve poison. Note: A subspecies
found in alpine tundra regions (f-A-7), particularly in
saline soils, has identical properties.
PATHUR (RM 652, a-H-4, B/A, 35 GP, AF 7): A small enchanted
shrub related to the sage, native to arid scrublands.
When rubbed on the patient's chest, a broth brewed from
its water-storing root nodules is Lifekeeping for one
hour. Warning: If ingested, this broth is a level 2
nerve poison.
Muscle, Cartilage, and Tendon Repair Agents
Cartilage
ARNUMINAS (RM 655, m-S-2, A, 6 GP, AF 8): A short wild rose
native to mild, temperate shortgrass prairies. It has
light pink to white flowers. When crushed and applied to
the wounded area, arnuminas leaves double the healing rate
for sprains, torn ligaments, damaged cartilage, and
related injuries.

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DAGMATHER (RM 658, s-S-5, B/A, 28 GP, AF 12): A short,


enchanted, thorny bush native to semiarid to temperate
shortgrass prairies.
It has light green leaves,
attractive yellow flowers, and burrs. A broth or poultice
brewed from either the seed spines or the thorns and
applied to a wound heals damaged cartilage.
EBUR (RM 659, m-O-4, I, 22 GP, AF 18): A short enchanted
tree closely related to ebur, native to mild, temperate
ocean shores. It grows up to 25' tall with a single
straight trunk. It has dark green, oval leaves about 2"
long, pale yellowish-white flowers with eight petals about
1" wide, and yellow-brown nuts. Its edible flowers repair
sprains.
HEGHEG (RM 660, h-S-8, A, 25 GP, AF 5): A thorny bush
native to tropical grasslands or savannas. It has small
gray-green leaves, 1.5" reddish-yellow flowers with eight
petals, and 2" seed pods. When ground into paste and
applied to a wound, its younger roots heal damaged
cartilage.
TARFEG (RM 661, h-O-7, I, 23 GP, AF 3): A short enchanted
tree closely related to ebur, native to humid, tropical
ocean shores. It grows up to 20' tall with a single
straight trunk. It has dark green, oval leaves about 2"
long, pale greenish-white flowers with eight petals about
1" wide, and yellow-brown nuts. Its edible flowers repair
sprains.
Muscle
ARPSUSAR (RM 656, t-F-5, B/A, 30 GP, AF 15): A mildly
enchanted cattail native to cool, temperate wetlands and
streams. A broth or poultice brewed from its stalks and
applied to a wound heals damaged muscles.
CURFALAKA (RM 657, h-J-7, I, 40 GP, AF 6): A rare enchanted

canopy tree of tropical rain forests. Its edible orangered, pear-shaped fruit heals damaged muscles.
Nervous System Restoratives
BELRAMBA (RM 662, s-C-6, B, 60 GP, AF 20): A greenish-black
lichen native to semiarid coniferous forests, related to
wifurwif. It thrives on pine resins, so it is found most
frequently growing on rocks surrounded by pines. A tea
brewed from a properly gathered and cleaned half-ounce dose
of belramba contains a powerful and potentially addictive
drug which repairs damaged nerves.
CULAN (RC1 08, B, 15 GP, AF 3): An herb mixture usually made
into tea or used as seasoning in soup. Culan is an antispasmodic drug used to treat conditions like epilepsy; it
also reduces the effect of certain poisons (GM discretion).
Its active ingredient is culan rye (h-T-4), a grass which
closely resembles rye, originally native to tropical
tallgrass plains or savannas, now cultivated.
FELMATHER (RM 642, m-O-5, I, 105 GP, AF 15): A short enchanted
bush adapted to mild, temperate regions with highly saline
and sandy soils, such as beach-front dunes. Its edible but
bitter leaves have two magical properties; the first allows
the user to mentally summon one "friend" (beasts or folk)

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within a range of 300' times the user's level, while the


second relieves the effects of coma.
HOAK-FOER (RM 805, s-S-2, I, 67 GP, AF 30): A wildflower of
the composite family native to semiarid to temperate
shortgrass prairies which resembles the daisy. Its edible,
beautiful white flowers contain a powerful hallucinogenic
drug which cures mind loss and mental diseases, but prevents
all movement for 1-10 weeks.
KLANDUN (RC1 18, h-B-6, I, 300 GP, AF 3): A fern native humid,
tropical areas near water. Its edible leaves contain a drug
capable of curing most forms of paralysis (as the spell
"Paralysis Cures," Closed Channeling list "Nerve Law"),
including thrayniis, which do not require nerve regeneration
(GM discretion).
TATHARSUL (RM 715, 75 GP per 4-oz slice or 690 GP per 10-slice
loaf, AF 15): An enchanted pumpkin bread which tastes of
pumpkin and lemon and keeps fresh for 1-2 months. Tatharsul
is an effective remedy for many nerve diseases and injuries
(GM discretion); when effective, it restores the user's
nervous system to normal in 1-10 rounds.
Its active
ingredient is tathar lemon juice; the tathar lemon (t-O-3)
is a short, shrubby, thorny tree native to cool, temperate
ocean shores and other saline soils.
TERBAS (RM 663, m-D-3, A, 2 GP, AF 4): A low-growing plantain
relative native to mild, temperate deciduous forests. When
applied to the area of a nerve injury, its dark green, 4"-6"
leaves double the rate of healing.
WIFURWIF (RM 664, t-M-7, I, 55 GP, AF 15): A dark green lichen
native to cool, temperate mountain regions, related to
belramba. When properly gathered and cleaned, wifurwif is

edible; a half-ounce dose contains a powerful drug which


repairs damaged nerves.
YUTH (RM 665, h-J-8, I, 29 GP, AF 8): A rare tropical orchid
whose pale lavender, edible flowers are both a universal
antidote for nerve venoms and a restorative for poisoninduced nerve damage.
Obstetrical Agents
HARLINDAR (RC1 15, B, 50 GP, AF 0): An herb mixture usually
made into tea or used as seasoning in soup.
In most
circumstances, harlindar assures safe childbirth (GM
discretion) and improves the mother's nutritional balance.
Its active ingredient is harlindar grass (s-S-4), which
closely resembles bluegrass, originally native to semiarid
to temperate shortgrass prairies, now widely cultivated.
Organ Repair Agents and Preservatives
General
GILDARION (RC1 13, A, 350 GP, AF 20): A salve made from an
herb mixture, gildarion repairs damaged organs with a
recovery time of 1-10 days (subject to the racial recovery
multiplier). Its active ingredient is gildar (h-J-7), an
orchid native to tropical rain forests, related to tarnas
and wek-wek, which has 2" purplish-white flowers.
SIRAN (RM 671, s-S-6, I, 80 GP, AF 31): An enchanted clove
native to semiarid to temperate shortgrass prairies. When

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eaten, the cloves magically restore one organ or area of


the body. Warning: Siran is toxic. It causes a skin
rash which reduces Presence to 10% of the normal score and
which causes bleeding at 6 hits per round when afflicted
skin is exposed to full sunlight; these effects heal
slowly in 4-6 weeks.
TARNAS (RM 673, h-J-6, B, 220 GP, AF 60): An orchid native
to tropical rain forests, related to gildar (see
gildarion) and wek-wek.
It has 2" yellowish-white
flowers. A tea prepared from its root nodules repairs
damaged organs, but causes nausea for 1-10 hours (-50% to
all actions) and is highly addictive.
WEK-WEK (RM 674, h-J-8, B, 220 GP, AF 50): An orchid native
to tropical rain forests, related to gildar (see
gildarion) and tarnas. It has 3" pink flowers. A tea
prepared from its root nodules repairs damaged organs,
without the side effects of tarnas, but it is still highly
addictive.
Hearing
FEBFENDU (RM 668, c-F-4, B, 90 GP, AF 24): An enchanted
water plant related to and frequently mistaken for the
water lily, native to cool, temperate wetlands and
streams. It has dark green rounded-heart-shaped leaves
which float on the water and beautiful large yellow
flowers. When its root tubers are boiled, the tea or
broth restores hearing.
KAKDURAM (RM 669, h-J-7, I, 90 GP, AF 6): A rare mid-level
tree of tropical rain forests. Its edible, fig-shaped

brown fruit restores hearing.


Limb Reattachment and Regeneration
AWN (RC1 03, t-D-9, B, 1,900 GP, AF 20): A rare enchanted
elm originally native to cool, temperate forests, now
cultivated, although with some difficulty. It is shorter
than most elms, rarely exceeding 30' tall. Its emerald
green leaves are veined and edged in reddish gold, turning
entirely red-gold in autumn. A tea brewed from awn bark
(the soft inner part) can rejoin severed limbs, acting as
all the necessary "Joining True" spells (Closed Channeling
healing lists) simultaneously.
Warning:
Even small
overdoses of awn tea are dangerous.
For every ounce
ingested over the recommended four, the user must resist a
level 15 circulatory poison.
KOLANDOR (RC1 20, h-D-9, A, 15,000 GP, AF 0): An extremely
rare enchanted elm native to the cooler areas of tropical
rain forests (higher altitudes) and warmer areas of
temperate rain forests. It is taller than most elms,
often exceeding 200'. Its dark green leaves have gold
veins and undersides, turning entirely gold in autumn. A
poultice made from kolandor leaves can completely
regenerate severed limbs in six months, subject to racial
recovery multipliers.
Unfortunately, attempts at
cultivation and cross-breeding with elms from other
climates have not been successful.
Preservation

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BERTERIN (RM 667, m-D-3, B, 19 GP, AF 20): A pale green


moss native to mild, temperate deciduous forests, normally
found growing on oak trees. When properly cleaned and
brewed, berterin broth preserves organic material (up to
body size) for one day. Warning: If ingested, this broth
is a level 5 reduction poison which attacks the
gastrointestinal system.
PASAMAR (RM 670, h-S-8, B, 75 GP, AF 40): A short, fine,
dark green grass, related to siriena, native to tropical
grasslands or savannas, which grows in tight clumps. When
properly cleaned and brewed, pasamar broth preserves
organic material (up to body size) indefinitely. Warning:
If ingested, this broth is a level 15 reduction poison
which attacks the gastrointestinal system.
SIRIENA (RM 672, s-S-5, B, 70 GP, AF 27): A short, fine,
dark green grass, related to pasamar, native to semiarid
to temperate shortgrass prairies, which grows in tight
clumps. When properly cleaned and brewed, siriena broth
preserves organic material (up to body size) for one week.
Warning: If ingested, this broth is a level 12 reduction
poison which attacks the gastrointestinal system.
SLAGEN (RC1 31, t-C-6, A, 120 GP, AF 24): A dark green moss
native to cool, temperate coniferous forests.
When
cleaned and applied to a severed limb, slagen will
preserve it indefinitely.
Sight

BALDAKUR (RM 666, c-M-8, B, 102 GP, AF 7): A rare enchanted


carrot, related to atigax, native to cold mountains. A
stew made from its tough (essentially inedible) central
root tuber magically restores sight, short of those
injuries requiring regeneration.
UCASON (RC1 37, m-O-7, I, 75 GP, AF 40): An enchanted grass
closely related to ul-ucason, native to temperate ocean
shores, usually found growing on dunes. When crushed and
dried, its very dark green leaves may be smoked like
tobacco; the euphoric smoke cures blindness, short of
those injuries requiring regeneration.
UL-UCASON (RC1 38, m-O-8, I, 250 GP, AF 80): An enchanted
grass closely related to ucason, native to temperate ocean
shores, usually found growing on dunes. When crushed and
dried, its dark blue-green leaves may be smoked like
tobacco; the euphoric smoke restores (regenerates) the
user's eyes and cures non-genetic blindness.
Physical and Mental Ability Alteration Agents and Enhancers
Breathing Aids
AGAATH (RM 675, e-G-2, I, 5 GP, AF 3): A tiny, low-growing,
enchanted plant native to glaciers and permanent
snowfields, usually found in sheltered crevices. It has
pale green leaves, small yellow flowers, and wax-colored
berries. The berries are edible and enable the user to
breathe normally in air with low oxygen levels (to 25%
normal) for 12 hours. Agaath may be used once every other
day with no risk of addiction.

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GYLVIR (RM 681, m-O-6, I, 45 GP, AF 20): An edible but


slimy and utterly foul-tasting algae found on temperate
saltwater shores. It turns an air-breather into a waterbreather (only) for four hours.
Mental Ability Enhancers
BRELDIAR (RM 678, m-V-4, I, 25 GP, AF 7): A climbing rose
related to brorkwilb, native to temperate areas with
heavily volcanic soil. Its beautiful, edible 1" crimson
flowers contain a mildly euphoric drug which gives the
user +50 to cast and overcast spells, to all perception,
and to missile attacks for one hour, at the cost of -30 to
physical maneuvers and melee.
BRELDIAR HIPS (AF 35): The ripe fruit of the breldiar
rose contains the euphoric drug in much more
concentrated form, increasing the effects listed above
to +100 and -75 for one hour, afterwards causing the
user to fall into a coma-like sleep for 2-4 hours.
BRORKWILB (RM 802, m-V-3, I, 9 GP, AF 45): A climbing rose
related to breldiar, native to temperate areas with
heavily volcanic soil. Its beautiful, edible 1" pink
flowers contain a powerful, fairly addictive euphoric drug
which allows the user to share the dreams of one family
member who lies within the range of 100 miles times the
user's level. Warning: A large overdose (4 or more doses

at once) acts as a level 9 nerve poison.


FELMATHER (RM 642, m-O-5, I, 105 GP, AF 15):
A short
enchanted bush, distantly related to fukavar, adapted to
mild, temperate regions with highly saline and sandy
soils, such as beach-front dunes. Its edible but bitter
leaves have two magical properties; the first allows the
user to mentally summon one "friend" (beasts or folk)
within a range of 300' times the user's level, while the
second relieves the effects of coma.
FUKAVAR (RC1 12, t-I-6, I, 230 GP, AF 25): An enchanted
bush, distantly related to felmather, native to cool,
temperate islands and other well-watered areas with saline
soil. When crushed and dried, fukavar flowers may be
smoked like tobacco; the euphoric smoke allows the user to
mentally summon one friendly individual within a range of
20 miles.
GRAPELEAF (RM 682, m-D-6, I, 7 GP, AF 18): A vine related
to the honeysuckle, originally native to temperate forests
but now widely cultivated as an herb and ornamental. As
suggested by its name, its leaves are shaped like those of
wild grapes, but its silver-white flowers are almost
identical to those of honeysuckle. The flowers gain a
rich, sweet, dreamy odor from their intoxicating nectar,
which when ingested in fairly large quantities (i.e. a
half-ounce dose) causes intoxication (actions at 50) and
dreams (1-4 as the "Dream" spells) for two hours and also
serves as one day's nutrition. Grapeleaf is also used in
cooking, perfumes, and beekeeping.
JOEF (RM 683, t-B-3, I, 35 GP, AF 23): A bush native to
cool, temperate streambeds, particularly seasonally dry

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ones, distantly related to coca. Joef powder, which is


prepared by boiling the dark green leaves in vinegar,
straining the extract, then evaporating the extract, which
may be ingested by inhalation or absorption under the
tongue; it allows the user to mentally summon one known
sentient friend with a range equal to 100 feet times the
user's level. If eaten raw, the bitter leaves act as a
mild stimulant like caffeine or coca.
RUD-TEKMA (RM 689, h-J-6, I, 25 GP, AF 10): A creeper of
the rose family native to tropical rain forests.
Its
small edible fruit gives the user +20 to cast and overcast
spells for one hour, at the cost of -20 to maneuvers and
melee. There is a 10% chance any spell cast under the
influence of this drug will be cast on the nearest
unintended target.
SPLAYFOOT (RM 690, m-F-4, B, 23 GP, AF 16):
A highly
enchanted (blessed) dandelion originally native to cool,
temperate wetlands and streams, now widely cultivated. It
has bright green splayed leaves with golden edges,
beautiful golden flowers, and a root system which
frequently grows 4' deep. For those who are "good in
heart," a tea brewed from splayfoot seeds instills

confidence and singleness of purpose (+25 to all actions)


for 1-4 hours.
TUKAMUR (RM 810, s-S-4, B, 38 SP, AF 100): A bluish-green
grass native to semiarid to temperate shortgrass prairies.
Tukamur contains a powerful, dangerously addictive
euphoric drug which is prepared by boiling the grass,
straining the extract, and boiling again to condensing the
extract into a syrup. It allows two users, both under the
influence of tukamur syrup, friendly to one another, and
lying within a range of 50 miles times their average level
to share dreams. If eaten raw, tukamur grass is sweet and
mildly euphoric, making the user -25 to all actions for 30
minutes (AF 10).
In many areas, tukamur has been
eradicated by herders attempting to keep livestock away
from it.
Physical Ability Enhancers
ELBEN'S BASKET (RM 680, t-S-7, B, 10 GP, AF 15):
A
sunflower native to cool, temperate shortgrass prairies
which closely resembles the common sunflower except its
flowers are white, not yellow. A tea brewed from its
roots contains a powerful heart stimulant. Although it
has uses in treating heart disease, it is mainly used as a
combat stimulant because it can double the user's speed
for one round. Warning: If taken more than once per
hour, Elben's-basket tea is a level 3 circulatory poison.
HESGURATU (RM 713, 45 GP per 4-oz slice or 350 GP per 10slice loaf, AF 10): An enchanted whole-wheat bread which
tastes of wheat and onions and keeps fresh for one month.
Hesguratu doubles the user's strength for 6 rounds, or
longer for races with recovery multipliers less than 1.0,
resulting in double damage inflicted upon foes and +10 to
OB. Its active ingredient is sap from the guratu (c-M-3),

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a tough succulent related to jojojopo and kathkusa, native


to cold mountain and arctic regions.
KATHKUSA (RM 684, f-W-3, I, 50 GP, AF 35):
A tough
succulent related to jojojopo and guratu (see hesguratu),
native to frigid wastes, both alpine and arctic.
Its
marginally edible, dark green leaves contain a powerful
combat stimulant which doubles the user's strength for 110 rounds, resulting in double damage inflicted upon foes
and +10 to OB.
KIRSEMAL (RC1 17, c-I-4, B, 110 GP, AF 22): A rare spruce
originally native to cold island forests, now cultivated.
It is shorter than most spruces, rarely exceeding 20'
tall, and has blue-green needles which grow in clusters of
five. A tea brewed from kirsemal bark (the soft inner
part) contains a powerful combat stimulant which triples
the duration of all Adrenal Moves for one hour, or longer
for races with recovery multipliers less than 1.0.
ZULSENDURA (RM 692, a-U-4, I, 70 GP, AF 22): A mushroom
originally native to dry limestone caverns, now
cultivated, although with a high degree of difficulty.

Zulsendura mushrooms contain a powerful stimulant which


Hastes the user as the "Haste" spells for 3 rounds,
beginning on the round following ingestion.
Protectives
KILMAKUR (RM 685, h-S-7, B/A, 65 GP, AF 33): A small thorny
tree native to tropical grasslands or savannas. A salve
brewed from its roots protects the wearer from flame and
heat for 1-10 hours as the "Fire Armor" spell (Closed
Essence list "Elemental Shields").
Restoratives and Relaxants
ANKII (RM 676, s-B-7, I, 100 GP, AF 9): A thorny vine
related to the blackberry, native to semiarid to temperate
streambeds, particularly seasonally dry ones. Its dark
violet, delicious berries immediately restore the user as
does a good night's sleep. Warning: Ankii is toxic. It
can dangerously lower temporary Constitution (1 point for
the first use in a given week, 5 points for the second, or
25 points for the third).
ARUNYA (RM 801, m-S-3, B, 2 BP, AF 50): A dandelion related
to hugar, originally native to temperate shortgrass
prairies, now cultivated. It has dark green leaves, amber
to burnt-orange flowers, and a root system which
frequently grows 2'-4' deep. A tea brewed from its roots
causes sleep and quick unconsciousness; one hour of
arunya-induced sleep is equivalent to four hours of normal
sleep. Warning: Arunya tea contains a highly addictive
barbiturate. A serious overdose (3 or more doses at once)
acts as a level 10 respiratory poison.
GALENAS (RM 803, m-H-4, I, 5 SP, AF 10): A tall plant of
the hemp family, related to swuth, originally native to
temperate scrublands and moors, now cultivated.
When
dried and slowly burned, galenas leaves produce an
incense-like smoke which fills a 20' radius volume,

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relaxing all persons within (75 to all actions) for 1-10


rounds.
GALENAS, SWEET (RC1 32, m-H-2, I, 5 SP, AF 5): A less
potent, sweeter variety of galenas. When dried, sweet
galenas leaves may be smoked like tobacco; the smoke
relaxes the user (75 to all actions) for 1-10 rounds.
HUGAR (RM 806, h-O-4, I, 1 SP, AF 33): A dandelion related
to arunya, originally native to humid, tropical ocean
shores, now cultivated. It has dark green leaves, orange
to red flowers, and a root system which frequently grows
2'-4' deep. Its edible roots cause sleep and quick
unconsciousness; one hour of arunya-induced sleep is
equivalent to six hours of normal sleep. Warning: Hugar
roots contain an addictive barbiturate.
A serious
overdose (3 or more doses at once) acts as a level 12
respiratory poison.
MIRUVOR (I, AF 1): The famous enchanted Elven Brandy, made
in secret by many of the great Elven lords and given away

to the deserving, never sold.


Each preparer has a
slightly different recipe. Miruvor renews the user's
Endurance up to three times per day and adds +30 to the
user's resistance rolls against fatigue and mental attacks
for three hours. It is also reputed to have a number of
other beneficial effects, but like all stimulants, the
user cannot benefit from it indefinitely.
SILRAEN (RC1 29, s-H-2, B, 1 BP, AF 3): A small shrub
related to heather, native to semiarid and temperate
scrublands. When properly refined, silraen leaves contain
an analgesic and sleep-inducing drug. Silraen is prepared
by boiling its tiny gray-green leaves in water, then
straining the extract. It may be used in this form, but
in normal practice the extract is allowed to evaporate
into powder, which has a much longer shelf life and can be
measured much more accurately.
The powder is then
dissolved into water and ingested. Warning: Overdoses of
silraen can be dangerous. For every ounce ingested over
the recommended four, the user must resist a level 1 nerve
poison.
SWIGMAKRIL (RM 808, a-Z-6, I, 50 GP, AF 25): A desert
cactus related to the euphorbia.
Its edible, nightblooming white flowers contain a powerful relaxant (30 to
all actions) which also allows the user to take twice the
usual amount of concussion hits before passing out,
although death due to hits occurs at the normal total; the
effects last 1-2 hours.
SWUTH (RM 809, h-O-4, I, 4 SP, AF 3): A tall plant of the
hemp family, related to galenas, originally native to
humid, tropical ocean shores, now cultivated. When dried,
swuth leaves may be smoked like tobacco. The invisible
swuth smoke relaxes (75 to all actions) the user for 1-10
rounds.
Sense Enhancers
ALSHANA (RM 701, 35 GP per 4-oz slice or 290 GP per 10-slice
loaf, AF 5): An enchanted wheat bread which tastes of

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raisins and carrots and keeps fresh for 1-2 months.


Alshana gives the user Infravision (minimum 300') for one
hour, or longer for races with recovery multipliers less
than 1.0. Its active ingredient is shanku-nut flour;
shanku (t-T-2) is a tall shrub related to hazelnut and
klagullu (see klagul), native to cool, temperate tallgrass
prairies and steppes.
ATIGAX (RM 677, f-H-4, B/A, 40 GP, AF 12): A dwarf carrot,
related to baldakur, native to frigid scrublands and
moors, usually found in well-watered sandy soil. Atigax
root tubers may be boiled into a thick broth, which when
applied to the eyes will protect them from intense or
glaring light, allowing sight despite sudden or blinding
light. The effect lasts for 9 hours, or longer for users
with recovery multipliers less than 1.0. In addition,
once boiled, the root tubers are edible.

BLUE EYES (RM 679, m-S-7, B, 15 GP, AF 25): A wildflower of


the composite family native to temperate plains which
resembles the marigold. Its beautiful royal blue flowers
contain a powerful drug, which when brewed into a tea and
ingested enhances the user's vision, both extending
perception range (3x) and giving mild Infravision
capabilities (minimum 50' range). The effects last for 3
hours, or longer for users with recovery multipliers less
than 1.0. Warning: If taken a second time during a
single day, blue eyes is a level 5 conversion poison
causing blindness.
KLAGUL (RM 686, s-S-3, B, 27 GP, AF 7): The buds of the
klagullu, a tall shrub related to hazelnut and shanku (see
alshana), native to semiarid to temperate scrublands and
shortgrass prairies. Both its late winter buds (called
klagul), which must be brewed into a tea, and its edible
autumn nuts (called marku) contain an enchantment which
gives the user Infravision for 6 hours, or longer for
races with recovery multipliers less than 1.0.
KYKYKYL (RM 714, 50 GP per 4-oz slice or 440 GP per 10-slice
loaf, AF 6): An enchanted ginger bread which tastes of
garlic, carrots, and ginger and keeps fresh for 2-20
weeks. Kykykyl allows the user to see with complete
clarity (as on a cloudless day) for one hour, or longer
for races with recovery multipliers less than 1.0,
regardless of weather, lighting conditions, or eye
injuries (unless the eye is destroyed).
Its active
ingredient is kykykyl powder; kykykyl (m-D-2) is a garlic
relative originally native to temperate forests, now
cultivated.
MARKU (RM 687, s-H-6, I, 30 GP, AF 5): The nuts of the
klagullu (see klagul). Although more useful than the buds
(klagul), good nuts (marku) are harder to find.
MEGILLOS (RM 688, c-M-3, I, 12 SP, AF 19): A willow native
to cold mountain regions, usually found growing near water
or in aspen groves. Its long, narrow, dark green leaves
have silver veins and white undersides, making them
resemble the "white swords" of the tree's Elven name.

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These leaves are edible, though sour, and contain a drug


which doubles the user's visual perception range for 10
minutes, or longer for races with recovery multipliers
less than 1.0. Megillos is also prized for its hard white
wood, which has a +10 enchantment value (magic column) and
a reasonably low alchemical inertia factor of 3.
YARAN (RM 691, t-S-2, I, 9 SP, AF 7): A wildflower of the
lily family originally native to cool, temperate
shortgrass prairies, now cultivated, primarily as an
ornamental. Its attractive red-orange flowers closely
resemble those of the tiger lily, with which it is often
confused. Yaran pollen is edible and enhances the user's
senses of taste and smell by +50 for one hour, or longer
for races with recovery multipliers less than 1.0.

ZUR (RM 693, c-U-4, B, 12 GP, AF 8): A fungus distantly


related to corn rust, native to cold caverns, most
frequently found near water. When properly cleaned and
brewed, zur enhances the user's senses of smell, taste,
and hearing by +50 and triples their range for one hour,
or longer for races with recovery multipliers less than
1.0.
Statistic Modifiers
GORT (RM 804, h-J-5, I, 10 GP, AF 20): An orchid native to
tropical rain forests. It has 1" purplish-white flowers.
Its dark green, edible leaves contain an euphoric
hallucinogen which adds 10 to the user's Presence for 2
hours, but afterwards the user acts at 50 for 1-10 hours.
LESTAGII (RM 694, a-Z-9, I, 520 GP, AF 45): The ambercolored hexagonal crystal of auropyrinine, a complex,
possibly enchanted amino acid secreted by several species
of golden fire ants (genus Auropyrica), all native to hot,
dry deserts or dune seas. Lestagii crystals are so rare
because they are highly water-soluble; any exposure to
water destroys them. Lestagii is edible and extremely
sweet, but is valuable primarily because it can restore
any statistic losses other than those due to age; however,
it affects only one statistic at a time, the one most
heavily damaged.
MERRIG (RM 695, s-S-8, B, 90 GP, AF 50): A small, very
thorny wild rose bush native to semiarid to temperate
shortgrass prairies. Its leaves look like those of other
roses; its flowers have five red-veined and red-edged
white petals and yellow centers. A tea brewed from merrig
thorns contains a drug which can increase the user's
Presence score by 5 points for one day, so it is
particularly
prized
by
Mentalism
spell-users.
Unfortunately, merrig tea is highly addictive, and
withdrawal causes the loss of 10 points from Constitution
and 15 points each from Reasoning and Memory; these losses
heal naturally at one point per month.
Poison Antidotes
Circulatory
MENELAR (RM 603, f-C-5, B, 65 GP, AF 4, level 7): A rare
dwarf spruce of frigid coniferous forests, found most

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frequently near the timber line. It has dark blue-green


needles which grow in clusters of five and long, tapering,
dark brown cones. A tea brewed from the mature but
unopened cones contains an antidote for circulatory
poisons.
SINDOLUIN (RC1 30, m-T-2, B, 2 SP, AF 0, level 5):
A
wildflower of the composite family native to temperate
tallgrass plains and steppes which resembles the daisy.
When properly refined, sindoluin flowers contain an
anticoagulant drug used to treat heart disease, stroke,
and related illnesses, and is also an antidote for bloodclotting poisons (GM discretion). Sindoluin is prepared

by boiling the golden flowers in water, then straining the


extract. Warning: If used improperly, sindoluin can
cause a patient to bleed to death.
VALANAR (RC1 39, h-O-9, I, 1,000 GP, AF 0, level 10): A
bush native to tropical ocean shores and rain forests,
related to coca. Its edible, dark green leaves contain a
powerful drug which cures the effects of the circulatory
poison karfar (no RR) and acts as an antidote for most
other circulatory poisons (GM discretion).
Conversion
QUILMUFUR (RM 605, m-C-7, B, 49 GP, AF 1, level 8): A rare
floor plant of temperate coniferous forests, found most
frequently near clearings or aspen groves. It has dark
green leaves with five leaflets, a large night-blooming
white flower, and a cluster of white berries.
A tea
brewed from its roots contains an antidote for conversion
poisons. Warning: If ingested, the leaves, flowers, and
fruit contain a reduction poison which attacks the
gastrointestinal system at level 2, 4, or 8, respectively.
Muscle
ARGSBARGIES (RM 601, a-Z-5, I, 38 GP, AF 7, level 4): A
desert daisy adapted to rapid growth and reproduction
within the week following a rain. Its bright yellow,
edible 1" flowers contain an antidote for muscle poisons.
Nerve
DURAD (RC1 09, h-O-8, I, 2,000 GP, AF 0, level 30): A bush
native to humid, tropical ocean shores and other warm
areas with saline soil. It has emerald green 2" pointed
oval leaves and small red flowers which produce small
brown nuts. Its edible roots contain a powerful drug
which slows the deadly nerve reduction poison morgurth by
50%-85% (no RR) and acts as an antidote for most other
nerve and reduction poisons (GM discretion).
SHEN (RM 606, t-F-6, I, 27 GP, AF 3, level 4): An ivy
native to cool, temperate river and creek banks and
wetlands. Its dark green, three-fingered leaves are
edible and contain an antidote for nerve poisons.
VIPERSWEED (RC1 41, m-H-4, B, 15 GP, AF 0, level 3): A
wildflower of the composite family which resembles the
marigold, native to temperate scrublands. A tea brewed
from its roots contains a powerful drug which cures the
effects of the nerve poison asgurash or asgurath (no RR)

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and acts as an antidote for most other nerve poisons (GM


discretion).
Reduction
DURAD (RC1 09, h-O-8, I, 2,000 GP, AF 0, level 30): A bush
native to humid, tropical ocean shores and other warm
areas with saline soil. It has emerald green 2" pointed
oval leaves and small red flowers which produce small
brown nuts. Its edible roots contain a powerful drug
which slows the deadly nerve reduction poison morgurth by
50%-85% (no RR) and acts as an antidote for most other

nerve and reduction poisons (GM discretion).


ELDAANA (RM 602, c-O-4, B, 99 GP, AF 2, level 9): A mildly
enchanted creeper native to cold ocean shores. It has
dark green, arrow-shaped leaves, white five-petaled
flowers with blue centers, and dark blue berries. A tea
brewed from its leaves contains an antidote for reduction
poisons which also reverses the effect of the curse
"Ugliness of Orn."
Respiratory
MOOK (RM 604, t-M-3, I, 30 GP, AF 5, level 3): A shrub
native to cool, temperate mountains. It has light green
leaves which resemble those of the silver maple, small
pink flowers, and pink berries. The berries are edible,
considered a delicacy in some cultures, and contain an
antidote for respiratory poisons.
Universal
ARDUVAAR (RC1 02, s-Z-9, B, 5,000 GP, AF 0, level 100): A
shrub related to mesquite, native to deserts (but not dune
seas) and semiarid regions.
When properly refined,
arduvaar leaves contain an extremely powerful universal
antidote. Arduvaar is prepared by boiling its tiny graygreen leaves in strong alcohol, then straining the
extract. It may be used in this form, but in normal
practice the extract is allowed to evaporate into powder,
which has a much longer shelf life and can be measured
much more accurately. The powder is then dissolved into
wine or spirits and ingested.
Warning:
Even small
overdoses of arduvaar are dangerous. For every ounce
ingested over the recommended four, the user must resist a
level 20 poison or lose 1-10 points each of temporary
Constitution and Strength; furthermore, for every tenth
temporary point lost, the user loses one point from the
potential.
ELENDIL'S BASKET (RC1 10, f-H-3, B, 8 GP, AF 0):
A
sunflower native to frigid scrublands which closely
resembles the common sunflower except it is much shorter,
rarely exceeding 1' tall. A tea or broth brewed from its
roots purifies water (permanently) and slows the progress
of poisons by a factor of 10 for 12 hours (no RR).
Although Elendil's-basket tea is not addictive, the
maximum number of effective doses is one per day.
LAURRE (RC1 21, f-V-9, I, 29,500 GP, AF 0, level 120): A
small, rare, powerfully enchanted member of the lily
family, native to arctic and alpine tundra with heavily

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volcanic soil. It has dark green 3" bladed leaves and


brilliant gold and purple flowers which resemble those of
the Easter lily in miniature. Its edible but bitter
flowers contain an extremely powerful drug which cures the
effects of the deadly nerve reduction poison morgurth (no
RR) and acts as an antidote for most other poisons (GM
discretion). Attempts at cultivation and cross-breeding
with lilies from warmer climates have not been successful.

NAZA (RC1 25, e-W-9, I, 6,800 GP, AF 3, level 100): A


small, highly enchanted dandelion, related to ul-naza,
native to arctic and alpine frozen wastes. It has pale
green leaves with reddish edges, red-tinged golden
flowers, and a root system which frequently grows more
than 6' deep. Its edible leaves contain an extremely
powerful, immediately effective universal antidote.
NELTHANDON (RC1 26, s-R-1, I, 1 BP, AF 0): A wildflower of
the composite family native to semiarid rolling hills
which resembles the marigold. When eaten, its light green
leaves are an emetic, inducing vomiting in 20 minutes or
less. (Vomiting is an effective treatment for many
ingested poisons, GM discretion.)
UL-NAZA (RM 607, s-W-8, I, 430 GP, AF 9, level 50): A
small, highly enchanted dandelion, related to naza, native
to semiarid wastes and scrublands. It has dark green
leaves with reddish edges, red-tinged golden flowers, and
a root system which frequently grows 6' deep. If eaten
raw within one day of a poisoning, its leaves contain a
potent universal antidote.
Poisons (Refined)
Circulatory
ATHANAR (RC1 01, m-T-5, L, 600 GP, level 15):
A gray
condensed venom obtained from the athanar viper, a large
(6'-8') gray and black snake of the pit viper family
Crotalidae, native to temperate tallgrass plains or
steppes. Athanar attacks the victim's entire circulatory
system, weakening Constitution by 5-50 temporary points
per dose and 1 permanent point for every 10 temporary
points; at minimum, has no ill effects.
Note:
Raw
athanar has the same effects but is level 5.
CARNEGURTH (RM 901, a-Z-4, L, 53 GP, level 1): A reddish
juice prepared by pressing the beautiful, brilliant
crimson flowers of carnegurth, a barrel cactus native to
fertile deserts (not dune seas).
Carnegurth causes
massive blood clotting and death in 1-100 hours. Note:
The unpressed flowers and fruit are also somewhat toxic,
acting as a generic level 0 circulatory poison.
DAXAMAS (RC1 10, m-F-7, Pd, 400 GP, level 15): A yellowishwhite powder refined from the leaves of the daxa, a waterloving plant related to the cattail. Daxamas is refined
by boiling daxa leaves, straining the extract, then
allowing it to evaporate. Daxamas damages the heart,
causing natural-seeming heart disease; at minimum, it has
no ill effects.

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ETARKA (RC1 12, m-F-5, P, 120 GP, level 2): A white paste
prepared from the roots of the vandar, a potato relative
native to temperate freshwater coasts and wetlands.
Etarka is prepared by boiling vandar roots to soften them,
then grinding them into paste with a mortar and pestle.
Etarka causes slow death by destroying the circulatory

system, beginning at its point of entry. Note:


Raw
vandar roots have the same effect.
GARTAAN (RC1 14, h-J-8, L, 350 GP, level 15): A clear
liquid obtained from the sap of the ky, a large waterstoring vine native to tropical rain forests. Gartaan
causes severe hemophilia; at minimum, it has no ill
effects.
JEGGARUKH (RM 902, m-U-5, Pd, 71 GP, level 6): A black
powder refined from the guano of the jegga bat (see jegga)
which inflicts 10-100 hits. It is prepared by leaching
jegga guano with strong lye, boiling the extract with
flowers of sulfur, filtering, then allowing the water to
evaporate.
KARFAR (RM 903, h-J-4, P, 142 GP, level 7): Leaf/paste. A
reddish paste prepared from the young leaves of karfar, a
canopy tree of tropical rain forests, related to teak.
Karfar causes the victim's heart to shut down, resulting
in massive shock and death in 2-12 rounds. Note: The raw
leaves, flowers, and fruit are also toxic, acting as a
circulatory poison of level 1, 4, or 2, respectively.
KLYTUN (RM 904, s-B-4, P, 53 GP, level 5): Root/paste. A
golden paste prepared from the roots of klytun, a
wildflower of the composite family native to semiarid to
temperate streambeds, particularly seasonally dry ones.
Klytun causes a coma lasting 1-10 days, modified by the
victim's racial recovery multiplier. Note: All parts of
the plant are toxic, acting as a level 1 circulatory
poison.
SHARDUVAAK (RM 906, a-Z-7, L, 36 GP, level 3): A brown
juice pressed from the berries of sharduvaak, a rare
desert juniper. Sharduvaak slows the victim's blood flow;
the victim is sluggish, at -50 for all activity, and needs
twice the normal amount of sleep. These effects can last
several weeks or months. Note: The raw berries have same
effect but are level 0.
SHARKASAR (RM 905, m-C-6, P, 2 GP, level 10): A brown paste
prepared from the roots of sharkasar, a floor plant of
temperate coniferous forests, found most frequently near
clearings or aspen groves. It has dark green splayed
leaves, a 1" purple and white flower, and a single white
fruit. Sharkasar inflicts 1-10 hits. Note: The fruit is
also toxic, acting as a level 2 circulatory poison.
Conversion
BRAGOLITH (RM 907, c-C-8, L, 120 GP, level 5): A bluish
liquid extracted with wood alcohol (methanol) from the
green phosphorescence-producing glands of the bragolith
firefly, an enchanted species native to cold coniferous
forests. Bragolith is a powerful oxidizer which causes

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most substances (excluding quartz and glass) to


spontaneously combust.
BRITHAGURTH (RM 908, f-F-8, L, 25 GP, level 2): A black
condensed venom obtained from the spines of several

species of stickleback fish native to frigid, rapid fresh


water. Brithagurth causes the tendons in 1-4 appendages
(one per 25% RR failure) to harden, making them useless.
Note: The raw venom has the same effect but is level -2.
HENUIAL (RM 909, c-C-8, L, 80 GP, level 6):
A yellow
concentrated venom obtained from the henuial honey bee, a
mildly enchanted species originally native to cold
coniferous forests, now domesticated and prized for its
honey and beeswax. Henuial converts the optic fluids of
one or both eyes to honey (one for RR failures of 25 or
less, both for RR failures over 25), causing permanent
blindness. Note: The raw venom is also level 6 but only
causes temporary blindness, lasting one hour per 10% RR
failure.
MUILFANA (RM 911, t-C-4, L, 52 GP, level 2): An orange
liquid concentrated from the sap of the muilfana pine, a
species native to cool, temperate coniferous forests with
acidic soils.
Muilfana reacts with certain enzymes
present in mucus, producing a powerful acid which destroys
mucous membrane tissue. Target organs include the eyes,
the respiratory system (particularly the windpipe or
trachea), the digestive system (particularly the
esophagus), the urinary tract, and the genitalia.
ONDOKAMBA (RM 910, c-U-3, L, 29 GP, level 2): A green
condensed venom obtained from the saliva of the ondokamba
bat, an enchanted species native to cold, dry caves.
Ondokamba turns 1-4 hands and/or feet (one per 25% RR
failure) to stone, making each affected area operate at
-75. Note: The raw saliva is also level 2 but only
causes a mild, temporary loss of dexterity in the hands
and/or feet (-15 to actions for 1-4 hours).
TAYNAGA (RM 912, c-C-5, Pd, 27 GP, level 8): A brownish
powder refined from the soft inner bark of the taynaga
fir, a species native to cold coniferous forests. The
powder is prepared by boiling the shredded bark in water,
filtering the extract, then evaporating the extract, which
may be then be ingested orally or by inhalation. Taynaga
sterilizes the victim and inflicts 5-50 hits.
WUCHYGA (RC1 54, a-Z-5, Pd, 100 GP, level 10): A white
powder obtained by grinding the bones of the wuchyga sand
lizard, a desert species of dune seas. Wuchyga alters the
victim's retina, causing extreme light sensitivity,
effectively giving him/her Darkvision but making him/her
act at -50 in bright light or -75 in direct sunlight; at
minimum, it has no ill effects.
Muscle
DYNALLCA (RM 913, h-F-3, P, 14 GP, level 3): A tan paste
prepared from the seven-fingered leaves of dynallca, a
creeper native to tropical river banks and wetlands.
Dynallca destroys the victim's hearing and inflicts 1-10

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hits. Note: If eaten raw, dynallca leaves have the same


effect but are level 0.

JADARAS (RC1 21, h-T-5, L, 750 GP, level 15): A clear oil
extracted from janar, a medium-sized blue-green grass
native to tropical grasslands (both tall- and shortgrass)
or savannas. Jadaras is prepared by boiling janar in soda
water or weak lye. The oil floats to the surface, where
it is collected and filtered. Jadaras causes loss of
coordination and dexterity, leading to losses of 5-50
points each from temporary Agility and Quickness and one
point from potential for every 10 temporary points lost;
at minimum, it has no ill effects.
KAKTU (RM 914, s-S-7, L, 29 GP, level 1): A clear oil
refined from the flowers of kaktu, a member of the
composite family native to semiarid to temperate
shortgrass prairies. Kaktu oil is extracted by boiling
the flowers for several hours in a large container. The
oil floats to the surface, where it is collected and
filtered. Kaktu affects 1-4 appendages (one per 25% RR
failure); the resulting dexterity loss in each affected
area reduces associated maneuver rolls by 1-100 (average
the rolls if more than one area is used). Note: If eaten
raw, the flowers have the same effect but are level -5.
TRUSA (RM 915, h-J-8, P, 31 GP, level 4): A clear paste
refined from the venom of the trusa tree frog, one of a
number of related "poison arrow frogs" native to tropical
forests. The trusa is a small emerald-green frog, rarely
exceeding 1.5", easily recognized by its brilliant red and
yellow vertical stripes and royal blue eyes. The raw
venom may be collected from the frog's back after
irritating or frightening the frog. The venom may be used
raw at attack level 1, or refined to level 4; in either
case, trusa acts in 1-10 rounds, killing the victim on RR
failures of 21+, causing coma and blindness on failures of
11-20, or causing blindness in 1-2 eyes on failures of 110.
Nerve
ACAANA (RM 916, f-M-7, P, 600 GP, level 10): A black paste
prepared from the flower of the acanloth rose, a close
relative of the ul-acanloth rose (see ul-acaana) native to
frigid mountains, particularly the alpine tundra just
above the timber line.
Acaana kills instantly by
destroying the nervous system. Note: If eaten raw, the
flowers act as a generic level 5 nerve poison.
ADDER VENOM (RC1 01, m-D-5, P, 500 GP, level 10): A black
paste condensed from the venom of several species of
adder, all small to medium snakes of the viper family
Viperidae, most native to temperate forests. Adder-venom
paste kills in 5 rounds by destroying the nervous system;
at minimum, it causes paralysis for 1-100 rounds. Note:
Raw adder venoms are generic nerve poisons of varying
level.
AJKARA (RC1 02, h-J-5, I, 750 GP, AF 25, level 10): A
beautiful blue and white orchid native to tropical rain

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forests. When the flowers are dried, powdered, and burned


with incense, the smoke acts as a "truth serum," causing
its victim to freely reveal secrets; at minimum, it
disorients the victim (-10 to actions for 1-10 hours).
ASGURASH or ASGURATH (RM 917, c-T-7, P, 31 GP, level 3). A
brownish-red condensed venom obtained from the asgur, a
small (12"-15") green and brown snake of the cobra family
Elapidae, native to cold tallgrass plains or steppes.
Asgurash causes complete paralysis of portions of the body
in man-sized targets or total paralysis in targets less
than 3' tall. It is usually applied by cuts to the torso,
causing upper body paralysis. Notes: The raw venom has
the same effect but is level -1. Vipersweed is a specific
antidote.
ASP VENOM (RC1 04, a-Z-2, P, 50 GP, level 5): A white paste
condensed from the venom of several species of asp, all
small snakes of the cobra family Elapidae, most native to
tropical deserts near water (rivers or oases). Asp-venom
paste destroying the nerves in the target limb; at
minimum, it damages the nerves, causing partial paralysis
(-50 to actions). Note: Raw asp venoms are generic nerve
poisons of varying level.
CATHAANA (I) (RM 917a, m-D-6, Pd, 36 GP, level 1): A white
powder prepared from cathan, the nut of the cathantaur, a
medium tree of the hickory family native to mild,
temperate deciduous and mixed forests. The cathantaur
grows to about 60' tall, frequently in multiple trunks,
and has dark green leaves with nine leaflets which
resemble those of the pecan. Cathaana is prepared by
roasting and crushing the cathan nuts. It is deceptively
deadly, instantly causing mild euphoria (-50 to actions
for 1-10 rounds), then destroying the brain after 1-10
minutes. Note: If eaten raw, cathan nuts are mildly
euphoric (-10 to actions for 1-10 minutes, addiction
factor 5) but nontoxic. (See also cathaana nolgurth.)
CATHAANA NOLGURTH (CATHAANA II) (RC1 09, m-D-6, Pd, 1,000
GP, level 15):
A white flaky powder refined from
cathaana, prepared by boiling cathaana in strong lye, then
cooling the mixture as quickly as possible to precipitate
cathaana nolgurth, the powerfully euphoric, relatively
nontoxic essence of cathaana.
Whereas cathaana is
relatively weak but nevertheless destroys the brain,
cathaana nolgurth destroys the mind without damaging the
brain; at minimum, it is powerfully euphoric (-75 to
actions for 1-10 hours).
DIN FUINEN (RC1 11, t-F-4, L, 320 GP, level 8): A green oil
pressed from din fuinen, a bright green moss native to
cool, temperate, well-watered shady areas. Din fuinen
causes total amnesia (1-100 days); at minimum, it causes
disorientation (-30 to actions) for 1-10 hours.
GRELNIXAR (RC1 15, m-T-9, special, 3,000 GP, level 45): A
powerful, deadly hallucinogen produced by the vrel, a
nettle relative native to temperate tallgrass plains or
steppes, and emitted through its leaf hairs. Grelnixar

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causes its victims to run until they die of exhaustion, as


does the "Running Death" curse; at minimum, it causes
severe hallucinations for 1-10 days.
HEMLOCK, BLADE (RC1 06, m-F-3, P, 90 GP, level 6): A white
paste prepared by mixing water hemlock oil with cream.
Hemlock kills in 6-10 rounds by destroying the nervous
system; at minimum, it causes complete incapacity for 1-10
hours.
HEMLOCK, WATER (RC1 53, m-F-3, L, 45 GP, level 3): A clear
amber liquid pressed from the leaves and stalks of water
hemlock, a member of the parsley family native to
temperate, well-watered areas. Hemlock kills in 6-10
rounds by destroying the nervous system; at minimum, it
causes complete incapacity for 1-10 hours.
HEVIK (RC1 18, h-J-6, Pd, 900 GP, level 30): A gray powder
refined from the leaves of orn-hevik, a canopy tree native
to tropical forests, particularly "cloud forests." Hevik
is prepared by boiling orn-hevik leaves in strong alcohol,
filtering the extract, then evaporating the extract.
Hevik induces deep sleep (11-20 hours); at minimum, it has
no ill effects.
HULMIIKAK (RC1 19, m-D-8, L, 800 GP, level 15): The venom
of the hulmiis ant, a large (1/2") black carpenter ant
native to temperate forests. To most arthropods and other
invertebrates, hulmiikak is a lethal nerve poison, but in
vertebrates, it attacks the optic nerves, causing
blindness; at minimum, it impairs vision (-30 to
perception).
IGTURFAS (RC1 20, m-J-9, Pd, 1,800 GP, level 25): A brown
powder prepared from the blood of the iguri, a rare gold
and brown tree viper (family Viperidae) native to
temperate rain forests and tropical rain forests at high
elevations. Igturfas is prepared by straining iguri blood
and evaporating
the plasma.
Igturfas causes
feeblemindedness (GM discretion); at minimum, it causes
disorientation (-50 to actions for 10-100 hours). Note:
Iguri venom is a generic level 5 nerve poison.
JUTH (RM 918, a-Z-5, L, 41 GP, level 2): A clear liquid
extracted from the venom of the painted scorpion, a fairly
large (2") desert species, glossy black with red stripes.
Juth is prepared by distilling the venom with wood alcohol
(methanol), saving the first fraction (10% or so from each
batch) to emerge from the condenser. Juth causes gradual
insanity over a period of 1-100 weeks. Note: The raw
venom is a generic level 2 nerve poison.
KLABAS (RC1 24, m-H-5, Pd, 400 GP, level 10): A white
powder refined from the buds of the klane, a shrub
distantly related to the hazelnut, native to temperate
scrublands. Klabas is prepared by boiling klane buds in
water, straining the extract, and allowing the extract to
cool and evaporate slowly into powder.
Klabas causes
nervous breakdowns (GM discretion); at minimum, it causes
depression (-25 to most activities, GM discretion).

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MURNAN (RC1 31, h-J-7, L, 500 GP, level 10): A canopy tree
of tropical rain forests which frequently grows taller
than 150'. It has long, fleshy, dark green leaves like
those of the rubber tree and a tall, straight trunk. Its
yellow sap causes paralysis; at minimum, it causes fever
and delirium (4 days).
PENTANOTH (RC1 36, h-O-5, L, 4,000 GP, level 40): A clear
oil pressed from the pentanoth, a kelp native to warm
ocean shallows. It grows up to 20' long and it has a
cluster of five broad blue leaves. Pentanoth causes coma
(1-4 days); at minimum, it causes loss of will (6-12
hours). Note: As the minimum effect is frequently more
desirable, many users cut the dosage level. Note: Raw
pentanoth has the same effects, but is level 5. Boiling
alters the toxin, making pentanoth a flavorful, slightly
intoxicating delicacy in some cultures.
PHOROZ (RC1 37, m-T-1, L, 48 GP, level 4): A clear liquid
extracted from the pollen of the phoroz lily, native to
temperate tallgrass plains and steppes.
Phoroz is
prepared by steeping the pollen in vinegar for 7-10 days,
straining the extract, then allowing the extract to
evaporate to half its former volume. Phoroz causes slow
paralysis (1-10 hours) and death (1-4 days); at minimum,
it numbs the limbs (-40 to actions for 1-10 hours).
RUTH-I-IAUR (RM 919, s-U-7, L, 56 GP, level 4): A brownish
liquid which can be refined from the saliva of most
species of drakes and their relatives, usually by
extracting the saliva with vegetable oils, then distilling
the extract.
Ruth-i-iaur causes rapid (1-20 rounds)
erosion of the nervous system, leaving the victim at -50
to -100 activity (-50 for RR failures of 1-25, -75 for
failures of 26-50, or -100 for failures of 51 or more).
SARNUMEN (RC1 41, m-O-8, L, GP, level 30):
A blue
concentrated venom obtained from the spines of the numen
eel, a large bluish-black eel which lives in temperate
shallow seas for most of its life but migrates to fresh
water to spawn. Sarnumen causes a nervous disorder which
causes the victim to act at -50; at minimum, it has no ill
effects.
SHIROLOS (RC1 42, m-T-3, L, 300 GP, level 10): A clear
yellow brandy distilled from shira, a grass, originally
native to temperate tallgrass plains or steppes, now
cultivated, which closely resembles rye.
Shira beer,
called shirale, is only slightly more intoxicating than
normal beer; however, shirolos immobilizes the victim and
causes a suggestive trance; at minimum, it causes severe
drowsiness (-100 to actions).
SHUTINIS (RC1 43, h-J-7, L, 600 GP, level 13): A brown
concentrated venom obtained from the hultif, a large
beetle related to the stag beetle, native to tropical rain
forests. It has a jade-green back with brown scale-like
patternings. Shutinis causes insanity; at minimum, it
causes distraction (1-100 hours). Note: Hultif venom has
the same effects but is only level 1.

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SLIRD (RM 920, h-J-8, P, 13 GP, level 2): A white paste


prepared from the crushed fruit of slird, a creeper native
to tropical forests which resembles English ivy. Slird
acts in 1-2 rounds; the victim loses the feeling in 1-6
extremities (head, genitals, hands, feet) for 1-100 days.
Note: If eaten raw, slird fruit has the same effects.
THRAYNIIS (RC1 48, h-S-5, P, 300 GP, level 10): A brown
paste prepared from the ayniic flea, a fairly large (1/8")
flea native to tropical plains (both tall- and shortgrass)
or savannas, where it feeds on most mammals, particularly
large herbivores like cattle and antelopes. The ayniic
flea itself is quite common, but the knowledge of its
preparation into thrayniis is much less common. Ayniic
fleas are captured by coating a cowhide with a sticky
mixture which usually contains five parts honey, five
parts glue, and one part cow urine, then stretching the
coated cowhide in the sun on a tree near ground level.
The captured fleas are then ground into thrayniis paste
with a mortar and pestle. Thrayniis causes paralysis; at
minimum, it has no ill effects.
THURVIIK (RC1 49, a-U-6, gas, 600 GP, level 20): A pinkish
natural gas occasionally found in dry caves of volcanic
origin, encountered more often as a natural hazard than as
a weapon. Thurviik causes the victim to sleep for 3
hours, modified by the victim's recovery multiplier; at
minimum, it has no ill effects.
UL-ACAANA (RM 921, e-M-8, P, 1,200 GP, level 20): A white
paste prepared from the flower of the ul-acanloth rose, a
close relative of the acanloth rose (see acaana) native to
the coldest mountains, usually found near glaciers or
snowfields. Ul-acaana paralyzes instantly and kills in 110 minutes by destroying the nervous system. Note: If
eaten raw, the flowers act as a generic level 10 nerve
poison.
UMAKILIS (RC1 50, h-J-6, L, 5,000 GP, level 10/60): A red
concentrated venom obtained from the umakil, a "poison
arrow frog" native to tropical forests. The umakil is a
small frog, rarely exceeding 1", easily recognized by its
brilliant golden color with red and purple vertical
stripes and purple eyes. Umakilis may be ingested or
absorbed through the skin, but is far more dangerous if
directly injected into the victim's bloodstream.
Raw
umakilis is collected from the umakil's back after
irritating or frightening it. The venom may be used raw
at attack levels 3 or 15, or concentrated to levels 10 or
60; in any case, umakilis kills instantly by destroying
the victim's brain; at minimum, it causes coma (1-10
days).
UNGOLLOS (SPIDER VENOM I) (RC1 44a, _-_-5, P, 400 GP, level
10): A white concentrated venom obtained from most
species of "greater great" spiders, which produce both
nerve and reduction venoms. Ungollos is concentrated from
the nerve poison. It causes paralysis; at minimum, it
causes fever and delirium (10-100 hours).

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WEK-BAAS (RM 922, h-O-9, L, 70 GP, level 5):


A clear
condensed venom obtained from the spines of several
species of lionfish native to warm ocean shallows,
particularly coral reefs. Wek-baas acts in 1-100 rounds,
causing sleep on any RR failure plus degeneration of
balance and hearing in 1-10 days on failures of 16-30 or
total paralysis on failures of 31 or more. Note: The raw
venom has the same effects but is level 1.
YAVIN GIRITH (RC1 56, h-O-5, L, 400 GP, level 10): A fig
native to tropical ocean shores, despised as a dangerous
pest by farmers. Yavin girith fruit looks, smells, and
tastes like that of the sweet fig, but its clear golden
juice contains a nerve poison which causes mild coma and
memory loss; at minimum, it causes dizziness (-25 to
actions for 1-10 days).
Reduction
HEEN (RC1 17, t-S-8, Pd, 800 GP, level 20): A black powder
prepared from the seeds of the geen, a sunflower native to
cool, temperate shortgrass prairies which closely
resembles the common sunflower except it is shorter,
rarely exceeding 2' tall, and has orange flowers. Heen is
prepared by roasting geen seeds, then grinding them to
powder. Heen attacks the mucous membranes lining the
digestive system, causing ulceration; at minimum, it
inflicts 5-50 hits. Note: Raw geen seeds have the same
effect but are only level 4.
LHUGRUTH (RM 923, e-U-6, L, 300 GP, level 10): The gray or
black blood of several species of cold-dwelling drakes,
which rapidly (1-10 rounds) dissolves metals and organic
materials, but not glass, sand, or pottery.
MOOURARK (RC1 29, f-U-9, L, 250 GP, level 5):
A blue
condensed venom obtained from the saliva of the rark bat,
an enchanted white species native to frigid caves, often
ice caves. Moourark dissolves bone; at minimum, it has no
ill effects. Note: The raw saliva has the same effects
but is only level 1.
NIMNAUR (RM 925, t-D-5, L, 23 GP, level 3): A milky white
concentrated venom obtained from the whitefiddle, a
species of "lesser great" spider native to cool, temperate
deciduous and mixed forests named for the distinctive
white mark on its back.
Nimnaur slowly (over 1-10
minutes) liquifies one organ per dose (usually the one
closest to the entry point). Note: The raw venom is a
generic level 3 reduction poison (variability class A).
ONDOHITHUI (RM 924, e-A-5, P, 60 GP, level 3): A blue-gray
paste prepared from ondohithui, a lichen native to the
coldest mountains, found most frequently growing between
the highest peak rocks.
Ondohithui is prepared by
carefully collecting, washing, and grinding the lichen
into powder, then mixing the powder with lard. It causes
fatal dehydration in 1-10 minutes.
ORN (RC1 32, m-T-3, L, 10 GP, level 5): The yellow sap of

the turid,

a parsley

relative native to temperate

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tallgrass prairies and steppes. Orn causes warts and


scars; at minimum, it inflicts 1-10 hits..
PANGWOOD (RC1 34, m-D-2, special, 10 GP, level 2):
A
medium-sized tree native to temperate forests. The fine
hairs on its dark green, five-fingered leaves contain an
acid-like reduction poison which causes contact burns; at
minimum, it has no ill effects. Himros is a specific
antidote.
PAWLUN (RC1 35, h-F-5, L, 1 SP, level 1): The sap of the
pawf vine, a large creeper native to tropical forests,
found most often near rivers. Pawlun causes the victim to
lose his/her teeth; at minimum, it has no ill effects. It
is encountered far more often as a natural hazard than as
a weapon.
RORKANDIS (RC1 40, m-M-7, P, 200 GP, level 5): A white
paste prepared from the saliva of the uster, a black and
white hawk originally native to temperate mountains, now
sometimes domesticated, which usually feeds on fish. When
fed salty foods, the hawk salivates excessively; the
saliva may be carefully collected and mixed with lard to
form a paste. Rorkandis dissolves cartilage; at minimum,
it has no ill effects.
SILMAANA (RM 926, m-T-2, Pd, 4 GP, level 9): A silver
powder refined from the stalks of silmanar, a plant
related to parsley and water hemlock, native to temperate
tallgrass prairies and steppes. Silmaana is prepared by
boiling silmanar stalks in water, then filtering and
boiling the extract to dryness. Silmaana scars the skin
and gives 2-20 hits; it and similar toxins are used by a
number of cultures for personal decoration (scarification)
or identification of slaves.
SLOTA (RM 927, t-D-7, P, 36 GP, level 5): A white paste
refined from the venom of the lightning spider, a
tarantula-sized trapdoor spider named for its lightningswift hunting strike. It was originally native to cool,
temperate deciduous and mixed forests, but is now bred in
captivity, if not truly domesticated. Slota is prepared
by extracting the venom of at least a dozen lightning
spiders, then allowing it to dry slowly in a warm, dark
container (usually an earthenware pot kept near a
fireplace). Slota causes slow paralysis (1 day) and death
1-10 days afterwards. Note: The raw venom has the same
effects, but is not generally dangerous to humans
(effective level -5).
SURLOK (RC1 45, m-F-5, L, 200 GP, level 10):
A clear
condensed venom obtained from the spines of the surn, a
catfish native to temperate, slow fresh water.
In
mammals, surlok dissolves the nerve receptors in the
victim's fingers and toes, destroying the sense of touch
and ultimately leading to gangrene; at minimum, it causes

loss of sensitivity. Note: The raw venom has the same


effect but is level 2.
SYMK-ARG-WY (RC1 46, h-O-3, L, level 10): The spine venom
of the wyg, a flatfish native to warm ocean shallows.

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Symk-arg-wy causes the victim to lose all of his/her hair;


at minimum, it has no ill effects. It is encountered far
more often as a natural hazard than as a weapon.
THRANG (RC1 47, m-D-5, L, 150 GP, level 10):
An oil
secreted from special scent glands by the thorf panther, a
species native to temperate forests, particularly near
hills or mountains. Thrang attacks the victim's retina,
causing loss of color vision; at minimum, it has no ill
effects.
UNGOLGALEN (SPIDER VENOM II) (RC1 44b, _-_-5, P, 400 GP,
level 10): A greenish-white concentrated venom obtained
from most species of "greater great" spiders, which
produce both nerve and reduction venoms. Ungolgalen is
concentrated from the reduction poison.
It kills by
slowly (1-10 minutes) reducing the victim's organs to
liquid; at minimum, it causes fever and delirium (10-100
hours).
VEMAAK (RC1 52, m-T-5, Pd, 1 GP, level 1): A yellow powder
obtained by grinding the venom glands of the larn, a
hornet native to temperate tallgrass plains or steppes.
Vemaak dissolves the victim's auditory nerves, causing
permanent hearing loss.
YAKE (RC1 55, t-F-6, L, 1,200 GP, level 30): A fern native
to cool, well-watered, shady areas. Its pale green sap
attacks mucous membranes like acid, causing the victim's
tongue to rot; at minimum, it causes second-degree mouth
burns.
ZAGANZAR (RM 928, t-M-6, L, 139 GP, level 5): A bluish oil
extracted from the roots of the zagan, a columbine
relative native to cool, temperate mountains, found most
frequently near, but not actually in, clearings. Zaganzar
is extracted from zagan roots by boiling them in vinegar,
filtering the extract, then adding soda, lye, or some
other base to separate the oil, which floats to the
surface where it is collected and filtered again.
Zaganzar causes permanent blindness by reducing the
victim's optic nerves to water, and also inflicts 1-10
hits.
Respiratory
BUKANDAS BULCH (RC1 07, t-C-7, L, 800 GP, level 20): An oil
secreted from special scent glands by the bukandas wolf, a
species native to cool, temperate coniferous forests.
Bukandas bulch damages the victim's lungs, causing
permanent severe asthma; at minimum, it causes mild
asthma.
GALENAANA (RM 929, c-A-6, Pd, 179 GP, level 9): A bright
green powder refined from the leaves of the galendur, a
dwarf willow native to alpine and arctic tundras near the

timber line. Galenaana is refined by boiling galendur


leaves in water, filtering, then boiling the extract to
dryness. Galenaana kills Elves (Eldani), but leaves
others in a coma for 1-100 weeks.
HITH-I-GIRITH (RM 930, f-M-5, L, 12 GP, level 4): A dwarf
pine native to frigid mountains near the timber line.

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During the short alpine growing season, its leaves emit a


fragrant oil which acts as a depressant, causing immediate
and continuing sleep.
JEGGA (RM 931, m-U-5, P, 92 GP, level 7): A brown paste
refined from the guano of the jegga bat (see also
jeggarukh), a vampire bat native to mild climates which
usually feeds upon cattle. It is prepared by leaching
jegga guano with strong lye, filtering, then allowing most
of the water to evaporate. Jegga inflicts 1-100 hits.
JITSU (RM 932, m-O-4, L, 34 GP, level 5):
A yellow
concentrated venom obtained from the jitsu, a large clam
native to temperate shallow seas, closely related to the
jitsukar and jitsutyr, despised as a dangerous pest by
fishermen. Jitsu is prepared by immersing the clams in
cold fresh water, inducing them to secrete the oily venom
as a protective measure. Some of the oil floats to the
surface, where it is collected and heated until its color
darkens from pale straw to bright canary yellow. Refined
jitsu inflicts 5-50 hits; raw jitsu is level 2 and
inflicts 2-20 hits.
JITSUKAR (RC1 22, t-F-8, P, 4,000 GP, level 40): A brown
paste refined from the venom of the jitsukar, a large clam
native to cool freshwater lakes, closely related to the
jitsu and jitsutyr, despised as a dangerous pest by
fishermen. Jitsukar is prepared by immersing the clams in
cold salt water, inducing them to secrete the oily venom
as a protective measure. Some of the oil floats to the
surface, where it is collected and mixed with flowers of
sulfur and finely ground charcoal to form the sticky
paste. Jitsukar kills in 1-100 rounds by destroying the
victim's lungs; at minimum, it has no ill effects..
JITSUTYR (RM 933, c-F-6, P, 145 GP, level 2): A tan paste
refined from the venom of the jitsutyr, a large clam
native to cold freshwater lakes, closely related to the
jitsu, despised as a dangerous pest by fishermen.
Jitsutyr is prepared by immersing the clams in hot salt
water, inducing them to secrete the oily venom as a
protective measure.
Some of the oil floats to the
surface, where it is collected. The oil is then boiled in
vegetable oil with flowers of sulfur and finely ground
charcoal. The sticky jitsutyr paste collects on the
container's walls. Jitsutyr kills in 1-100 rounds by
destroying the victim's lungs.
KLY (RM 934, s-H-5, P, 154 GP, level 3): A brown paste made
from the crushed berries of kly, a member of the
nightshade family native to semiarid to temperate

scrublands. Kly inflicts 3-300 hits.


Note:
Intact
berries have the same effects.
KUWURN YORF (RC1 25, c-C-6, Pd, 80 GP, level 5): A golden
mold native to cold coniferous forests near water, where
it grows on dead wood. Its spores cause death in 3 days
by gradually destroying the lungs; at minimum, it has no
ill effects.

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URAANA (RM 935, t-S-3, P, 12 GP, level 6): A creamy paste


refined from the leaves or flowers of uranil, a wildflower
of the composite family closely related to vuranar, native
to cool, temperate shortgrass prairies. Its leaves and
flowers resemble those of the chrysanthemum in miniature.
Uraana is prepared by boiling uranil in salt water
containing finely ground flour, which collects on the
container's walls as uraana paste. Uraana inflicts 3-30
hits. Note: If eaten raw, uranil is a generic level 1
respiratory poison.
VURAANA (RM 936, h-T-4, P, 42 GP, level 2): A pinkish paste
refined from the leaves or flowers of vuranar, a
wildflower of the composite family closely related to
uranil, native to tropical tallgrass plains or savannas.
Its leaves and flowers resemble those of the
chrysanthemum. Vuraana is prepared by boiling vuranar in
salt water containing finely ground flour, which collects
on the container's walls as vuraana paste.
Vuraana
inflicts 1-100 hits. Note: If eaten raw, vuranar is a
generic level 1 respiratory poison.
Special or Combination
MORGURTH (RC1 30, s-U-9, L, 12,000 GP, level 60): Probably
the most potent poison known, morgurth is a black liquid
refined from the venom and/or blood of greater drakes by
an alchemical ritual which usually includes distillation
with strong alcohol in the presence of powdered gold or
platinum; it must then be protected from sunlight in a
glass or ceramic container.
Morgurth dissolves the
victim's brain; at minimum, it causes a long coma (1-100
years). Note: Morgurth is both a nerve poison and a
reduction poison, requiring two separate antidotes. Durad
slows the effects of morgurth; laurre is a specific
antidote.
Stun Relief Agents
JANUK-TY (RM 696, s-S-6, B, 110 SP, AF 2): A medium-sized dark
green grass, related to vinuk, native to semiarid to
temperate shortgrass prairies. A tea brewed from its roots
relieves three rounds of stun.
SURANIE (RM 697, t-F-3, I, 2 GP, AF 3): A thorny bush related
to the blueberry, native to cool, temperate areas near
water. Its dark blue, delicious berries relieve one round
of stun.
VINUK (RM 698, s-S-4, B, 12 SP, AF 4): A medium-sized emerald
green grass, related to januk-ty, native to semiarid to

temperate shortgrass prairies. A tea brewed from its roots


relieves 1-10 rounds of stun.
WELWAL (RM 699, h-J-7, I, 12 GP, AF 3): A bush native to
tropical rain forests, related to coca and witav.
Its
edible, dark green leaves relieve three rounds of stun.
WITAV (RM 700, h-J-6, I, 12 GP, AF 5): A bush native to
tropical rain forests, related to coca and welwal.
Its
edible, jade green leaves relieve two rounds of stun.

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